Chaos Project

RPG Maker => RPG Maker Scripts => RMXP Script Database => Topic started by: Blizzard on January 09, 2008, 08:21:56 am

Title: [XP] Blizz-ABS
Post by: Blizzard on January 09, 2008, 08:21:56 am
Blizz-ABS
Authors: Blizzard, winkio
Version: 2.87
Type: Advanced Action Battle System
Key Term: Custom Battle System

Introduction

Using this script in your game will allow you to carry out battles on the map. Examples on commercial games for an ABS are The Legend of Zelda (various Nintendo consoles), Secret of Mana (SNES), Diablo 2 (PC), etc. Active Battle System also means real-time battle on the map.
This ABS has a many advanced features to help you and allow you creating high quality games, is easy to use and is very flexible.
Note that this ABS is merely a very powerful tool. It is up to you to make your game awesome using this tool.

This work is licensed under BSD License 2.0:
QuoteCopyright (c) Boris "Blizzard" Mikić
All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:

1.  Redistributions of source code must retain the above copyright notice,
    this list of conditions and the following disclaimer.

2.  Redistributions in binary form must reproduce the above copyright notice,
    this list of conditions and the following disclaimer in the documentation
    and/or other materials provided with the distribution.

3.  Neither the name of the copyright holder nor the names of its contributors
    may be used to endorse or promote products derived from this software
    without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.

You may use this script for both non-commercial and commercial products without limitations as long as you fulfill the conditions presented by the above license. The "complete" way to give credit is to include the license somewhere in your product (e.g. in the credits screen), but a "simple" way is also acceptable. The "simple" way to give credit is as follows:
QuoteBlizz-ABS licensed under BSD License 2.0, Copyright (c) Boris "Blizzard" Mikić, Ryan "winkio" Christiansen

Alternatively, if your font doesn't support diacritic characters, you may use this variant:
QuoteBlizz-ABS licensed under BSD License 2.0, Copyright (c) Boris "Blizzard" Mikic, Ryan "winkio" Christiansen

In general other similar variants are allowed as long as it is clear who the creator is (e.g. "Blizz-ABS created by Blizzard & winkio" is acceptable). But if possible, prefer to use one of the two variants listed above.

If you fail to give credit and/or claim that this work was created by you, this may result in legal action and/or payment of damages even though this work is free of charge to use normally.


Features

There are many features which are mostly listed in the Manual chapter 1.1. for convenience.

Screenshots

Note that those are screenshots from the Blizz-ABS example game Chronicles of Sir Lag-A-Lot.
(http://img17.imageshack.us/img17/8216/snap300.th.png) (http://img17.imageshack.us/img17/8216/snap300.png) (http://img199.imageshack.us/img199/3118/snap319.th.png) (http://img199.imageshack.us/img199/3118/snap319.png)
Note that those are screenshots from the Blizz-ABS example game Star G..
(http://img64.imageshack.us/img64/7149/snap660.th.png) (http://img64.imageshack.us/img64/7149/snap660.png) (http://img716.imageshack.us/img716/343/snap656.th.png) (http://img716.imageshack.us/img716/343/snap656.png) (http://img121.imageshack.us/img121/232/snap657.th.png) (http://img121.imageshack.us/img121/232/snap657.png)
Other noteworthy screenshots:
(http://img15.imageshack.us/img15/2969/snap645.th.png) (http://img15.imageshack.us/img15/2969/snap645.png) (http://img62.imageshack.us/img62/6383/snap916.th.png) (http://img62.imageshack.us/img62/6383/snap916.png) (http://img202.imageshack.us/img202/6411/newhud.th.png) (http://img202.imageshack.us/img202/6411/newhud.png) (http://img163.imageshack.us/img163/6995/battle2uz.th.png) (http://img163.imageshack.us/img163/6995/battle2uz.png) (http://img820.imageshack.us/img820/9364/snap696.th.png) (http://img820.imageshack.us/img820/9364/snap696.png)

Demo

Here is a link to the topic of the demonstration game Chronicles of Sir Lag-A-Lot. It uses about 50% of the (current) features of this ABS to demostrate what you can do with this ABS if you are ready to put some serious effort into your game. Keep in mind that the game uses v1.63 and not the most recent version. Those features might be available in future versions.
Official Chronicles of Sir Lag-A-Lot topic (http://forum.chaos-project.com/index.php?topic=75.0)

The example game Star G. on the other side used Blizz-ABS v2.23, but it uses only a small number of features.
Official Star G. topic (http://forum.chaos-project.com/index.php?topic=2604.0)

The example game series Arshes goes to Battle Camp uses Blizz-ABS v2.84 and higher, and demonstrates specific advanced topics, such as custom enemy AI.
Official Arshes goes to Battle Camp topic (http://forum.chaos-project.com/index.php?topic=8792.0)

The independent example game Dissipate is still in work, but it looks extremely promising.
Official Dissipate topic (http://forum.chaos-project.com/index.php?topic=2586.0)

Other notable independent example games:
Anima (http://forum.chaos-project.com/index.php?topic=3281.0)
Venture to the Dark Castle (http://forum.chaos-project.com/index.php?topic=2335.0)
Blizz ABS Arcade (http://forum.chaos-project.com/index.php?topic=3130.0)

Script

Download this file and unzip it. The script itself is contained in the .txt files.  Read the manual.
Blizz-ABS 2.87 Package + Blizz-ABS Config 2.84 (https://downloads.chaos-project.com/scripts/Blizz-ABS 2.87.zip)
Blizz-ABS 2.86 Package + Blizz-ABS Config 2.84 (https://downloads.chaos-project.com/scripts/Blizz-ABS 2.86.zip)
Blizz-ABS 2.85 Package + Blizz-ABS Config 2.84 (https://downloads.chaos-project.com/scripts/Blizz-ABS 2.85.zip)
Blizz-ABS 2.84 Package + Blizz-ABS Config 2.84 (https://downloads.chaos-project.com/scripts/Blizz-ABS 2.84.zip)

Instructions

The instructions can be found in the User Manual.

If you don't have Adobe Acrobat Reader, you can download a Word Viewer here which will allow you to open the manual file:
Adobe Acrobat Reader Download (http://www.adobe.com/products/acrobat/readstep2.html)
Alternatively (which I recommend) you can use Foxit Reader to open the PDF files
Foxit PDF Reader Download (http://foxit-pdf-reader.softonic.de/)

Blizz-ABS Config requires Microsoft .NET Framework 2.0 to be installed! If you don't have it installed, you can download it from here:
Microsoft .NET Framework 2.0 Download (http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=0856eacb-4362-4b0d-8edd-aab15c5e04f5)
Whether you have it installed or not can be found out in "Control Panel -> Add/Remove Programs". Keep in mind that you need at least version 2.0 installed. This means that you can have a higher version installed as well.


Compatibility

90% compatible with SDK 1.x. 80% compatible with SDK 2.x. Compatible with any CMS. Mostly is not compatible with any battle add-ons for the normal turn based battle system. WILL corrupt your old save games. Incompatible with the RGSS100J.dll. This script goes below any other script that modifies the Sprite_Character class.
Blizz-ABS Config requires Microsoft .NET Framework 2.0 to be installed.


Credits and Thanks


Author's Notes

Please download the User Manual and read it to learn how to use Blizz-ABS. If you don't read the Manual, you will not be able to use many of the great features this ABS supports.

If you have problems opening the .chm manual file, please read this article: http://blogs.technet.com/seanearp/archive/2007/05/28/can-t-read-chm-compiled-help-on-vista-xp-2003.aspx
The solution is at the bottom, you don't need to read the whole article.

If you find any bugs, please report them here:
http://forum.chaos-project.com

That's it! N-Joy! =D
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on January 09, 2008, 09:53:02 am
Ok, My Question is the Following:

I wanted to know, if it's possible to manipulate a Boss Fight and making it quite strategical, To sum it up more easy, if there's a way I can make in battle Manipulate it, either by Events & Call scripts. An Example:


First One:

In one battle the Boss would be in a giant stone in which he is safe from Attacks and Summons his little bugger minions, by using the call script to check the Map until all the Critters are dead in the Variable, the Boss would Teleport itself from his safe place and fight the player.

One thing I'd like to know if I could Manipulate the Boss by Variables, that by a certain number of hits, for example; after 5 hits, he teleports back to his Giant stone away from the Player, and resetting the Variable of the fiends, he summons once more Minions. Process repeats ti'll he's dead.

Second one:

Would like to make a Boss in Which Starts to Teleport every so with the character like a scene, without him hitting the character.


Third One:
Manipulate a Boss Fight, when the Boss looses he changes form into a new Monster instead of dying, he simply transforms in a new one, I was wondering if it's possible.

Final One:

D= if it's possible to make the Enemy create like 'Doppelgangers' throu event, and not make the boss move or Attack the player unless he either hits a fake.


=X That is all I want to know.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 13, 2008, 06:55:06 pm
Blizz-ABS will support a Boss AI feature in future which can be made by any scripter as plugin. I guess you'll have to wait a bit for that. =/

EDIT:

1.89 is out.
Title: Re: [XP] Blizz-ABS
Post by: darkkyros on January 13, 2008, 11:21:57 pm
This IS the best ABS I've ever tried.  On the 1.89 Version, I've bumped into an error (Picture Below).  Also, for some reason, the enemies won't attack me.  I've tried searching, but found nothing on this error.

(http://img293.imageshack.us/img293/9990/abserrorie1.th.jpg) (http://img293.imageshack.us/my.php?image=abserrorie1.jpg)

EDIT:  I also just check, and everything works fine on version 1.8.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 14, 2008, 02:45:06 am
You will get a crash sooner or later with v1.8 as everybody does. :3 I recommend using v1.73 then.

Anyway, the problem with the bug is following:
Since I've been already working on the ally AI, I've been changing the code of the Map_Actor class. Before I've stopped working on it for now, I've had problems with allies returning into the caterpillar formation. So I decided to revamp the old ally AI completely.
I've been in a hurry when I wanted to release 1.89, so I simply removed the code that I thought of to be the extra coding. I suppose I didn't remove it all or I already modified other parts of the code. I'm not sure, but it might work normally up to some degreee if you turn off the caterpillar for now. I'll see if I can fix this problem temporarily in v1.9 before I make the new ally AI for v2.0.

So, you can try continue using v1.89 and simply turn off the caterpillar for now.

EDIT:

I'm glad that this ABS is still considered to be the best, even though NeoABS was released. :D
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on January 14, 2008, 02:56:34 pm
well Blizz your ABS is amazing for tons of reasons

you dont need SDK to use it
it is easy to use unlike most of the others out there that you need loads of scripting knowledge just to set up a enemy ( i am like the trash of scripting and i can use your ABS crazy easy)
and you keep it real with your ABS with its simplicity to use and all the features it has
i mean c'mon who ever says this ABS system is whack you just tell me and i'll
DONKEY PUNCH their faces for ya  ;D
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 14, 2008, 03:30:46 pm
<3
Title: Re: [XP] Blizz-ABS
Post by: darkkyros on January 14, 2008, 05:08:44 pm
Quote from: Blizzard on January 14, 2008, 02:45:06 am
You will get a crash sooner or later with v1.8 as everybody does. :3 I recommend using v1.73 then.

So, you can try continue using v1.89 and simply turn off the caterpillar for now.

EDIT:

I'm glad that this ABS is still considered to be the best, even though NeoABS was released. :D

Thanks.  I'll use 1.73 then.  I'm not in that much of a hurry.
the NeoABS, for some reason, wasn't all that great.  I can think of countless other ABS' that I like better.  And, this one tops the list.
Title: Re: [XP] Blizz-ABS
Post by: Nortos on January 14, 2008, 06:59:28 pm
Quote from: Spoofus on January 14, 2008, 02:56:34 pm
DONKEY PUNCH their faces for ya  ;D

rofl lmao
and yeah exactly what ^ said
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on January 14, 2008, 09:23:59 pm
I got a question.

I just installed the new version, but now enemies are weaker than before. They hardly attack me and I have to keep following them to make them attack me. Rather than coming at me to kill my characters, they are running away from them and rarely attack.


EDIT: I now know how to turn on the attributes but the enemy only attacks me when I attack it and I would rather have the enemy attack me and not the enemy be "if you don't hurt me, I'll leave you alone".

EDIT2: Never mind, I got it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 15, 2008, 04:27:33 am
And exaclty this could be the reason why it is so popular. You can very easily figure out how to work with it. ^_^
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on January 15, 2008, 02:10:10 pm
I got some random error while playing with the enemy AI.

"Script 'Blizz ABS Part 1' line 5121 : NoMethodError occurred.

undefined method `sight' for #<Map_Enemy:0x3f85e00>"

I set this enemy's attributes to \a[00011101] when I encountered this error and was around that enemy at the same time it happened.
Title: Re: [XP] Blizz-ABS
Post by: HEY Blizzard on January 15, 2008, 03:42:33 pm
 ;D Hey Blizzard i think you know me from RMXP.de . I was that guy who wanted a Secret of Mana ABS and you gave me this powerfull ABS and i love it. It is like a legend :D
BUT
I need your help now. I've learned a lot by your demo "chronics of sir lag a lot" and i boght me a legal version of the rmxp maker becuse your script dosen't work at my (PLS DONT BLAME ME) illegal version.
But now i have a problem how can i get my team mebers to fighting with the monsters on the map??

Is it possible for your script?

And if this isn't a fiature of your script can u edit it for me please becuse i am les then a noob in RGSS scripting. My favorit was always the event- programming.

Hope you can help me and I hope allso you will not blame me so much becuse i have an illegal rmxp.

                                          PS
( >:( I WON'T GIVE SOMEONE ELSE THE ILLEGAL VERSION AND I DONT KNOW WHERE I GOT IT SO DONT ASK ME PLS >:()

I am sorry becuse my bad english. I haven't wrote something in english since 2000. ;)
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on January 15, 2008, 03:49:53 pm
Since 8 yrs? wow!

What you're asking is the Ally AI feature, which Godly Blizz is working on. v1.9 will have it I think.

Quotebecuse your script dosen't work at my (PLS DONT BLAME ME) illegal version.

Spoiler: ShowHide
You just had to replace the RGSS dll.


Quote(I WON'T GIVE SOMEONE ELSE THE ILLEGAL VERSION AND I DONT KNOW WHERE I GOT IT SO DONT ASK ME PLS)
Spoiler: ShowHide
I doubt anyone needs it seeing as most of RMXP users have PKE whether they have the legal version or not ;)


EDIT:
QuoteWhat you're asking is the Ally AI feature, which Godly Blozz is working on. v1.9 will have it I think.
lol!

EDIT2: Oh, and it's rude not to register when you're welcome here :)
Title: Re: [XP] Blizz-ABS
Post by: ^^peter16321^^ on January 15, 2008, 03:53:04 pm
Quote from: HEY Blizzard on January 15, 2008, 03:42:33 pm
;D Hey Blizzard i think you know me from RMXP.de . I was that guy who wanted a Secret of Mana ABS and you gave me this powerfull ABS and i love it. It is like a legend :D
BUT
I need your help now. I've learned a lot by your demo "chronics of sir lag a lot" and i boght me a legal version of the rmxp maker becuse your script dosen't work at my (PLS DONT BLAME ME) illegal version.
But now i have a problem how can i get my team mebers to fighting with the monsters on the map??

Is it possible for your script?

And if this isn't a fiature of your script can u edit it for me please becuse i am les then a noob in RGSS scripting. My favorit was always the event- programming.

Hope you can help me and I hope allso you will not blame me so much becuse i have an illegal rmxp.

                                          PS
( >:( I WON'T GIVE SOMEONE ELSE THE ILLEGAL VERSION AND I DONT KNOW WHERE I GOT IT SO DONT ASK ME PLS >:()

I am sorry becuse my bad english. I haven't wrote something in english since 2000. ;)

I tought name was the name of the post  ;D not my  ;)
so my name is peter16321 i am a menber since today
must log me in i think XD
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on January 15, 2008, 03:56:28 pm
Yeah, welcome :)

by the way:
QuoteAlso note that this ABS doesn't have all the features that were originally planned implemented yet.

This system is still under development and it only gets better by the day. Did you know that it's compatible with many other scripts by Blizzard? :)
Title: Re: [XP] Blizz-ABS
Post by: Sally on January 15, 2008, 04:23:56 pm
:)
Title: Re: [XP] Blizz-ABS
Post by: ^^peter16321^^ on January 15, 2008, 04:31:20 pm
yes of cuse

and thx for helping is 1.9 allready finish or can i get this AI ???
i am like a child now and this is a x-mas presend under the X-mas tree
XD

i will see if I will finde something nice for my project here. I have maked a event abs where the party and the monsters where fighting long befor i got this abs but my eventprogrammed script was laging a lot becuse the programming wasen't right i have debuged it in a work of 3 month XD.
but it was to many for me.
With 2 party menbers and 20 monsters i needed 230 variables an 40 tabs and it havent so much features like this script and this script was so easy to use for me so i forgotten my event systhem.
But i habe all the event programming in my had so i will make a demo of my eventprogramed script for this forum XD
hope someone will like it^^

phu i want to speak german becuse i havent wrote in english so long^^ um if my mom find it out she wll ring my nec becuse she was borned in scotland

i have a problem can log in right i have no righs to see member list and much more i am only guast
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on January 15, 2008, 04:36:29 pm
1. Log in then ^_^
2. You'll find very good scripts in the Scripts Database
3. Definitely try Chaos Project (found in the projects section). It has two languages, English and GERMAN! Maybe you'll be among the few who can report any errors in German mode.

Chaos Project is Blizzard's game btw. And if you know German, both of you will be speaking in German soon enough (and throw us all in the dark XD)

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 15, 2008, 05:57:41 pm
@Peter: Hi, what's up?

Alright, solving the problem is simple. Yes, the ABS really doesn't work with the illegal version, but since I don't care what version somebody is using, I explained in the manual how to solve the problem. Simply read chapter 5.3. and you should be fine. If you have problems, PM or e-mail me.

BTW, v1.89 already has the new AI. I didn't make it v1.9, because I need to add "leader action decision of minions" and update the manual by explaining better how to configure some stuff.

And yeah, you should register and log in. xD Posting on an English forum can improve your English a lot if you visit it and post frequently.

Last thing: You really might wanna try my game. As FTS said, it's in English and German. :3 A german testing besides mine would be pretty helpful. :3

@Sin86: I'll look into it. It's a problem I haven't encountered myself yet, so I can't tell what the problem could be. But on first sight I'd say it's a typo. The line should say something with "char.sight", but it should be either "ai.sight" or "char.AI_data.sight". Try changing it, it might just work out, so I can delay the release of v1.9 for a bit longer until I finish all the stuff I have to do.
Title: Re: [XP] Blizz-ABS
Post by: Peter16321 on January 16, 2008, 02:51:55 am
So guys i will see if I can be helpfull for this grade forum ( people are much frendly and helpfull to me ) ;D
I will enjoin your new games ^^
but first i will remake my old eventprogramed ABS and post it, maybe you can enjoin it^^.
think i need 2 or 3 days to remake it.

Allso I can wait a bit longer to start my project i waited 2 jears so 2 or 3 month more would be easy to me. ;D
Take you time Blizzard i am going to leard how to script RGSS as soon as i can.

First I must teach my frind, who wanted to help me with this project, how to use the RMXP, he allway used the RPG2k ^^

At Last I wanted to say THX for be such a grade help and frendly to me (noob) ;D.
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on January 16, 2008, 09:36:59 am
hey im a scripting noob here too and they tolerate me  ;D
but yeah the people here are very nice and help you out the best that they can

you should check out this ABS system though it is amazing!!!  :o
if you read the manual it will explain alot and you will be be able to most anything in this ABS..i actually learn alot about scripting just from this ABS by setting up weapon ranges and such..and just by looking at it and actually understanding what he did

but yeah hope very nice peeps here  :P
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 16, 2008, 09:52:01 am
Quoteand just by looking at it and actually understanding what he did


Of course, I commented as good as every line of the code. xD
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on January 16, 2008, 01:52:25 pm
hehehe  :D well it is true i did understand what you did by looking over the script
it is just ingenious i looked at mr.moes abs script too his is far more complicated than yours is and his will get the most of random errors i have ever seen when i used it
then i found this god of a abs script  :) and it was love at first use lol
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 16, 2008, 02:43:17 pm
Lol, I actually hardly can consider my coding of the ABS to be that uncomplicated. xD But if you say so. :)
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on January 21, 2008, 09:51:12 pm
I forgot to say this but I have to say something about the enemies.

The evasion to make enemies run from you isn't working like the newest manual says it would.

Oh yeah, I used to have it where "cutscenes" involving enemies would move up/down/left/right with the move command would work before any dialog is said but now it only works after dialog is said. Therefor, the enemy only approches you in a cutscene after talking to you instead of before talking to you.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 22, 2008, 06:01:05 am
In the newest manual it says that enemies don't run away anymore based on evasion. -_- Now they will run away of you use the observationg attribute and you are too strong. In fact, I haven't implemented them to be able to run away yet. <_<; The problem with the moving is that enemies are blocked during event execution. I'll fix that.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 23, 2008, 10:13:59 pm
Hi, i just joined here, but ive been using your ABS for quite a while, and its GREAT!  There are a few bugs i need to point out tho, as theyve been killing my developoment recently  (these are for v 1.73, so they may or maynot be fixed in later versions):

1.  You can jump on top of impassable events while running, and then pass on through them.  Also, if the event is a player touch event, it sometimes wont execute
2.  Damage during combat is dealt to all party members, not just the active one.  Defending only affects the active member tho.
3.  Islands or stepping stones, which is a passable tile that is surrounded on all sides by impassable tiles, are used in my game to cross rivers and cliffs.  Your passability script does not normally recognize them, but I finally figured out how to fix that myself.
4.  This is for v 1.8:  When enemies can see you but can't find a path to you (IE they are in a pit and you have to jump down there to fight them) the script crashes.

As you can see, I use jumping extensively in my project.
Anyways, thanks for any comments you can give!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 24, 2008, 07:24:53 am
Thanks for reporting those. :)

1. I didn't find this bug so far, I will look into it.
2. Yes, I know, but only if you have the caterpillar turned on. It's because I haven't finished the ally AI yet.
3. Thanks for reporting that one, too. I have tested the passability check that can handle the pixel movement, but it's possible that I've forgotten thinks. I will be sure to fix this.
4. Yes, I know about this bug. I think I fixed in v1.89, the newest version.

*powers you up* :3

I'll look into them as soon as I can and fix them.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on January 25, 2008, 04:38:40 pm
I got a good suggestion for the ABS but I'm not so sure if it can work.

I was thinking about the ability to switch characters and have it where each character can have certain ablities.

Like character A may not beable to push blocks but character B can. Or something like character A cannot open up a certain door but character B can.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on January 25, 2008, 09:07:09 pm
Quote from: Sin86 on January 25, 2008, 04:38:40 pm
I got a good suggestion for the ABS but I'm not so sure if it can work.

I was thinking about the ability to switch characters and have it where each character can have certain ablities.

Like character A may not beable to push blocks but character B can. Or something like character A cannot open up a certain door but character B can.
That's an interesting feature. Many commercial games have this sort of thing, or at least ones I can remember.

---

Blizzard, this is an excellent ABS. It's very sleek, efficient, and it also responds very well. The mini-map works fine, and I love that feature especially. Jumping is also very amusing to initiate, along with long jumping...:3

Though, I'm just wondering, is there a simple way to set the WASD keys to the arrow keys? I mean, looking at the manual, they had an Input D_Up thing. I decided to switch that into the [let] area at the Controls Editing, but when I tested the game it failed. So then I tried Up, instead of D_Up. Whoop-de-doo, failed again. 'Thought it was a keyboard problem, so I put some random unoccupied key and it works, so I don't know if the arrow keys can be assigned or not...if they can't, can you give me a probable reason why?

I am also wondering about this eventing thing. When I began the game with one enemy event, it seems to be I can go through it. Is that intentional? Would I not go through the event if the ABS were to be off in that certain map?

Thanks...^^
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 25, 2008, 10:41:21 pm
There is an easy way to do that. On top of the script (part 1), just below the header is sometihng called "module Controls". Below that is the key configuration. If you want to use arrow keys, simply exchange the first four commands which these ones:
Up = "[D_Up]"
Left = "[D_Left]"
Right = "[D_Right]"
Down = "[D_Down]"
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on January 25, 2008, 11:51:27 pm
you can also have multiple commands for the same thing, for example..
QuoteUP       = "[D_Up, Let['I']]" # move up
    LEFT     = "[D_Left, Let['J']]" # move left
    DOWN     = "[D_Down, Let['K']]" # move down
    RIGHT    = "[D_Right, Let['L']]" # move right
    PREVPAGE = "[Let['E'], Let['U']]" # previous page
    NEXTPAGE = "[Let['R'], Let['O']]" # next page
    CONFIRM  = "[Let['W'], Enter]" # confirm selections / pick up items
    CANCEL   = "[Let['Q'], Esc]" # cancel selections
    ATTACK   = "[Let['A']]" # attacking
    DEFEND   = "[Let['D']]" # defending (hold)
    SKILL    = "[Let['S']]" # use skill
    ITEM     = "[Let['F']]" # use item
    SELECT   = "[Let['P']]" # change leader
    HUD      = "[Let['Z'], Dot]" # HUD on/off if enabled
    HOTKEY   = "[Let['N']]" # hotkey display on/off if enabled
    MINIMAP  = "[Let['M']]" # toggle minimap mode if enabled
    RUN      = "[Let['C'], Space]" # running (hold)
    SNEAK    = "[Let['Z']]"      # sneaking (hold)
    JUMP     = "[Let['V']]"    # jumping
    TURN     = "[Let['Y']]" # turning around without moving (hold)


It's actually in the manual that comes with Blizz-ABS, I suggest doing a read through so you can grasp a lot of the awesome features Blizz but in there.

Also, be careful of the Syntax, it's important to get it right or your game will run into an error before anything even shows up.  For any letter key, use
Quote"[Let[ '<letter>' ]"

without any spaces, then use a "," to seperate your different keys for the same command.  If you're going to be using a directional arrow, or page up, page down, and the like, you don't use the "Let".  Simply type it in the brackets.
   Example:
QuoteCONFIRM  = "[Enter]"

To do more than one, do it just like this, adding in an additonal "," for every new key.  Note that if you are using 2 different letter keys you will need to use the "[Let['<letter>'].  The brackets are very important for this.
QuoteCONFIRM  = "[Let['A'], Let['B'], Enter]"
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on January 26, 2008, 01:00:08 am
i've got a suggestion for the Mini Map, with how you can have /spc in the name, i've noticed it's get quite boring seeing yellow arrows everywhere for characters, maybe you could add like a pallet so you can have different colors for /spc, like yellow for signs, dark blue for people, or just have differnt colors for differnt races, like one color for humans, another for.... well you get the idea
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 26, 2008, 08:06:51 am
I'll make the colors customizable in the next version then.

@Phasedscar: Very good explanation. :) In the manul of 1.9 I will explain a coupl of things better. This is not the first person who had problems with that.

@Starrodkirby86: Yeah, I made a mistake there, BTW. The words on the left should be all caps.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on January 26, 2008, 02:39:13 pm
Thank you for the thorough explanation. I did read the parts of the manual, especially controls, but I thought the Let thing was an essential area, so I got confused when Sneak and Run had those gone. I should've thought about that pattern there. Thank you very much you two.

This'll get me back with motivation.  ;D
Title: Re: [XP] Blizz-ABS
Post by: Ghareeb on January 26, 2008, 02:40:57 pm
Awesome ABS!  ;D ;D ;D
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on January 26, 2008, 04:37:54 pm
Blizzard, your ABS is truly amazing  ;D! I just got Blizz-ABS fully operational in my game. I am using the version from The Chronicles of Sir Lags-a-Lot because it would be easier to set up because of an example, because I don't need the stuff in version 1.8, and version 1.8 made an error before my titlescreen  :-\. Before I set this up I was running the Destruction Engine by Rataime which gave me an error when I ran the game, and I was wondering if there was a way to fix this because the Destruction Engine worked before I made your ABS fully operational. Also I am currently running Guilamme777's Multi-Slot Equipment script. I had it all up and running and tested it out in the normal battle system and it ran fine. But with Blizz-ABS it will not deal damage when I equip my weapon on L-Hand (I made sure the weapon had Attack). Which means L-Hand and Dual-Attack will not work. I was wondering if you could tell me if there is a fix for either of these and if there is how to fix them. Thanks...

PS: Sorry for the long-post for my first post and for the bad grammer :P... want to get to the bottem of this  soon ???


Link to Multi-Equipment Slots: http://www.rmxp.org/forums/index.php?topic=8883.0

Link to the Destruction Engine: http://www.rmxp.org/forums/index.php?topic=4100.0


The Destruction Engine Error:
Spoiler: ShowHide
"Script 'Destruction Engine' line 304: SyntaxError occurred."
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 26, 2008, 04:47:16 pm
Newer versions of the ABS have an own destruction engine for enemies which is less laggy and much easier to use than Rataime's, that's why I won't bother making it compatible. And yeah, the ABS does not recognize a multi equip system. I guess I have three options:
1. Make Blizz-ABS compatible with the Multi-Equip.
2. Make a compatibility plugin which will act as connector between the two systems.
3. Make an own Multi Equip Script. >_>
The last one is most likely, but I don't have the time, sorry.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on January 26, 2008, 04:51:37 pm
Thanks, for the quick reply  :o! But I have one more question, do the built in destruction engine-enemies that I set up attack? Also, how will I use multi-slot equipment, other than making Shield and Weapon slots instead of L-Hand and R-Hand...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 26, 2008, 05:05:49 pm
It actually work that way. The destruction engine is an emulator which actually is not a real destruction engine. When an enemy dies an animation from the database can be played, this is what happens actually.

Well, since it's not compatible with Guillame's multi-slot equipment yet, all I can say is that you'll have to wait either way. =/
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on January 26, 2008, 10:56:21 pm
I fixed my problem. I made seperate slots for weapons and offhands and Blizz-ABS runs like uber  , lol! Also I know that 2-handed weapons will work because it only modifys the equipment so you cannot equip an offhand with it.  ;D, and I do not need a destruction engine. Heck I don't even need the mass of scripts I have  ;) (wanna make my game awsomely good  :D) (so far 2-months of scripting!)! Thanks for your help with the ABS setup Blizz  8).
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 27, 2008, 06:29:53 am
Alright then. :) I hope you enjoy Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: johnnysasaki on January 27, 2008, 07:51:19 am
I still can't get this to work... And before I try the RGSS100J.dll thing...
I would like to point out that I have RGSS100J.dll, RGSS102E.dll, and a RGSS102J.dll In my system 32 file..
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 27, 2008, 07:53:42 am
Yeah, but depending on which version you have it will access only one. I suggest you delete RGSS100J.dll, make a copy of RGSS102E.dll and rename it to RGSS100J.dll. Then you should have no problem anymore.
Title: Re: [XP] Blizz-ABS
Post by: johnnysasaki on January 27, 2008, 08:15:10 am
Edit: Curse me. I figured out what was worng... But now I have to get around not having a intro. Oh well..
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 27, 2008, 08:31:01 am
What error are you getting anyway?
Title: Re: [XP] Blizz-ABS
Post by: johnnysasaki on January 27, 2008, 08:31:57 am
Figured out what I did to it thanks for the help though!
Title: Re: [XP] Blizz-ABS
Post by: daalaff on January 28, 2008, 03:08:11 pm
Hi Blizz,

i have a problem with your ABS 1.89. If i press the ATTACK- Button my char jump 4 Tiles up. You can see it on the pictures.

Spoiler: ShowHide
http://www.4shared.com/file/36217052/c2a395c7/Normal.html (http://www.4shared.com/file/36217052/c2a395c7/Normal.html)

This is Normal



Spoiler: ShowHide
http://www.4shared.com/file/36217081/ee04ba30/Attack.html (http://www.4shared.com/file/36217081/ee04ba30/Attack.html)

Attack-Button pressed


What the matter?

With your ABS 1.0.9.3 i have no problems.

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 28, 2008, 04:28:57 pm
He's not jumping. (-_-') There's an option at the bottom that is called ACTOR_Y_OFFSET or VERY similar. Set it to 112 like in the configuration of the demo where you got 1.0.9.3 from.
Title: Re: [XP] Blizz-ABS
Post by: daalaff on January 28, 2008, 04:52:59 pm
Thanks Blizz, now it's ok.

Sorry, but my english is to bad for all understanding.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 28, 2008, 08:18:38 pm
just thought id post my "island" passability fix (for anyone who wants it):

these lines go in at line 1417 in version 1.73 of the script:

# if the tile hasn't been marked as passable yet
            if val == 0
              # add to value if an island
              val |= 0x01 if self.passable?(x, y, 2)
              val |= 0x02 if self.passable?(x, y, 4)
              val |= 0x04 if self.passable?(x, y, 6)
              val |= 0x08 if self.passable?(x, y, 8)
            end


It is inside the setup passability function.  This is the context of the code:
#--------------------------------------------------------------------------
  # setup_passability
  #  map - database map
  #  Returns a data hash with coordinates for the minimap drawing.
  #--------------------------------------------------------------------------
  def self.setup_passability(map)
    # set map for further use
    @map = map
    # initialize
    result = Table.new(@map.width, @map.height)
    # iterate through all each horizontal element
    (0...@map.height).each {|y|
        # prevent "Script is hanging" error if large map
        Graphics.update if @map.height * @map.width >= 19200 && y % 10 == 0
        # iterate through all each vertical element
        (0...@map.width).each {|x|
            # initialize value
            val = 0x00
            # add to value if virtually passable in each direction
            val |= 0x01 if self.passable?(x, y, 2) && self.passable?(x, y+1, 8)
            val |= 0x02 if self.passable?(x, y, 4) && self.passable?(x-1, y, 6)
            val |= 0x04 if self.passable?(x, y, 6) && self.passable?(x+1, y, 4)
            val |= 0x08 if self.passable?(x, y, 8) && self.passable?(x, y-1, 2)
            # ISLAND PASSABILITY FIX
            # if the tile hasn't been marked as passable yet
            if val == 0
              # add to value if an island
              val |= 0x01 if self.passable?(x, y, 2)
              val |= 0x02 if self.passable?(x, y, 4)
              val |= 0x04 if self.passable?(x, y, 6)
              val |= 0x08 if self.passable?(x, y, 8)
            end
            # add coordinate if passable anyhow
            result[x, y] = val if val != 0x00}}
    # remove map from memory
    @map = nil
    # return passable coordinates
    return result
  end


The fix starts where the comment in all caps is.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on January 28, 2008, 08:50:44 pm
I never looked at the old forum for this question, so forgive me if there is any repeating. However, I seem to notice that the HP for monsters can't go really far. I don't know if this is intended, or I didn't read somewhere about this in the manual or something, but all I know is that a monster with an HP that is considered average in the DBS, like 4567 or something, would crash in the game as an ABS monster. I downloaded Chronicles of Sir Lag-a-lot, which I must say, that is very nice game, but I noticed the monsters' HPs never went over 1000. So what gives? :P

Also, on the game, I was playing and an error message appeared that stated the game could not find a short sword graphic for Lag-a-lot, I don't know why...though the monster HP issue has been really ticking me. Thanks again, and forgive me for any other inconvenience or annoyance. :P
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on January 29, 2008, 07:02:45 am
I just thought of a suggestion to add in version 1.90. How about a summoning feature used through skills, one that once your summon becomes knocked out it will leave the party. That would be great for my game and probably tons of other people too. Maybe you should add this in the next version.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 29, 2008, 07:36:40 am
This is already planned to be added with the new ally AI in 2.0.

@Starrodkirby86: Now, THAT is a weird bug. I simply wanted Sir Lag-A-Lot to be a low stat game, I didn't know such a bug existed. I will look into this. Oh, and don't worry about the error message. I fixed this bug in v1.7x I think. It was a nasty bug to fix. The problem was simply that the spriteset add-on names were one frame off. So, if you i.e. defend exactly after an attack without waiting at least one frame, it would cause a crash. As I said, this has been fixed long ago. :)

@winkio: I will implement either this solution of a one that is more optimized.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on January 30, 2008, 07:08:14 pm
with the enemy event on the map, if the lock facing was on so they can't turn and face another direction, if you was to mave to say behind the enemy, will they attack you as if they are facing you or will they attack as if they are stuck facing one directing, like for say, a Demon Wall Boss

also, i have some mroe suggestions

1) Damage Events, like flames or lava or anything liek that which will hurt both enemies and allies

2) Target circle, have like a comment in the event to make a circle apear around that even on the minimap, that way you can have an NPC that you need to talk to to progress highlighted with a circle, and also have something like that for when your targting an enemy with a skill to show which enemy your attacking on the map

3) Status Addons script, i remember you saying on the old forum that only a few status like poison and that will work while others will have to be coded, well, why not make a Status Addons script with any and all status effects you can think of, you can even though the status in Tons into this aswell

4) Mugshot on HUD, i notice when you do get affected by a status you get an icon, why not make an option where you can have the a character mugshot insted and when they get affected with a status, the image changes, ofcause it would only need to aply to the player your controling, and you'll have to make a face for every state you have in the database
here's an example, player gets infected with poison, their mugshot turnes green, player gets into a rage forum, their mug chnages to make them look likme their angry
you can also have it so that their face changes when they reach so much health, like doom, but not so crappy
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 30, 2008, 07:21:36 pm
1) You can actually make that with events.

2) Will cause a heavy lag increase and it's really unnecessary. Where's the fun if you can see all your enemies' attack range? And besides the minimap would get overfilled withsprites and information which is not the point of a minimap.

3) I mentioned it already several times, I didn't have the time to implement it yet. I gave a llist of planned features at the old forum, didn't I?

4) Many people didn't like the mugshot in the HUD of earlier Blizz-ABS versions, so I removed it.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on January 30, 2008, 07:23:51 pm
Hm, it's just getting stranger now. I seriously don't know what is happening with this script. First there's one error and then there's another while one is being resolved. This is seriously confusing. However...I have an image that describes this one, a visual representation is always great.

http://img204.imageshack.us/img204/5416/abserrorbu5.jpg (http://img204.imageshack.us/img204/5416/abserrorbu5.jpg)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 30, 2008, 08:12:41 pm
The image was resized. -_- How about you zip it and upload it on sendspace?

The problems is as soon as I make it pretty stable and as soon as I am able to fix the worst bugs, I do another update with adding new features and new bug appear. It's always that way. As soon as you change something, you are adding new bugs as well. I'll see to fix a majority of them in v1.9. Please bear with me. -_-
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on January 30, 2008, 08:39:47 pm
Terribly sorry. This is the unresized image.

http://img247.imageshack.us/img247/273/abserrorvx0.jpg (http://img247.imageshack.us/img247/273/abserrorvx0.jpg)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 30, 2008, 08:45:43 pm
Oh, THAT bug. Simply find that line in the script. It will say something like @lead.sight. Well, it should be @lead.AI_data.sight. Same goes for the two methods below with a similar pattern. Simply add that bit and all except for the first error will stop occuring for the time being until I release 1.9. I'll check what's wrong with direction-fixed enemies.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on January 31, 2008, 12:15:04 am
i also have an error to report, when i was attacked with a skill, just after i recived the damage i got an error

in Blizz-ABS Part 2 on line 1005 there's a NoMethodError
undefined method "+" for nill:NilClass

i don't think i have to say what's on that line cause as far as i can tell, there's no modification in part 2

also Blizzard, i've got this error while testing my Megaman game, i was fighting Bass (first boss) and i got to hand it to you, 1.8 i made Bass had but easy but now, he's like a cafine adicted chipmunk on crack, very smart, and to think with 1.8 i made the seocnd boss Agile really had, not to mention him being invisible unless you switch the switches, can't wait till i face him to see just how your AI works, oh, and a final note, which my number 2 suggestion, i wasn't talking about the enemies range, i was talking about when you target the enemy, the target gets a circle on the minimap aswell

EDIT: i got rid of the skill so i could continue to attack but when i got hit by bass's normal attack it came up with the same error, yet when a drone hits me, i don't get an error, the diffence between the 2 is a drone is attack close while bass is projectile
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 31, 2008, 07:26:59 am
I think the bug with the projectile was already reported, but I'll look into it anyway.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on February 01, 2008, 12:20:39 am
Quote from: Blizzard on January 30, 2008, 08:45:43 pm
Oh, THAT bug. Simply find that line in the script. It will say something like @lead.sight. Well, it should be @lead.AI_data.sight. Same goes for the two methods below with a similar pattern. Simply add that bit and all except for the first error will stop occuring for the time being until I release 1.9. I'll check what's wrong with direction-fixed enemies.

Many thanks Blizzard. :3

I'll be anxiously and joyously waiting for Version 1.9 . I'll also want to know what bugs would be corrected, but that's inevitable, and you're going to put that on the front anyway, so that's a given. :P

Thanks once more. ^^
Title: Re: [XP] Blizz-ABS
Post by: daalaff on February 01, 2008, 12:13:23 pm
Hi, i have a new problem. If i use a item, then comes this error

Blizz ABS Part1 mod' line 2829: NoMethodError occurred
undefined method 'battler' for #<Game_Event 0x1694960>

and if i use a skill

Blizz ABS Part1 mod' line 2829: NoMethodError occurred
undefined method 'battler' for #<Game_Event 0x3db12e0>


Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 01, 2008, 01:00:08 pm
Hm, that's pretty unusual. For some reason an event is trying to execute an attack. I'm sorry, but I can't find out what the problem is at this time being. Does it happen every time you try using an item or a skill?
Title: Re: [XP] Blizz-ABS
Post by: daalaff on February 01, 2008, 01:30:25 pm
Yes, at all items and skills
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 01, 2008, 01:31:35 pm
Hm... Try an older version, maybe it works out. Also try the version from the example game.
Title: Re: [XP] Blizz-ABS
Post by: Hi on February 01, 2008, 02:03:35 pm
Hi I know it sounds stupid but ive just got rpgmaker xp and someone told me about this script, but im relly stuck i cant seem to change the controls this is what i've changed them to:

#==============================================================================
# Enhanced module Input
#------------------------------------------------------------------------------
#  This module handles Blizz-ABS input.
#==============================================================================

module Input
  #----------------------------------------------------------------------------
  # Setup of Controls (ASCII)
  #----------------------------------------------------------------------------
  LMB, RMB, MMB, Backspace, Tab, Enter, Shift, Ctrl, Alt, Esc, D_Down, D_Left,
  D_Right, D_Up, Space = 1, 2, 4, 8, 9, 13, 16, 17, 18, 27, 40, 37, 39, 38, 32
  NumKeys = [48, 49, 50, 51, 52, 53, 54, 55, 56, 57]
  NumPad = [45, 35, 40, 34, 37, 12, 39, 36, 38, 33]
  Let = {'A' => 65, 'B' => 66, 'C' => 67, 'D' => 68, 'E' => 69, 'F' => 70,
         'G' => 71, 'H' => 72, 'I' => 73, 'J' => 74, 'K' => 75, 'L' => 76,
         'M' => 77, 'N' => 78, 'O' => 79, 'P' => 80, 'Q' => 81, 'R' => 82,
         'S' => 83, 'T' => 84, 'U' => 85, 'V' => 86, 'W' => 87, 'X' => 88,
         'Y' => 89, 'Z' => 90}
  Fkeys = [-1, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123]
  Collon, Equal, Comma, Underscore, Dot, Backslash, Lb, Rb, Quote = 186, 187,
  188, 189, 190, 191, 219, 221, 222
  # dll call
  State = Win32API.new('user32', 'GetKeyState', ['i'], 'i')
  Key = Win32API.new('user32', 'GetAsyncKeyState', ['i'], 'i')
  # All ASCII keys
  All_keys = 0..255
  @repeating = []
  256.times{@repeating.push(-1)}
   # Blizz-ABS control setup
  if BlizzABS::Control::CUSTOM_CONTROLS = false
    eval("Up       = #{BlizzABS::Control::UP}")
    eval("Left     = #{BlizzABS::Control::LEFT}")
    eval("Down     = #{BlizzABS::Control::DOWN}")
    eval("Right    = #{BlizzABS::Control::RIGHT}")
    eval("Prevpage = #{BlizzABS::Control::PREVPAGE}")
    eval("Nextpage = #{BlizzABS::Control::NEXTPAGE}")
    eval("Confirm  = #{BlizzABS::Control::CONFIRM}")
    eval("Cancel   = #{BlizzABS::Control::CANCEL}")
    eval("Attack   = #{BlizzABS::Control::ATTACK}")
    eval("Defend   = #{BlizzABS::Control::DEFEND}")
    eval("Skill    = #{BlizzABS::Control::SKILL}")
    eval("Item     = #{BlizzABS::Control::ITEM}")
    eval("Select   = #{BlizzABS::Control::SELECT}")
    eval("Hud      = #{BlizzABS::Control::HUD}")
    eval("Hotkey   = #{BlizzABS::Control::HOTKEY}")
    eval("Minimap  = #{BlizzABS::Control::MINIMAP}")
    eval("Run      = #{BlizzABS::Control::RUN}")
    eval("Sneak    = #{BlizzABS::Control::SNEAK}")
    eval("Jump     = #{BlizzABS::Control::JUMP}")
    eval("Turn     = #{BlizzABS::Control::TURN}")
  # default controls
  else
    Up       = [D_Up]
    Left     = [D_Left]
    Down     = [D_Down]
    Right    = [D_Right]
    Prevpage = [Let['-']]
    Nextpage = [Let['=']]
    Confirm  = [Enter]
    Cancel   = [Backspace]
    Attack   = [Space]
    Defend   = [Ctrl]
    Skill    = [Alt]
    Item     = [Shift]
    Select   = [Let['*']]
    Hud      = [Let['1']]
    Hotkey   = [Let['2']]
    Minimap  = [Let['3']]
    Run      = [Let['€']]
    Sneak    = [Let['$']]
    Jump     = [Let['/']]
    Turn     = [Let['Tab']]
  end
 
And then it said that something was worng with line 146 so i got rid of that line and i just have completly lost myself (Im editing this from the Demo if thats the problem!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 01, 2008, 02:09:11 pm
This here is for control management. (-_-')
  #============================================================================
  # BlizzABS::Control
  #----------------------------------------------------------------------------
  #  This module provides in-game control configurations.
  #============================================================================
 
  module Control
   
    # using other controls instead of arrow keys
    CUSTOM_CONTROLS = false
    # RMXP default controls will be replaced completely with Blizz-ABS controls
    DISABLE_DEFAULT = true
    # you can skip this if you have set CUSTOM_CONTROLS to false
    # setup the controls as array, but with prefix and suffix "
    # i.e.: Let T and R be for cancel => CANCEL = "[Let['T'], Let['R']]"
    # for more info about read 1.1.1. of the manual
    UP       = "[Let['W']]" # move up
    LEFT     = "[Let['A']]" # move left
    DOWN     = "[Let['S']]" # move down
    RIGHT    = "[Let['D']]" # move right
    PREVPAGE = "[Let['Q']]" # previous page
    NEXTPAGE = "[Let['E']]" # next page
    CONFIRM  = "[Let['H']]" # confirm selections / pick up items
    CANCEL   = "[Let['F']]" # cancel selections
    ATTACK   = "[Let['K']]" # attacking
    DEFEND   = "[Let['L']]" # defending (hold)
    SKILL    = "[Let['J']]" # use skill
    ITEM     = "[Let['I']]" # use item
    SELECT   = "[Let['O']]" # change leader
    HUD      = "[Let['Z']]" # HUD on/off if enabled
    HOTKEY   = "[Let['X']]" # hotkey display on/off if enabled
    MINIMAP  = "[Let['C']]" # toggle minimap mode if enabled
    RUN      = "[Let['M']]" # running (hold)
    SNEAK    = "[Dot]"      # sneaking (hold)
    JUMP     = "[Comma]"    # jumping
    TURN     = "[Let['U']]" # turning around without moving (hold)
  end


And Let['SOMETHING'] is only for letters. For numberkeys it's Num[NUMBER], for special characters it's direct like Dot or Comma and so on. There's a chapter (3.2.4.) in the manual with the collection of all possible keys.
Title: Re: [XP] Blizz-ABS
Post by: daalaff on February 01, 2008, 02:15:12 pm
Ok, if i use the scripts from the example game, no errors.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on February 01, 2008, 11:21:42 pm
Hey blizzard i'm setting up CTRL as my sneaking button but it will not sneak when I hold the CTRL key ingame. Here is my sneak control line:
    SNEAK    = "[Ctrl]"      # sneaking (hold)


I have Version 1.0.9.3 of Blizz-ABS because it was the easiest to setup and I have an example (Chronicles of Sir-Lags-Alot). I'd be happy if you or someone else could help :).
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on February 01, 2008, 11:37:55 pm
Quote from: diablosbud on February 01, 2008, 11:21:42 pm
Hey blizzard i'm setting up CTRL as my sneaking button but it will not sneak when I hold the CTRL key ingame. Here is my sneak control line:
    SNEAK    = "[Ctrl]"      # sneaking (hold)


I have Version 1.0.9.3 of Blizz-ABS because it was the easiest to setup and I have an example (Chronicles of Sir-Lags-Alot). I'd be happy if you or someone else could help :).
There is a possibility Ctrl will not work when playing because in Test Play, Ctrl means you can walk through walls. Try playing it regularly, as in going to the game folder and playing the Stand Alone exe rather than the Test Play version.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on February 02, 2008, 04:13:46 pm
Nope I tried it quickly because I have a desktop shortcut to my stand-alone exe. But it did not work. It's not the rest of the script though, because it works with '[Dot]'.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on February 02, 2008, 06:42:46 pm
does your Ctrl key even work, could be that, otherwise, if you defult controls on true cause if i remember correctly, Ctrl is used by defult by RPG Maker XP as the cancle button
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on February 02, 2008, 10:22:18 pm
Yes my CTRL key works  ::)! Just joking  ;D, but yes it works. Also i've tried to setup the ALT key as sneak too but neither will work.

Hey Blizzard could you please help me out here...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 03, 2008, 06:30:31 am
I wasn't on too long yesterday. -_-
It should actually work if you use Ctrl, but now I remember that I've been having problems myself. I'll look into that as soon as I can.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on February 03, 2008, 10:53:26 am
Thanks Blizzard  ;D...
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 04, 2008, 08:48:46 pm
Now that I have recovered my game, I just started getting another error:

Script "Blizz-ABS v1.73" line 3065: IndexError occurred.
Rehash occurred during iteration.

It happens when I kill an enemy.  I used to get it a lot but now it barely happens.
It seems to happen when I kill an enemy as soon as it starts moving in range.  Any ideas what this is? ???
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 04, 2008, 08:53:18 pm
That's a weird error. It has something to do with the event setup on the maps. I don't know what the problem is. It coule have something to do with the recovered data, maybe some data is still damaged. I'd suggest you upgrade to v1.89, though.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 04, 2008, 10:20:06 pm
oh yes, after i got this error a few times, i did upgrade to 1.89.  An the same error message popped up, only with a different line number.  i think it was the same line of code.  Maybe it was 2457 or something?  Somewhere around there.  Here, let me see if I can get it to glitch again.

EDIT: After 100 tries, I couldnt get it to glitch again.  But now, I'm having the same skill and item crash as that other guy.  here is the item error, same as his:

Script "Bliz_ABS v1.89 Part 1" line 2826: NoMethodError occurred.
Undefined method "battler" for #<Game_Event:0x4026ab8>

I'll keep working on recreating the crash in 1.89.

EDIT: While the forums were down, I got the crash to occur again in 1.89.  here it is:

Script "Blizz-ABS v1.89 Part1" line 3948: IndexError occurred.
rehash occurred during iteration.

Srry i was waaay off on my earlier guess of the line number.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 05, 2008, 07:07:39 am
I see... Alright, I will try to release 1.9 as soon as possible. I'll put it up high on my priority list.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on February 12, 2008, 02:59:06 pm
I got a question about the HUD.

Now, as much as I love your HUD Blizz, is there a way on how I can replace the current HUD with a custom made one?
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on February 13, 2008, 05:06:07 pm
Blizzard, is there a way through a script line (I need it as a script line so I can disable it when on a vehicle in my game) that I could disable sneaking and sprinting?
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on February 14, 2008, 01:30:57 am
I just love this AI but I got a problem with the actions attribute. I assign enemies some magic attacks as well as some regular attacks but all they do now is just regular attacks and if I go in and modify the magic attack to be used when the enemy's HP is around any percent or below, the enemy won't attack me at all.

Oh yeah, I found a weird error that I find pretty rare. I was playing as one of my characters and died and then switched to the next character but I pressed the attack button at the same time and I got:

"Unable to find file Graphics/Characters/Mars_atk0."

Now, there is no Mars_atk0 because this character is using a Mars_atk4 weapon and there is no atk0 weapon on this character. I may or may not have posted this before but I can't exactly remember but if I did, I'll just post this just as a reminder to look into it.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 14, 2008, 09:53:43 pm
Ok, I'm unable to find the answer to my question in the manual. What I'm wondering is if the allies have battle AI, and attack the enemy, or if they just follow in caterpillar. The caterpillar is fine, since it allows a party to be useful, but having ally AI would be awesome. From the intro to the AI section, it sounds like the have battle AI, but the "What allies are capable of" section makes it sound like all they do is follow the player...is this the right place to ask this?
Title: Re: [XP] Blizz-ABS
Post by: Nortos on February 15, 2008, 12:03:21 am
Yeah it's and I'm not sure if Blizz has added it yet in 1.9 or if that was gonna be 2.0 but he was adding a kind of FF12 Gambit system with ally ai. But I can't really answer you yet if they have A.I yet I haven't used his ABS yet...*gets ready for a book thrown at me* but I plan to and if the A.I isn't on atm it soon will be knowing Blizz
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 15, 2008, 06:31:46 pm
Well if nothing else there is a caterpillar with a "switch leader" button. That alone makes parties work. But if they have AI, that would whoop like heck!

P.S. YOU HAVEN'T USED THE BLIZZ ABS! *smacks you with a pretzel, and throws a book at you*. Why not, its a great ABS! I like some things about XAS better, but BLIZZ ABS is much better done, and is more compatible with other scripts.
Title: Re: [XP] Blizz-ABS
Post by: Nortos on February 15, 2008, 08:38:12 pm
:P haven't had time for it yet I got a game planned for it after make mine though :P
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 15, 2008, 09:01:28 pm
oh, ok.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 18, 2008, 07:33:48 am
Blizz-ABS 1.9 is almost done, I will release it in a few days.

@Sin86: Just disable the HUD in Blizz-ABS and use your own script. That's what the HUD_ENABLED option is for. I'll look into the bug. Most probably it's a a one-frame-glitch that still accesses the dead actor's data.

@diablosbud: I think there is none. I can't exactly remember, but it might work out if you disable the Blizz-ABS controls temporary. I'll add an option in 1.9 either way.

@legacyblade: Yes, you read correctly, they are only able to follow the player around so far. A battle AI will be available in 2.0.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 18, 2008, 01:34:15 pm
ok, I'll be waiting for version 2.0 then!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 19, 2008, 08:32:24 am
@winkio: Remember the bug that you told me that sometimes the event won't execute if it's on player touch? This is a safe lock. After the end of execution of an event no event can be reactivated for one full second. I have to set this time lock to half a second in Blizz-ABS 1.9. The problem is that events would be immediately reacivated after they are finished, because every time you move a little bit it is counted as player touch. That means it would be reactivated over and over until you are out of range. >.<
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on February 19, 2008, 03:14:13 pm
Blizz i gots a question..is there a way to set-up the critter things that you added where help out the player by like fighting beside them in combat and healing etc.? cause so far they attack you when you get close if they are not passive
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on February 19, 2008, 10:20:12 pm
I have been wondering about this . . . there's a oroblem which the character doesn't move when one puts the Old Default Settings of RmXP.

Mostly doesn't move . . . is it because you made it this way or am I doing something wrong? I putted the custom cotrols off and turned on the Defaults >__<;;
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 20, 2008, 05:47:59 am
Could be some little problem. I've had some minor problems with the controls, but I fixed them in 1.9 already which I'll release very soon.

@Spoofus: When the ally AI is done, you will be able to summon pets (which can level up and get stronger as they are, in fact, actors) and monsters (basically enemies which can't level up and so on). In other words, you need to wait for v2.0 before you can use it.
And yeah, aggressive critters attack anybody. Passive critters only start attacking that groups that attacked them. i.e. If an enemy attacks a critter, he will start fighting enemies.
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on February 20, 2008, 09:28:27 am
cool that works for me...cant wait till v2.0 it will be amazing
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 20, 2008, 09:35:03 am
The funny thing is that aggressive enemies attack critters by default. xD
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on February 20, 2008, 09:38:16 am
lol i just tested that like 2 min. ago it was funny i made a happy litttle passive rabbit critter with 900 atk and a weak lil slime attacked it then BAM!!! slime be D.E.D dead i laughed it was amusing.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 20, 2008, 09:52:19 am
Lol! BTW, when a critter kills an enemy, it's you who gets the EXP.
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on February 20, 2008, 10:05:58 am
really i didnt notice it lol..i made a aggresive critter and a enemy duke it out just now it is hilarious to watch them fight
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 21, 2008, 10:16:05 am
Yeah. And it's not like they just stand there and just hit at each other, no, they move away and stuff like that. :)
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 23, 2008, 01:42:14 pm
Just got a great idea of something you could add in that would really add to this system.  (don't worry about putting it in 1.9, but maybe 2.0).  You should make a new category of enemy called scenery.  These could be things like bushes, doors, etc. that the player can attack and destroy.  The scenery shouldn't move (even after taking a hit).  This would be really cool!!!
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on February 23, 2008, 02:59:33 pm
hey thats not a bad idea..so like players can bust down a door it it is locked
same could go for chest and such..lol :) i would have never thought of that
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 23, 2008, 03:42:31 pm
Even more XAS type abilities would exist! You could make an object "interactable" by putting \IT[n] where n is the either the "object" in the script configuration (which would allow more flexibility, such as what skills and weapons can damage it) or, (the easy way) how much damage it must take. Once its been "killed", it could execute some code.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on February 23, 2008, 05:01:28 pm
Hey Blizzard just wondering after you release version 9.0 could you please figure out for me what is stopping me from using CTRL or ALT keys as a sneak button, because I want to use CTRL...?
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 24, 2008, 03:12:16 pm
Hey tehre Blizz.  Just thought I'd give you a little extra work before you released v 1.9  ;)

I know, I suck.  Anyways, remember way back 2 pages ago when Memor-X had this error:
Quotei also have an error to report, when i was attacked with a skill, just after i recived the damage i got an error

in Blizz-ABS Part 2 on line 1005 there's a NoMethodError
undefined method "+" for nill:NilClass

i don't think i have to say what's on that line cause as far as i can tell, there's no modification in part 2


I got the same error, only when I switched party leader, I wasn't even under attack!

It happened again in a different situation: the second party member (in caterpillar) got hooked on the corner of a cliff.

PS. Have you fixed the item/skill glitch?  It makes me sad because I can't even play my own game :'(

EDIT:  Also, A tag that you can put such as \hide that will make sure that events don't have a symbol on the minimap, for example, hidden passages, cutscenes that manage movement, etc. is really needed.  EDIT ROUND 2: It is \map.  It is in the manual.  I am retarded.  *duct tapes mouth shut*  :-X
Title: Re: [XP] Blizz-ABS
Post by: Nortos on February 24, 2008, 10:05:53 pm
Quote from: diablosbud on February 23, 2008, 05:01:28 pm
Hey Blizzard just wondering after you release version 9.0


I wish :P
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 25, 2008, 05:36:49 am
Quote from: diablosbud on February 23, 2008, 05:01:28 pm
Hey Blizzard just wondering after you release version 9.0 could you please figure out for me what is stopping me from using CTRL or ALT keys as a sneak button, because I want to use CTRL...?


Already fixed. :)

Quote from: winkio on February 24, 2008, 03:12:16 pm
Hey tehre Blizz.  Just thought I'd give you a little extra work before you released v 1.9  ;)

I know, I suck.  Anyways, remember way back 2 pages ago when Memor-X had this error:
Quotei also have an error to report, when i was attacked with a skill, just after i recived the damage i got an error

in Blizz-ABS Part 2 on line 1005 there's a NoMethodError
undefined method "+" for nill:NilClass

i don't think i have to say what's on that line cause as far as i can tell, there's no modification in part 2


I got the same error, only when I switched party leader, I wasn't even under attack!

It happened again in a different situation: the second party member (in caterpillar) got hooked on the corner of a cliff.


Already fixed. :)

Quote from: winkio on February 24, 2008, 03:12:16 pm
PS. Have you fixed the item/skill glitch?  It makes me sad because I can't even play my own game :'(


Already fixed. :)

Quote from: winkio on February 24, 2008, 03:12:16 pm
EDIT:  Also, A tag that you can put such as \hide that will make sure that events don't have a symbol on the minimap, for example, hidden passages, cutscenes that manage movement, etc. is really needed.


There is one. Use \map. :)

I've been working on it yesterday all day and I had a list of 4 things that still needed to be done. Now I have a list of 5 things. #_# I at least fixed the most problematic bugs, only one is left.

Here is a list of stuff I still need to do:
Quote

  • leader action control
  • swimming
  • jump sound + hit-the-ground sound + walking sound + running sound + sneaking sound + swimming sound
  • two enemies can't run an event code at the same time when dying
  • spriteset change for enemies doesn't apply correctly



And here is a list of all new things that 1.95 will have EXCEPT for the big surprise regarding the way you configure stuff. :)

Quote

  • 1. Blizz-ABS is now to be used as 3-parted script to separate configuration settings and functional code. Insert part 2 and 3 directly below part 1 and the system should work without problems. Part 1 is for configurations only while the other parts are the actual code. This Blizz-ABS version will corrupt savegames that used an older version!
  • 2. Now you don't have to set up the configuration like in a usual script... (The rest is a secret. :))
  • 3. Improved manual a lot and separated the documentation on how to set up the configuration manually from the actual manual. Now the manual only explains the options and settings.
  • 4. Fixed crash bug when using the observation attribute.
  • 5. Fixed bug where enemies wouldn't observe correctly.
  • 6. Fixed bug where player wouldn't apply movement speed determined by a forced movement event command.
  • 7. Fixed bug regarding target selection when using skills and/or items.
  • 8. Fixed bug where hotkeying skills/items on the usage keys would fail if the HUD was turned invisible.
  • 9. Fixed bug where using an item would cause a crash due to the global observer trying to update data.
  • 10. Fixed bug where an enemy would not correctly try to track down the player when he's out of sight and stop moving and acting at all.
  • 11. Fixed bug where enemies that have no skills would never attack if using the action attribute.
  • 12. Fixed bug where enemies wouldn't move if operated by the "Set Move Route" event command .
  • 13. Fixed a memory leak with the player's force movement commands.
  • 14. Fixed glitch where the health bar of invisible enemies would still be visible.
  • 15. Fixed glitch where enemies would move strangely if a Pixel Movement Rate higher than 0 was used when evading attacks until getting ready.
  • 16. Fixed glitch where animations on characters would at wrong positions sometimes.
  • 17. Fixed glitch where remaining skill count wouldn't be refreshed when resetting the hotkeys and then hotkeying the same skill as before.
  • 18. Fixed glitch where dropped item events would stop blinking when leaving the map scene and returning afterwards.
  • 19. Grouped configurations settings.
  • 20. Every setting involving terrain tags now supports use of more than one terrain tag.
  • 21. Added "Allow Jump Terrain Tags" option.
  • 22. Added "Match Health Bar Width" option.
  • 23. Added "AI Memory Count" option.
  • 24. Added Respawn Point feature and added "3.1.5. Create a Respawn Point" in the manual.
  • 25. Added possibility to retrieve dropped item events using returning projectile weapons (i.e. get a dropped item with a boomerang closer).
  • 26. Added possibility to block enemy movement by adding \m in their name.
  • 27. Added possibility to make enemies immortal block enemy movement by adding \i in their name.
  • 28. Added status effect control and configuration and added "3.2.9. Status Effects" in the manual.
  • 29. Added possibility to turn on/off running, sneaking and jumping in-game.
  • 30. Added possibility to turn on/off caterpillar in-game.
  • 31. Added possibility to create events that act like dropped Items and added "3.2.8. Dropped Item-like Events" in the manual.
  • 32. Added battleflow controlling commands (such as transform enemy, set enemy HP/SP, etc.) and added "3.2.10. Battleflow Controls" in the manual..
  • 33. Added default beam animation and possibility to use beam sprites.
  • 34. Added defensive attribute ability to evade non-homing projectiles; now enemies will attempt to avoid projectiles if the defensive attribute is being used.
  • 35. Improved the way controls work. Now more keys can be set up.
  • 36. Improved the way enemies perceive their environment.
  • 37. Improved the way enemies track down battlers who were lost out of sight.
  • 38. Improved the way the destruction engine emulator works.
  • 39. Enemies that have the "Escape" action now might run away. If the action attribute is being used together with the observe attribute, the enemy will evaluate his chances and run away if his enemies are evaluated as too strong.
  • 40. More stable than ever.



And those interactable objects sound like an interesting idea... :naughty: I'll include it in 1.95 as well. ;D
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 25, 2008, 12:01:07 pm
sounds good, and intractable objects would make this epic!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 25, 2008, 12:02:52 pm
It should be easy. All I have to do is to create enemies that are not getting updated with the AI. You can attack them, you can destroy them and you can also use the destruction engine emulator to create the effect of objects that are being broken, lol!
This'll make quite a number of new features for CoSLAL to still represent at least 80% of the possibilities of Blizz-ABS. (._.)
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 25, 2008, 12:14:47 pm
If you do that, blizzABS will officially pwn XAS, even though I made a site devoted to XAS, XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 25, 2008, 12:44:20 pm
As I said, everything is already set up. I only have to make the command and make an enemy who has no AI update and there you go; a dumb, destroyable object with HP and being able to drop items. ;D
You could easily make this enemy not be hurtable by skills with the "physical" element and there you go, that skill won't be able to destroy the object. xD
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 25, 2008, 02:23:53 pm
Ok. That sounds good! Can't wait to see it!
Title: Re: [XP] Blizz-ABS
Post by: Nortos on February 25, 2008, 05:01:35 pm
Mana Series :P where only a certain skill can destroy it
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 25, 2008, 05:44:10 pm
Sweet.  this is gonna be awesome.  Beyond awesome. It will be Blizz-tastic 8)

oh, and I noticed that bug where two enemies run their code at the same time.  It was messing with my variables.  Good thing you're fixing that. 
And since I didn't see it, does that mean that you have fixed the thing where you can jump on top of impassable events? YAY! :D

How did I guess what the new input system was?  Nice work on that! ;)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 26, 2008, 05:19:22 am
Actually making passable isles for jumping messes up the minimap, so I added the "Allow Jump Terrain Tag" feature.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 26, 2008, 05:45:40 pm
umm, I wasn't referring to the tiles when I said "And since I didn't see it, does that mean that you have fixed the thing where you can jump on top of impassable events? YAY!"  I was talking about being able to jump  on top of events that act as temporary roadblocks that get erased later in the story, such as boulders and pits.  Because with the current version, I can't make any of those things work.

EDIT: Ya know that rehash error i was having?  I just figured out THAT WAS BECAUSE OF LAG.  My game runs at about 1/2-2/3 speed on my bigger maps, making everything slower.  I was testing on them for quite a while and today I started testing some of my other maps, and my game sped waaay up (to normal speed).  I have not gotten that error to occur on a normal size map at all.  I think it happens when ABSEAL gets ahead of Blizz-ABS, or vice versa.

So anyways, why do I have so much lag?  I have 1 parallel process event that controls weather and music, and the rest are normal action button or player touch events or enemies.  Is ABSEAL not working?  I left its strength at 3... should i change it to 1?
Title: Re: [XP] Blizz-ABS
Post by: Nortos on February 26, 2008, 11:52:23 pm
lag is mostly of if events (or certain scripts...*cough*Seph*cough*) are sprite based how many sprites have you got on the map?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 27, 2008, 06:35:49 am
I tried that with the events and I was never able to jump on top of impassable events. Can you walk through them? It could be some problem with mapping and passability setup. I don't mean that you made a bug, I mean that you don't map the way I do. This could be causing the problem.

And all I can say about the lag is the same as Nortos. ABSEAL is a part of Blizz-ABS, decreasing the FACTOR from 3 to 1 won't change much. If you experience very big lag, though, it could be that some other script interferes and disables ABSEAL. Have you tried removing Blizz-ABS for the time being and trying out your maps? If it still lags, it's not Blizz-ABS's fault.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 27, 2008, 06:57:03 pm
About jumping on the events:
I can jump on top of ANY event, as long as I would be able to jump on top of the tile it occupies.  That is the error.  I am not using any special tags or anything on those tiles.  should I?

EDIT: I used the no jump tag on the area the event was on, and it kind-of worked.  That is, I could not jump on top of the event normally.  But I could still jump on the event by doing a diagonal jump (I've noticed that this by-passes the no-jump tag in any situation).  This glitch works at anny jump distance.  i've done it with jump distanc set to 1, 2, and 3.  I normally use jump distance 1 in my game.

About the lag:
When I take away Blizz ABS, the lag goes away.  The lag is definitely caused by the ABS.  I'll try and determine what it is tho, by checking my other scripts.  Just to let you know, the lag happens all the time on the big maps, even if there are no enemies on the screen (or within processing range)

I can tell by making the minimap fullscreen that ABSEAL apparently works, as no enemies except the ones close by me move.

EDIT:  Ya know what Blizz, just leave these glitches until the next version.  I really want 1.95, and from the looks of it, so does everyone else.  Release 1.95 without fixing these, give yourself a break, and then take a crack at them for 2.0.  ;)
Title: Re: [XP] Blizz-ABS
Post by: nerissya on February 28, 2008, 09:50:18 am
Ahh, When will next version of your ABS be out? It looks so incredibly awesome with that configuration program. :O
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 29, 2008, 06:06:36 am
It will be out... NOW!

Blizz-ABS 1.95 is out!


1.95, what's new?




Title: Re: [XP] Blizz-ABS
Post by: nerissya on February 29, 2008, 06:10:18 am
WOOT!! ITS OUT!!!   *DOWNLOADS*


Very, vey good job. =)
Title: Re: [XP] Blizz-ABS
Post by: Chaze007 on February 29, 2008, 07:38:09 am
lol i found an error in config readme

1.1. What is Blizz-ABS Config?

Blizz-ABS Config makes configuration of Blizz-ABS easier than ever. It is a separate application that allows you to configure and set up Blizzard quickly and convenient. After you have finished configuring Blizz-ABS you can let the application generate an equivalent module BlizzABS script which you only need to copy-paste into Part 1 of Blizz-ABS instead of the default configuration. The application allows you to save and load different configurations as well, so you can quickly switch between two or more completely different game setups. You SHOULD NOT include the "Blizz-ABS Config.exe" and the configuration files with your game when you release it. The application needs to be put into the folder where your game is located. It will access following files in order to display data:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 29, 2008, 07:49:22 am
LOL! I'll fix it. xD
Title: Re: [XP] Blizz-ABS
Post by: Chaze007 on February 29, 2008, 07:50:22 am
lol you snuck urself in there XD well i g2g 2 school
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on February 29, 2008, 01:23:10 pm
Nice job on the script Blizz.

I got a suggestion for bosses though.

I know you are planning to make a special boss AI but is there also a way on how you can make some enemies be stationary? This would be useful incase if someone was to put in really huge bosses in their game.
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on February 29, 2008, 02:43:58 pm
WOW Blizz, just WOW.

I've only been playing around with it for 5 minutes and I can say this, you've really out done yourself.  Awesome job with everything!

The new script editor was an awesome idea, and it really speeds up configurations.  I'm sure everyone else is happy with the wait, this is by large and far more than I think any quite expected.
Title: Re: [XP] Blizz-ABS
Post by: nerissya on February 29, 2008, 03:05:16 pm
Yep, its GREAT. =) gj Blizz. =)
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on February 29, 2008, 03:36:16 pm
omg i love the config thing you added it is crazy helpful...and i love how
boomerang type weapon bring items to you..but all in all i luvs it you our done yourself again Blizz
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on February 29, 2008, 04:11:02 pm
I noticed the first glitch  :-[

Under the pre-menu color tinting it seems that you have the options out of order.  Blue was Red, and Red is Yellow, Yellow is Magenta.  It seems like everything has been shifted down one in the menu.  Other than that I haven't noticed any problems.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 29, 2008, 04:28:58 pm
WOOT, dloads!
Title: Re: [XP] Blizz-ABS
Post by: nerissya on February 29, 2008, 06:04:34 pm
Quote from: Spoofus on February 29, 2008, 03:36:16 pm
omg i love the config thing you added it is crazy helpful...and i love how
boomerang type weapon bring items to you..but all in all i luvs it you our done yourself again Blizz


QFT
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 29, 2008, 06:51:32 pm
Nicely done.  This is awesome.  And it will be even more awesome once you release 2.0 with ally AI!!! ;D
Title: Re: [XP] Blizz-ABS
Post by: Chaze007 on February 29, 2008, 07:21:41 pm
if it's possible you should make an easy to use config that edits every aspect of what you need and want in your game, then generate a code or it autoedits the code :) y'know fer nubs.
Title: Re: [XP] Blizz-ABS
Post by: Nortos on February 29, 2008, 08:36:59 pm
YOU'RE AWESOME BLIZZ I would download but not gonna do it really till at least after 2.0 and once finish my game but *powers you up* because it has such awesome features now
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on February 29, 2008, 10:10:03 pm
(http://img411.imageshack.us/img411/3008/8uh23roiiq3.png) (http://imageshack.us)

I found this when I opened the configurations >__>;;; I ask, what the heck!?
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on March 01, 2008, 04:13:50 am
QuoteBlizz-ABS Config requires Microsoft .NET Framework 2.0 to be installed! If you don't have it installed, you can download it from here:
Microsoft .NET Framework 2.0 Download (http://www.microsoft.com/downloads/thankyou.aspx?familyId=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displayLang=en)
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 01, 2008, 05:39:23 am
Lol you need that? Advanced stuff... o.O
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 01, 2008, 09:24:47 am
Most people have it already installed, but some don't. Just download, install and enjoy.

Quote from: Sin86 on February 29, 2008, 01:23:10 pm
Nice job on the script Blizz.

I got a suggestion for bosses though.

I know you are planning to make a special boss AI but is there also a way on how you can make some enemies be stationary? This would be useful incase if someone was to put in really huge bosses in their game.


Very easy, I added that in the manual. Add \m to the enemy's name and he won't be able to move. And I actually changed my mind about the Boss AI. It won't be necessary as I made it very customizable so people can easily program their own bosses. Read the bolded part below to see what I mean. ;)

Quote from: Phasedscar on February 29, 2008, 04:11:02 pm
I noticed the first glitch  :-[

Under the pre-menu color tinting it seems that you have the options out of order.  Blue was Red, and Red is Yellow, Yellow is Magenta.  It seems like everything has been shifted down one in the menu.  Other than that I haven't noticed any problems.


Thanks for reporting. I'll fix that, lol!

Quote from: Fallen Star on February 29, 2008, 07:21:41 pm
if it's possible you should make an easy to use config that edits every aspect of what you need and want in your game, then generate a code or it autoedits the code :) y'know fer nubs.


I don't quite get what you mean?

Did you know that Blizz-ABS 1.95 now allows something that wasn't possible before? You can easily make an enemy follow a specific route, make him use exactly the attacks you want him to use and by using the Inivincible Status Effect from Tons you can make the enemy even be only vulnerable at specific time intervals.
Of course I will demonstrate this in CoSLAL SE once Blizz-ABS 2.0 is out. I was thinking about...
Spoiler: ShowHide
After Lag-A-Lot and Arshes defeat Lord Flamer, he will transform into a snake-caterpillar boss that follows a specific route and uses specific attacks. :)
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 01, 2008, 10:28:58 am
Cool, now i can make extremely nice bosses. i kind of missed than in the last version. also \m is awesome for some monsters.. =)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 01, 2008, 10:31:45 am
Yeah, it's cool for shooting monsters that don't move, just turn around. You can also disable turning around now by simply using RMXP's direction fix option in the event window. I'm not sure if that was possible before. xD
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 01, 2008, 02:52:54 pm
Quote from: Blizzard on March 01, 2008, 10:31:45 am
Yeah, it's cool for shooting monsters that don't move, just turn around. You can also disable turning around now by simply using RMXP's direction fix option in the event window. I'm not sure if that was possible before. xD


Cool. =)  
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on March 01, 2008, 07:55:55 pm
reads about boss movement routines*hesitates*

*hugs blizz*

*jumps back and is disgusted by hugging a guy*

That is awesome! NOW THIS WOOPS!
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on March 01, 2008, 09:41:09 pm
With that installed, and reading more carefully, I am happy that this ABS can be more helpful to what I have plan. ^^;; Can't wait for 2.0
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 01, 2008, 09:48:28 pm
two questions:

1)  Am I correct in the assumption that object enemies will not create any more lag than regular non-enemy events?  (Nice job with this by the way)
2)  Did I miss something?  Where does it explain the new boss setup?  I saw the new battleflow controls, but how do I implement them?  And movement?

The states are good too.  That is something that your system has needed for a long time.
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 02, 2008, 06:06:32 am
Blizzard, i still dont learn any skills and my char doesn't have the skills from the beginning. :'(
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on March 02, 2008, 11:26:42 am
I was playing around with the ABS and got the following error when I push "S" to go down in game play:

(http://img108.imageshack.us/img108/9405/rrerto5.png) (http://imageshack.us)

. . . What did I do wrong now?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 02, 2008, 12:01:09 pm
Quote from: winkio on March 01, 2008, 09:48:28 pm
two questions:

1)  Am I correct in the assumption that object enemies will not create any more lag than regular non-enemy events?  (Nice job with this by the way)
2)  Did I miss something?  Where does it explain the new boss setup?  I saw the new battleflow controls, but how do I implement them?  And movement?

The states are good too.  That is something that your system has needed for a long time.


1) Yes, you are. Since Object events don't get updated by the AI, the lag caused by the AI doesn't affect them. The only additional lag will come from damage sprites and the memory usage of a map object is higher than a normal event's, but this doesn't create lag.
2) Not at all. You don't need it anymore. You can easily use a switch so a boss doesn't respawn. You can create a moving route easily and you can use the battleflow commands as part of moving routes. The commands are typed into the "Call Script" window directly like described in the manual. I made a userfriendly script interface where you only have to use calls like "enemy_transform(SELF, 22)" or something like that.

@DAS: I'll look into it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 02, 2008, 01:13:28 pm
Hiya Blizz!

Love the script :P

Was wondering if it is possible to achieve some of these things...

Spoiler: ShowHide

A user-controlled projectile skill.  (so the projectile goes the same direction the player is facing)

HUDs for all the characters in the party (3 people for my game)

Not having a projectile shoot right when the button is pressed.  (so it can appear to be charged up)

An ally that fights but is not considered part of your party.  (Basically a critter that only attacks enemies)



Mmm that's all that I can think of right now that I think would be cool additions to the system...

Again, great job on this script and can't wait for V2.0
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 02, 2008, 01:20:36 pm
There will be a few of those features. I was planning a HUD plugin for 4 people, but I might make a support for any number of party members. I am only concerned about the lag that will be created and the space that will be taken up. In Blizz-ABS 2.0 you will be able to summon pets (can level up and get stronger) and monsters (don't level up) and they are not part of the party.

The two projectile ideas sound very interesting and useful. I might make those two types for skills and items. :)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 02, 2008, 01:25:43 pm
Cool!  I gave Blizz ideas.  I feel proud :P

Good luck with updating to 2.0!
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 02, 2008, 01:29:01 pm
Sounds cool Blizz. Good luck!
Title: Re: [XP] Blizz-ABS
Post by: SFMartiz on March 02, 2008, 03:01:23 pm
Hey, Blizz. I gotta say that's one nice script ya made here  :P.
The only bad thing is that exploding range doesn't work for me :-\. Bug?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 02, 2008, 03:39:24 pm
Possibly. I have made many changes since the last time I tested exploding skills. It's possible that I messed up one time. I'll look into it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 02, 2008, 03:50:22 pm
Exploding skills work fine for me... Hm...

Well one problem I have is that the enemies don't use their magic I gave them.
I made the default AI '00010101'.  Could that be the problem???
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 02, 2008, 03:54:50 pm
Hm... I don't know... If you didn't turn on "actions" which is the second from the left, enemies should decide their actions using the default way. Try making an enemy that has only one skill possible. Then change that skill and see if it works. Then do that again with two skills, but try messing around with the "rating" number. An action with a higher rating is more likely to be executed.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 02, 2008, 04:12:47 pm
Okay I got it to work... sorta...

I had to give the enemies with magic the 'action' attribute so that they would attack.  And also, they need to have 2 magic spells along with attack or else they just stand there.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 02, 2008, 04:19:11 pm
Maybe something's wrong with the way they decide actions... I've had similar problems earlier. Enemies wouldn't attack if they didn't have a skill as well, but I thought I fixed that...
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on March 02, 2008, 09:10:11 pm
Funny, the Enter key (H) now doesn't work and gives the same error as when I press "S" key.

.___. Is there a chance Tons of Add-ons, Full Reflection or Stats Distribution/R.O. Job/Skill system might be causing an incompatibility? (Since those are the Ones I am using).
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 03, 2008, 01:52:05 am
Lol, oh god the RO Job/skill system.

Lets just say ive had my problems with that one. =)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 03, 2008, 02:59:40 am
Yes, Full Reflection is not compatible with Blizz-ABS. Hm, Tons... Did you turn on Custom Controls on in Tons by any chance? If yes, it might be messing with Blizz-ABS. RoSys was originally made to be compatible with Blizz-ABS so an incompatibility problem is very unlikely. I made SDS also compatible with it long time ago. It basically doesn't mess up Blizz-ABS, the "compatibility" is just a piece of code that calls the Distribution scene on the map.
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on March 03, 2008, 11:31:12 am
THe Costum Controls are turned off.

Took down Full Reflection *Sob* =X

But the problem still lies there.
Title: Re: [XP] Blizz-ABS
Post by: ramonbastos on March 03, 2008, 04:52:15 pm
Hey Blizz, this is the most awesome ABS ive ever seen..

But i think the animation thing is too "stoped"
No action i mean..
Could u modify it at a possible extra version? Using animation like Mr Mo abs, then we can make diferent atacks, like spinning and jumping moves.. just an opnion ^^

Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 03, 2008, 05:08:04 pm
You can already do that..  
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 04, 2008, 09:19:07 am
Quote from: ramonbastos on March 03, 2008, 04:52:15 pm
Hey Blizz, this is the most awesome ABS ive ever seen..

But i think the animation thing is too "stoped"
No action i mean..
Could u modify it at a possible extra version? Using animation like Mr Mo abs, then we can make diferent atacks, like spinning and jumping moves.. just an opnion ^^




Too "stoped"? What do you mean? I made the animations take 3 frames which is pretty much a lower limit. If I had used 2 frames, animation frames would have sometimes been skipped and would look bad.
I actually can't remember if I made jumping attacks possible. And if you want a spinning animation, just make one. ::)
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 04, 2008, 09:24:35 am
I think he means making multiple animations for a single weapon that can be chosen at random for each attack.

So instead of always using the same animation for each attack, you can have a hack, a slash, then a spin attack all while using the same weapon.  I had thought of suggesting that myself, since only having one attack animation per a weapon or weapon type can get a little repetative.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 04, 2008, 09:27:14 am
Nice idea... And it's easy to add. :)
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 04, 2008, 09:32:29 am
I'd imagine just adding a new variable with a random 1-b (b being constants set up in the configuration) that selects the image based on the file name

so if say V = 1
then attack_01_1.png

if V = 2
then attack_01_2.png

I'd imagine something like that would work alright.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 04, 2008, 10:27:26 am
You're reading my mind, that was what I was going to make. In the configuration it would look like "Number of possible sprite animations: INSERT_NUMBER" which would only be active when you are using action sprites.
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 04, 2008, 10:28:50 am
Quote from: Blizzard on March 04, 2008, 10:27:26 am
You're reading my mind, that was what I was going to make. In the configuration it would look like "Number of possible sprite animations: INSERT_NUMBER" which would only be active when you are using action sprites.


Blizzard.. Ever since we "fixed" my game, i cant speak with npcs because i get a bug and game closes...

halp!

Why is an ABS having problem with a simple UMS?

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 04, 2008, 10:56:44 am
Because ccoa changed the definition of reset_window in her script. If you are using the UMS, put it ABOVE Blizz-ABS and in Blizz-ABS Part 3 find this piece of code:

class Window_Message < Window_Selectable
 
  #----------------------------------------------------------------------------
  # override reset_window
  #----------------------------------------------------------------------------
  alias reset_window_blizzabs_later reset_window
  def reset_window
    # store old in_battle flag and set new in_battle flag
    tmp, $game_temp.in_battle = $game_temp.in_battle, false
    # call original method
    reset_window_blizzabs_later
    # restore in_battle flag
    $game_temp.in_battle = tmp
  end
 
end


Change it to:

class Window_Message
 
  #----------------------------------------------------------------------------
  # override reset_window
  #----------------------------------------------------------------------------
  alias reset_window_blizzabs_later reset_window
  def reset_window(change_opacity = true)
    # store old in_battle flag and set new in_battle flag
    tmp, $game_temp.in_battle = $game_temp.in_battle, false
    # call original method
    reset_window_blizzabs_later(change_opacity)
    # restore in_battle flag
    $game_temp.in_battle = tmp
  end
 
end


This is only a temporary solution, the bug will be fixed in the next version of Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: ramonbastos on March 04, 2008, 04:09:14 pm
Quote from: Phasedscar on March 04, 2008, 09:24:35 am
I think he means making multiple animations for a single weapon that can be chosen at random for each attack.

So instead of always using the same animation for each attack, you can have a hack, a slash, then a spin attack all while using the same weapon.  I had thought of suggesting that myself, since only having one attack animation per a weapon or weapon type can get a little repetative.



YEAH! thats what i mean xD

are you working on it Blizz? would be great ^^
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 05, 2008, 02:22:41 am
1.96 is up. I didn't make the random animation possible yet, I'll do that for 1.97 eventually.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on March 05, 2008, 01:50:20 pm
A major problem with the config tool is that you cannot open any saved configurations. It keeps warning me about that damn netframe thing.

Also, enemies are able to hurt themselves when they launch magic at me. Yes, they can hurt me but they are also huring themselves too.


EDIT: Actually, forget the part about them hurting themselves, I fixed that by turning off the exploding range.
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 05, 2008, 01:52:19 pm
I can open it.. o.O


Btw Blizzard, any chance you could implement a "mind control" skill thing? you know a way to control your enemies for a short amount of time..? I need it for meh game. =)
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on March 05, 2008, 02:28:20 pm
You mean make them allies? Or temporarily loose control of the hero, and control the enemy?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 05, 2008, 10:14:29 pm
I found a bug that can be easily fixed.

You don't have a method (I think that's what it's called) for No Tinting of the Pre-menu screen.
Part 3 Lines 5764-5803: ShowHide
      # tint viewport
      @view.tone = case BlizzABS::Config::MENU_COLOR_TINT
      when 0
        # a random tint
        case rand(8)
        # darker tint
        when 0 then Tone.new(-60, -60, -60, 0)
        # blue tint
        when 1 then Tone.new(-255, -255, 0, 255)
        # green tint
        when 2 then Tone.new(-255, 0, -255, 255)
        # red tint
        when 3 then Tone.new(0, -255, -255, 255)
        # yellow tint
        when 4 then Tone.new(0, 0, -255, 255)
        # mangenta tint
        when 5 then Tone.new(0, -255, 0, 255)
        # cyan tint
        when 6 then Tone.new(-255, 0, 0, 255)
        # black-white tint
        when 7 then Tone.new(-40, -40, -40, 255)
        end
      # black-white tint
      when 1 then Tone.new(-40, -40, -40, 255)
      # blue tint
      when 2 then Tone.new(-255, -255, 0, 255)
      # green tint
      when 3 then Tone.new(-255, 0, -255, 255)
      # red tint
      when 4 then Tone.new(0, -255, -255, 255)
      # yellow tint
      when 5 then Tone.new(0, 0, -255, 255)
      # mangenta tint
      when 6 then Tone.new(0, -255, 0, 255)
      # cyan tint
      when 7 then Tone.new(-255, 0, 0, 255)
      # darker tint
      when 8 then Tone.new(-60, -60, -60, 0)
      end


Should be...: ShowHide
      # tint viewport
      @view.tone = case BlizzABS::Config::MENU_COLOR_TINT
      when 0
        # a random tint
        case rand(8)
        # darker tint
        when 0 then Tone.new(-60, -60, -60, 0)
        # blue tint
        when 1 then Tone.new(-255, -255, 0, 255)
        # green tint
        when 2 then Tone.new(-255, 0, -255, 255)
        # red tint
        when 3 then Tone.new(0, -255, -255, 255)
        # yellow tint
        when 4 then Tone.new(0, 0, -255, 255)
        # mangenta tint
        when 5 then Tone.new(0, -255, 0, 255)
        # cyan tint
        when 6 then Tone.new(-255, 0, 0, 255)
        # black-white tint
        when 7 then Tone.new(-40, -40, -40, 255)
        end
      # no tint
      when -1 then Tone.new(0, 0, 0, 0)
      # black-white tint
      when 1 then Tone.new(-40, -40, -40, 255)
      # blue tint
      when 2 then Tone.new(-255, -255, 0, 255)
      # green tint
      when 3 then Tone.new(-255, 0, -255, 255)
      # red tint
      when 4 then Tone.new(0, -255, -255, 255)
      # yellow tint
      when 5 then Tone.new(0, 0, -255, 255)
      # mangenta tint
      when 6 then Tone.new(0, -255, 0, 255)
      # cyan tint
      when 7 then Tone.new(-255, 0, 0, 255)
      # darker tint
      when 8 then Tone.new(-60, -60, -60, 0)
      end



Also, is there a way to slow down/speed up the speed of projectiles of different skills/items?
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 06, 2008, 01:42:12 am
Quote from: legacyblade on March 05, 2008, 02:28:20 pm
Or temporarily loose control of the hero, and control the enemy?


=)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 06, 2008, 10:27:06 am
Quote from: TerreAqua on March 05, 2008, 10:14:29 pm
I found a bug that can be easily fixed.

You don't have a method (I think that's what it's called) for No Tinting of the Pre-menu screen.
Part 3 Lines 5764-5803: ShowHide
      # tint viewport
      @view.tone = case BlizzABS::Config::MENU_COLOR_TINT
      when 0
        # a random tint
        case rand(8)
        # darker tint
        when 0 then Tone.new(-60, -60, -60, 0)
        # blue tint
        when 1 then Tone.new(-255, -255, 0, 255)
        # green tint
        when 2 then Tone.new(-255, 0, -255, 255)
        # red tint
        when 3 then Tone.new(0, -255, -255, 255)
        # yellow tint
        when 4 then Tone.new(0, 0, -255, 255)
        # mangenta tint
        when 5 then Tone.new(0, -255, 0, 255)
        # cyan tint
        when 6 then Tone.new(-255, 0, 0, 255)
        # black-white tint
        when 7 then Tone.new(-40, -40, -40, 255)
        end
      # black-white tint
      when 1 then Tone.new(-40, -40, -40, 255)
      # blue tint
      when 2 then Tone.new(-255, -255, 0, 255)
      # green tint
      when 3 then Tone.new(-255, 0, -255, 255)
      # red tint
      when 4 then Tone.new(0, -255, -255, 255)
      # yellow tint
      when 5 then Tone.new(0, 0, -255, 255)
      # mangenta tint
      when 6 then Tone.new(0, -255, 0, 255)
      # cyan tint
      when 7 then Tone.new(-255, 0, 0, 255)
      # darker tint
      when 8 then Tone.new(-60, -60, -60, 0)
      end


Should be...: ShowHide
      # tint viewport
      @view.tone = case BlizzABS::Config::MENU_COLOR_TINT
      when 0
        # a random tint
        case rand(8)
        # darker tint
        when 0 then Tone.new(-60, -60, -60, 0)
        # blue tint
        when 1 then Tone.new(-255, -255, 0, 255)
        # green tint
        when 2 then Tone.new(-255, 0, -255, 255)
        # red tint
        when 3 then Tone.new(0, -255, -255, 255)
        # yellow tint
        when 4 then Tone.new(0, 0, -255, 255)
        # mangenta tint
        when 5 then Tone.new(0, -255, 0, 255)
        # cyan tint
        when 6 then Tone.new(-255, 0, 0, 255)
        # black-white tint
        when 7 then Tone.new(-40, -40, -40, 255)
        end
      # no tint
      when -1 then Tone.new(0, 0, 0, 0)
      # black-white tint
      when 1 then Tone.new(-40, -40, -40, 255)
      # blue tint
      when 2 then Tone.new(-255, -255, 0, 255)
      # green tint
      when 3 then Tone.new(-255, 0, -255, 255)
      # red tint
      when 4 then Tone.new(0, -255, -255, 255)
      # yellow tint
      when 5 then Tone.new(0, 0, -255, 255)
      # mangenta tint
      when 6 then Tone.new(0, -255, 0, 255)
      # cyan tint
      when 7 then Tone.new(-255, 0, 0, 255)
      # darker tint
      when 8 then Tone.new(-60, -60, -60, 0)
      end



Also, is there a way to slow down/speed up the speed of projectiles of different skills/items?


I'll fix it, don't worry. And no, projectiles have a specialized speed behavior to easify things for the user.

Quote from: Sin86 on March 05, 2008, 01:50:20 pm
A major problem with the config tool is that you cannot open any saved configurations. It keeps warning me about that damn netframe thing.


Did you download and install .NET Framework 2.0? I can open the files just fine. Keep in mind that there is always a default filename: blizzabs.cfg. Also keep in mind that you will get prompted to save the configruation before you open a new one. Maybe you've accidently overwritten the file. I'm still thinking about removing that feature, but I'm not sure.

Quote from: nerissya on March 05, 2008, 01:52:19 pm
Btw Blizzard, any chance you could implement a "mind control" skill thing? you know a way to control your enemies for a short amount of time..? I need it for meh game. =)



Erm... use a confusing skill? xD

Quote from: Manual3.2.9. Status Effects

Blizz-ABS possesses a status effect handling system which can enhance the game experience even further.

1. When a status effect changes progressively the HP/SP, Blizz-ABS will apply this effect on the map and change the value every second.
2. When a status effect was set to force attack on allies, this status will be treated in two different ways. If the affected battler is being controlled by the player, the controls will be inverted for the player. If the affected battler is not being controlled by the player, the battler's target recognition will be inverted and the battler will perceive allies as enemies and enemies as allies. The battler will still perceive himself as ally.
3. When a status effect is set to disable movement, all Blizz-ABS controls and all movement controls will be disabled during that time.

Title: Re: [XP] Blizz-ABS
Post by: Sin86 on March 06, 2008, 12:31:31 pm
I went to get Netframe 2 and that still didn't work for me as I am still getting that annoying message and cannot load any new configurations. Its as if I have to change this thing every time I start it up.
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 06, 2008, 12:32:35 pm
Quote from: BlizzHard on March 06, 2008, 10:27:06 am
Quote from: TerreAqua on March 05, 2008, 10:14:29 pm
I found a bug that can be easily fixed.

You don't have a method (I think that's what it's called) for No Tinting of the Pre-menu screen.
Part 3 Lines 5764-5803: ShowHide
      # tint viewport
      @view.tone = case BlizzABS::Config::MENU_COLOR_TINT
      when 0
        # a random tint
        case rand(8)
        # darker tint
        when 0 then Tone.new(-60, -60, -60, 0)
        # blue tint
        when 1 then Tone.new(-255, -255, 0, 255)
        # green tint
        when 2 then Tone.new(-255, 0, -255, 255)
        # red tint
        when 3 then Tone.new(0, -255, -255, 255)
        # yellow tint
        when 4 then Tone.new(0, 0, -255, 255)
        # mangenta tint
        when 5 then Tone.new(0, -255, 0, 255)
        # cyan tint
        when 6 then Tone.new(-255, 0, 0, 255)
        # black-white tint
        when 7 then Tone.new(-40, -40, -40, 255)
        end
      # black-white tint
      when 1 then Tone.new(-40, -40, -40, 255)
      # blue tint
      when 2 then Tone.new(-255, -255, 0, 255)
      # green tint
      when 3 then Tone.new(-255, 0, -255, 255)
      # red tint
      when 4 then Tone.new(0, -255, -255, 255)
      # yellow tint
      when 5 then Tone.new(0, 0, -255, 255)
      # mangenta tint
      when 6 then Tone.new(0, -255, 0, 255)
      # cyan tint
      when 7 then Tone.new(-255, 0, 0, 255)
      # darker tint
      when 8 then Tone.new(-60, -60, -60, 0)
      end


Should be...: ShowHide
      # tint viewport
      @view.tone = case BlizzABS::Config::MENU_COLOR_TINT
      when 0
        # a random tint
        case rand(8)
        # darker tint
        when 0 then Tone.new(-60, -60, -60, 0)
        # blue tint
        when 1 then Tone.new(-255, -255, 0, 255)
        # green tint
        when 2 then Tone.new(-255, 0, -255, 255)
        # red tint
        when 3 then Tone.new(0, -255, -255, 255)
        # yellow tint
        when 4 then Tone.new(0, 0, -255, 255)
        # mangenta tint
        when 5 then Tone.new(0, -255, 0, 255)
        # cyan tint
        when 6 then Tone.new(-255, 0, 0, 255)
        # black-white tint
        when 7 then Tone.new(-40, -40, -40, 255)
        end
      # no tint
      when -1 then Tone.new(0, 0, 0, 0)
      # black-white tint
      when 1 then Tone.new(-40, -40, -40, 255)
      # blue tint
      when 2 then Tone.new(-255, -255, 0, 255)
      # green tint
      when 3 then Tone.new(-255, 0, -255, 255)
      # red tint
      when 4 then Tone.new(0, -255, -255, 255)
      # yellow tint
      when 5 then Tone.new(0, 0, -255, 255)
      # mangenta tint
      when 6 then Tone.new(0, -255, 0, 255)
      # cyan tint
      when 7 then Tone.new(-255, 0, 0, 255)
      # darker tint
      when 8 then Tone.new(-60, -60, -60, 0)
      end



Also, is there a way to slow down/speed up the speed of projectiles of different skills/items?


I'll fix it, don't worry. And no, projectiles have a specialized speed behavior to easify things for the user.

Quote from: Sin86 on March 05, 2008, 01:50:20 pm
A major problem with the config tool is that you cannot open any saved configurations. It keeps warning me about that damn netframe thing.


Did you download and install .NET Framework 2.0? I can open the files just fine. Keep in mind that there is always a default filename: blizzabs.cfg. Also keep in mind that you will get prompted to save the configruation before you open a new one. Maybe you've accidently overwritten the file. I'm still thinking about removing that feature, but I'm not sure.

Quote from: nerissya on March 05, 2008, 01:52:19 pm
Btw Blizzard, any chance you could implement a "mind control" skill thing? you know a way to control your enemies for a short amount of time..? I need it for meh game. =)



Erm... use a confusing skill? xD

Quote from: Manual3.2.9. Status Effects

Blizz-ABS possesses a status effect handling system which can enhance the game experience even further.

1. When a status effect changes progressively the HP/SP, Blizz-ABS will apply this effect on the map and change the value every second.
2. When a status effect was set to force attack on allies, this status will be treated in two different ways. If the affected battler is being controlled by the player, the controls will be inverted for the player. If the affected battler is not being controlled by the player, the battler's target recognition will be inverted and the battler will perceive allies as enemies and enemies as allies. The battler will still perceive himself as ally.
3. When a status effect is set to disable movement, all Blizz-ABS controls and all movement controls will be disabled during that time.




That was.. confusing..
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on March 06, 2008, 01:43:56 pm
Oh, I found a bug. I added one of my characters to the "animated character array" (yes I used the config, but it added it to the array perfectly)....but they're not animated.

Also, is there a way to make the sprite animated in the window for characters in the animated character array? That' would be nice.
Title: Re: [XP] Blizz-ABS
Post by: Chaze007 on March 06, 2008, 05:18:20 pm
Quoteif it's possible you should make an easy to use config that edits every aspect of what you need and want in your game, then generate a code or it autoedits the code  y'know fer nubs.


What I mean is something that goes into blizz abs without having to change it "Within" the script or the little in the config. kinda like the rmxp database you should make everything to be edited in something like that like custom controls in 1 section AI's in another altough i don't use blizz-abs atm I'm just guessing here :)
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on March 06, 2008, 05:48:33 pm
BlizzHard, we have a problem. I get a wierd error about shaded text drawing when I don't have shaded text enabled  ???. Here is the error message's text:

"Script 'Blizz-ABS - Part3' line 3216: NoMethodError occurred.

undefined method 'draw_text_shaded_later' for #<Bitmap:0x60d32a8>"

Here is the Blizz-ABS - Part3 line 3216: "             draw_text_shaded_later(xx, yy, w, h, text, a)}}"

I have no idea what it is talking about could you please help me?

Oh, yea nice configuration program, it's extremely useful, because of the fact you don't have to directly edit the script making it easier, and the fact that you can just open it up and make updates to the battle system in minutes.

EDIT: All fixed it was my Tons of Add-ons version.

I just want to say one more thing "BLIZZHARD YOU ROCK FOR SPENDING SOO MUCH TIME ON THIS BATTLE SYSTEM, TO MAKE PEOPLE WHO WANT ABS's EXTREMELY JOYED!". Thank you for making this ABS it rocks!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 08, 2008, 06:27:44 am
Quote from: legacyblade on March 06, 2008, 01:43:56 pm
Oh, I found a bug. I added one of my characters to the "animated character array" (yes I used the config, but it added it to the array perfectly)....but they're not animated.

Also, is there a way to make the sprite animated in the window for characters in the animated character array? That' would be nice.


I'll fix that ASAP. I think I already know what is causing the problem.

Quote from: Sin86 on March 06, 2008, 12:31:31 pm
I went to get Netframe 2 and that still didn't work for me as I am still getting that annoying message and cannot load any new configurations. Its as if I have to change this thing every time I start it up.


Hm... When you start the application, the default will be set up. That's why you can save the configuration to a .cfg file and load later for editing. The script generator is only for actual use. Did you confuse those two maybe? If not, then sorry, I don't think that I am able to help you. =/ You'll have to configure it manually or remake it everytime you start the config. =/

Quote from: Fallen Star on March 06, 2008, 05:18:20 pm
Quoteif it's possible you should make an easy to use config that edits every aspect of what you need and want in your game, then generate a code or it autoedits the code  y'know fer nubs.


What I mean is something that goes into blizz abs without having to change it "Within" the script or the little in the config. kinda like the rmxp database you should make everything to be edited in something like that like custom controls in 1 section AI's in another altough i don't use blizz-abs atm I'm just guessing here :)


Actually the Blizz-ABS Config.exe is separated into 12 (?) tabs where every tabscreen has one group of congurations which you can set up as if it was the database, it just has a different interface. In other words, what you want is what I alread made possible with the Blizz-ABS Config.exe. :) I was a bit faster with that idea. ;)

@diablosbud: Lol, I read half of your post and already typed down to tell you to upgrade Tons when I saw the rest. xD
And call me Blizzard, Blizz or Bliz, the "H" is just there for fun for a couple of days. xD
Title: Re: [XP] Blizz-ABS
Post by: darklight on March 09, 2008, 01:51:44 pm
Hey Blizz,

Just an idea for future versions of Blizz-ABS, or even Tons - what about events that react based on what weapon you have equipped? Boulders that can be smashed only with your axe, or vines that can only be cut with slashing weapons, or events that can be activated only with a flail.

Dunno know how possible it is to implement, but it's an idea.
Title: Re: [XP] Blizz-ABS
Post by: ramonbastos on March 09, 2008, 08:58:31 pm
I think its already possible..

Btw, Blizz, are u the chick at the picture?

lol jk
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 10, 2008, 06:25:45 am
You can make the weapons have elements which are "axe", "sword", etc. and simply make those "enemies" be invulnerable by swords. ::)
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on March 10, 2008, 02:23:03 pm
Is there a way on how to heal all allies using a magic move(I'm talking a direct/shockwave type) without the caterpillar on?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 11, 2008, 05:45:41 am
Only in the menu. If they are not on the map, you can't heal them on the map. xD
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 12, 2008, 09:33:38 pm
Hm... is there a way to make skills/items target a random enemy/ally in range?

That'd be cool to have :3
Title: Re: [XP] Blizz-ABS
Post by: scoace13 on March 13, 2008, 04:23:38 pm
i have a question does your abs system allow me to disable the map battles in favor of the origional battle scenes be cause i work really hard on my animations and and devoted a lot of tim to gathering batterers that i really dpnt want to lose but i would really enjoy have the availibility of and abs in my game
Title: Re: [XP] Blizz-ABS
Post by: Real Mugen on March 14, 2008, 01:33:38 am
Hi guys!! .... a little qestion!....Exist something like easy lvup notifier for Blizz abs?  :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 14, 2008, 08:09:40 am
Not really. I think that would be a cool idea for a plugin. When you level up a window slides in from the side, displays you the new attributes and disappears aftet, IDK, 5 seconds.

@scoace13: Yes, Blizz-ABS still allows you to use the normal battle scene or a custom battle scene (i.e. like RTAB) for a turn based system. You can only disable the battle controls, enemies will still go after you. =/ Read 3.2.7. of the manual. Maybe I should make the controls disable enemy behavior as well...
Title: Re: [XP] Blizz-ABS
Post by: Sowtis on March 14, 2008, 10:36:58 am
OMG OMG OMG! This ABS Script is Delicious!

BUT... I need some questions answered...

The status display...
(http://img.photobucket.com/albums/v204/sowtis/StatusDisplay.jpg)
Is it possible to customize it? Like the HP, MP and Exp bar are all just, plain bars.
I'd like to enhance the looks of them, how would I do that?

EDIT: I saw this status display in an ABS game...
(http://img.photobucket.com/albums/v204/sowtis/NewStatus.jpg)
(I move some stuff around...)

But could I get something like that?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 14, 2008, 11:10:45 am
Of course you can do that. It would require some custom scripting, but it is possible.
Title: Re: [XP] Blizz-ABS
Post by: Sowtis on March 14, 2008, 11:13:29 am
Quote from: Blizzard on March 14, 2008, 11:10:45 am
Of course you can do that. It would require some custom scripting, but it is possible.


...
Ok, but... I don't reallyhave knowledge with RGSS... Could you tell me how to do it? Like, actually DO some for me? If not fine, but yeah...

Also, throughout the game, the status is ALWAYS displayed, how would I turn it off automatically?
For like and introduction at the start of a game or something...

Lastly, could you send me a script that lets me make an intro to the game BEFORE they even see the title screen?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 14, 2008, 12:05:20 pm
Well, I'm pretty short of time, so no, I won't have the time to do it. But you can always post a topic in script requests and ask for a custom HUD. Just be sure to give detailed information on how you want it to look like. Somebody else might have the time to make it for you. :)

Yeah, there are several types of intro scripts. You can either use one that plays an .avi video or you can try using my "Picture Scene" from "Tons of Add-ons". I have added instructions i the add-on's header how to make a scene appear before the title.
Title: Re: [XP] Blizz-ABS
Post by: Sowtis on March 14, 2008, 12:49:37 pm
Wait, i found a much much better ABS Script... Looks nicer, cleaner, not laggy...

So nevermind...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 14, 2008, 12:57:12 pm
LOL! Would you mind giving me a link? My ABS is pretty much known for least lag. I'm really interesting which ABS is supposed to top mine in that area.
Title: Re: [XP] Blizz-ABS
Post by: Real Mugen on March 14, 2008, 04:29:09 pm
little by little im going know the BLIZZ ABS System and im like it.... XD..... Sometimes i have questions that maybe look stupid....but you are the only people who knows everything about the ABS... anyway thanx!  ;D

This is the new question XD

how can i create QUEST ITEMS..... because all the Items that i create goes to the Normal bag of Items, and i dont have any idea how i can put those items in a Quest Bag!  :D
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 14, 2008, 04:44:02 pm
Blizz,
Enemies with the \map attribute won't don't move but still attack.
Title: Re: [XP] Blizz-ABS
Post by: Sowtis on March 14, 2008, 06:34:54 pm
Quote from: Blizzard on March 14, 2008, 12:57:12 pm
LOL! Would you mind giving me a link? My ABS is pretty much known for least lag. I'm really interesting which ABS is supposed to top mine in that area.


Your ABS on my computer, is laggy.

Thisother ABS I found isn't...
http://www.atelier-rgss.com/RGSS/Battle/XAS_00a.html

If you download the Hero Edition (which is the only working download) it has a great ABS.

If you try to edit the game it won't work, but if you copy the Audio, Data and Graphics folders, and paster them into a DIFFERENT game, you can edit it. Thats what I did...

It looks a lot nicer too.

BUT, I have to admit.

Making some stuff with your ABS is a bit easier, but I'd rather have this one.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on March 14, 2008, 07:00:04 pm
HAHAHAHA, blizz, that's the XAS ABS I've been telling you about. A Sowtis, I am a master at XAS, but I can tell you. When Blizz releases version 2.0, it will pwn XAS.
Title: Re: [XP] Blizz-ABS
Post by: Sowtis on March 14, 2008, 08:19:15 pm
Quote from: legacyblade on March 14, 2008, 07:00:04 pm
HAHAHAHA, blizz, that's the XAS ABS I've been telling you about. A Sowtis, I am a master at XAS, but I can tell you. When Blizz releases version 2.0, it will pwn XAS.


Alright... If it does pwn XAS then I'll use blizz.   :)

Title: Re: [XP] Blizz-ABS
Post by: fugibo on March 14, 2008, 08:28:54 pm
lol, I don't see why you wouldn't be able to edit it, copying those three folders is the same thing as copying the game :P
Title: Re: [XP] Blizz-ABS
Post by: Sowtis on March 14, 2008, 10:42:52 pm
Quote from: WcW on March 14, 2008, 08:28:54 pm
lol, I don't see why you wouldn't be able to edit it, copying those three folders is the same thing as copying the game :P


When you download the demo, you can play it. But if you try to open it with RMXP it says something is different between software versions or something. But if you copy the folders and paste them into a different game, then it works... IDK why though... But it works.  :)

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 15, 2008, 11:25:31 am
@Real Mugen: You should use a CMS for that. For example, the CMS I made allows separation of quest items. It's not related to Blizz-ABS. :)

@Sowtis: Yes, XAS is very customizable, but pretty hard to use. Until recently XAS supported a couple of features Blizz-ABS didn't have. Blizz-ABS's features were not implemented in XAS as well. But in the last two versions I added some stuff that is available in XAS. When I finish the Ally AI and release 2.0, it will pretty much have everything XAS has and more. :)

@TerreAqua: I know why. I'll fix that. The line is misinterpreted as \m as well which disables movement.
Title: Re: [XP] Blizz-ABS
Post by: Sowtis on March 15, 2008, 01:18:34 pm
@Blizz Well when 2.0 comes out and I seem to like it more, then I'll probably go with your ABS...
Cause all I really am using XAS for is the looks, but if 2.0 comes out with nice looks and it keeps the easiness, then I'll use your ABS.  :)
Title: Re: [XP] Blizz-ABS
Post by: VxOsx on March 16, 2008, 03:33:42 am
How do you make allies in the Blizz-ABS

-Kills Self-  :o

EDIT:
Nevermind I asked in the Shoutbox
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 16, 2008, 04:18:36 am
You can't quite yet, all you can do is add members and then switch them out with the leader.

But Blizz is working on it and we'll have it in 2.0.
Title: Re: [XP] Blizz-ABS
Post by: Real Mugen on March 16, 2008, 07:29:18 am
Quote from: Blizzard on March 15, 2008, 11:25:31 am
@Real Mugen: You should use a CMS for that. For example, the CMS I made allows separation of quest items. It's not related to Blizz-ABS. :)


Oh man! Where i can found your CMS?
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 16, 2008, 07:31:18 am
lol was looking at XAS's and his enemys are all do do with events & you have to make mini scrips for every weapon & item and yers it does lagg
Title: Re: [XP] Blizz-ABS
Post by: fugibo on March 16, 2008, 08:07:15 am
Quote from: Real Mugen on March 16, 2008, 07:29:18 am
Quote from: Blizzard on March 15, 2008, 11:25:31 am
@Real Mugen: You should use a CMS for that. For example, the CMS I made allows separation of quest items. It's not related to Blizz-ABS. :)


Oh man! Where i can found your CMS?


Your on his forums 0_o. Go try the RGSS Scripts Database, and look for Stormtronics CMS Hybrid Edition.
Title: Re: [XP] Blizz-ABS
Post by: Real Mugen on March 16, 2008, 09:14:09 am
Quote from: WcW on March 16, 2008, 08:07:15 am
Quote from: Real Mugen on March 16, 2008, 07:29:18 am
Quote from: Blizzard on March 15, 2008, 11:25:31 am
@Real Mugen: You should use a CMS for that. For example, the CMS I made allows separation of quest items. It's not related to Blizz-ABS. :)


Oh man! Where i can found your CMS?


Your on his forums 0_o. Go try the RGSS Scripts Database, and look for Stormtronics CMS Hybrid Edition.


Ahhhhahaha ^_^U thanks.....
Title: Re: [XP] Blizz-ABS
Post by: Pl0x on March 16, 2008, 01:39:48 pm
Amazeing script, only problem i have would be to get the monsters to not retreat >.<
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 16, 2008, 01:44:09 pm
Quote from: Pl0x on March 16, 2008, 01:39:48 pm
Amazeing script, only problem i have would be to get the monsters to not retreat >.<


You need to give them the escape action with a condition of <X% HP.

Edit:
Oops read your post incorrectly...
To make the monsters not retreat, delete the escape command in the enemy tab of the database.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 17, 2008, 05:33:43 am
Keep in mind that those conditions for actions only work if you have the ACTIONS AI ATTRIBUTE TURNED OFF. If you have it on, the enemy will be smarter and use actions more appropriately. i.e. If you use "actions" and "observe", they will run away if an actor is strong and does a lot of damage while being observed. ^_^
Title: Re: [XP] Blizz-ABS
Post by: Real Mugen on March 17, 2008, 10:55:40 am
Hi again! .....  ;D ....well....... i have a new stupid wuestion  ::)

Do you know a way to create a enemy that use a normal attack and a Skill randomly?... i mean.....that use both...because i create an enemy and this only attack with the normal attack ...but never both!...even i create with the two attacks!

(http://i172.photobucket.com/albums/w12/cesarperry/see.jpg)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 17, 2008, 12:45:46 pm
Somebody reported a problem with that as well. I just didn't have time to fix it yet.

The thing is that, if you have the action attribute on, enemies will smartly decide attacks and skills instead of the normal way RMXP does.
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 17, 2008, 05:12:36 pm
Blizz, you should put in a way to make different enemy skills/attacks used depending on the range.   For example, an enemy would use a bow at range greater than 2 and an axe at range 2 or less.  It would be sweet if you have the time! ;D
Title: Re: [XP] Blizz-ABS
Post by: Pl0x on March 17, 2008, 06:45:19 pm
Quote from: TerreAqua on March 16, 2008, 01:44:09 pm
Quote from: Pl0x on March 16, 2008, 01:39:48 pm
Amazeing script, only problem i have would be to get the monsters to not retreat >.<


You need to give them the escape action with a condition of <X% HP.

Edit:
Oops read your post incorrectly...
To make the monsters not retreat, delete the escape command in the enemy tab of the database.


Thanks, >.< was gonna ask for it in english before you edited

Edit:There is no escape command in the enemy tab, by retreat i mean, they hit you and walk back a square or 2 then go after you again, this tends to be annoying as the monster will only end up hitting you like 2 times in the time you execute 5+ hits
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 17, 2008, 07:04:19 pm
Quote from: Pl0x on March 17, 2008, 06:45:19 pm
Quote from: TerreAqua on March 16, 2008, 01:44:09 pm
Quote from: Pl0x on March 16, 2008, 01:39:48 pm
Amazeing script, only problem i have would be to get the monsters to not retreat >.<


You need to give them the escape action with a condition of <X% HP.

Edit:
Oops read your post incorrectly...
To make the monsters not retreat, delete the escape command in the enemy tab of the database.


Thanks, >.< was gonna ask for it in english before you edited

Edit:There is no escape command in the enemy tab, by retreat i mean, they hit you and walk back a square or 2 then go after you again, this tends to be annoying as the monster will only end up hitting you like 2 times in the time you execute 5+ hits


Line 109
AI_DELAY_TIME =

Try setting it to a lower setting
Title: Re: [XP] Blizz-ABS
Post by: Pl0x on March 17, 2008, 07:21:15 pm
Quote from: TerreAqua on March 17, 2008, 07:04:19 pm
Quote from: Pl0x on March 17, 2008, 06:45:19 pm
Quote from: TerreAqua on March 16, 2008, 01:44:09 pm
Quote from: Pl0x on March 16, 2008, 01:39:48 pm
Amazeing script, only problem i have would be to get the monsters to not retreat >.<


You need to give them the escape action with a condition of <X% HP.

Edit:
Oops read your post incorrectly...
To make the monsters not retreat, delete the escape command in the enemy tab of the database.


Thanks, >.< was gonna ask for it in english before you edited

Edit:There is no escape command in the enemy tab, by retreat i mean, they hit you and walk back a square or 2 then go after you again, this tends to be annoying as the monster will only end up hitting you like 2 times in the time you execute 5+ hits


Line 109
AI_DELAY_TIME =

Try setting it to a lower setting


You just saved me hours to randomly changes numbers i find in the database.

Thanks =)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 17, 2008, 07:34:45 pm
Quote from: Pl0x on March 17, 2008, 07:21:15 pm
Quote from: TerreAqua on March 17, 2008, 07:04:19 pm
Quote from: Pl0x on March 17, 2008, 06:45:19 pm
Quote from: TerreAqua on March 16, 2008, 01:44:09 pm
Quote from: Pl0x on March 16, 2008, 01:39:48 pm
Amazeing script, only problem i have would be to get the monsters to not retreat >.<


You need to give them the escape action with a condition of <X% HP.

Edit:
Oops read your post incorrectly...
To make the monsters not retreat, delete the escape command in the enemy tab of the database.


Thanks, >.< was gonna ask for it in english before you edited

Edit:There is no escape command in the enemy tab, by retreat i mean, they hit you and walk back a square or 2 then go after you again, this tends to be annoying as the monster will only end up hitting you like 2 times in the time you execute 5+ hits


Line 109
AI_DELAY_TIME =

Try setting it to a lower setting


You just saved me hours to randomly changes numbers i find in the database.

Thanks =)


Lol no problem.  I'm here to help (with BABS settings and graphics)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 18, 2008, 11:01:52 am
And bugs. #_# TerreAqua has reported the nastiest and most hidden bugs in BABS so far. <3
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 18, 2008, 05:20:21 pm
is there a way to remove ur pre menu & add it to the regular menu
im using a ring menu but it sorta messes it up to have ur pre menu on there
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 18, 2008, 05:22:14 pm
Okay to do that you would need...

Actually I don't know what I'm talking about... lol
I know practically nothing of scripting >.>

QuoteAnd bugs. #_# TerreAqua has reported the nastiest and most hidden bugs in BABS so far. <3


:D  And I'll be on the lookout for more!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 19, 2008, 04:35:22 am
@nathmatt:

Remove this piece of code:

  #----------------------------------------------------------------------------
  # override main
  #----------------------------------------------------------------------------
  alias main_blizzabs_later main
  def main
    # if index flag does not exist
    if @index_flag == nil
      # set in_battle flag
      $game_temp.in_battle = true
      # create HUD if HUD_ENABLED is turned on and HUD active
      @hud = Hud.new if BlizzABS::Config::HUD_ENABLED && $game_system.hud
      # create options window
      @window = Window_Command.new(192, ['Menu', 'AI Setup', 'Controls', 'Cancel'])
      # disable second option (not available yet)
      @window.disable_item(1)
      # set x and y position
      @window.x, @window.y = 320 - @window.width/2, 240 - @window.height/2
      # set z position
      @window.z = 21000
      # set back opacity
      @window.back_opacity = 160
      # create spriteset
      @spriteset = Spriteset_Map.new
      # create viewport
      @view = Viewport.new(0, 0, 640, 480)
      # tint viewport
      @view.tone = case BlizzABS::Config::MENU_COLOR_TINT
      when 0
        # a random tint
        case rand(8)
        # darker tint
        when 0 then Tone.new(-60, -60, -60, 0)
        # blue tint
        when 1 then Tone.new(-255, -255, 0, 255)
        # green tint
        when 2 then Tone.new(-255, 0, -255, 255)
        # red tint
        when 3 then Tone.new(0, -255, -255, 255)
        # yellow tint
        when 4 then Tone.new(0, 0, -255, 255)
        # mangenta tint
        when 5 then Tone.new(0, -255, 0, 255)
        # cyan tint
        when 6 then Tone.new(-255, 0, 0, 255)
        # black-white tint
        when 7 then Tone.new(-40, -40, -40, 255)
        end
      # black-white tint
      when 1 then Tone.new(-40, -40, -40, 255)
      # blue tint
      when 2 then Tone.new(-255, -255, 0, 255)
      # green tint
      when 3 then Tone.new(-255, 0, -255, 255)
      # red tint
      when 4 then Tone.new(0, -255, -255, 255)
      # yellow tint
      when 5 then Tone.new(0, 0, -255, 255)
      # mangenta tint
      when 6 then Tone.new(0, -255, 0, 255)
      # cyan tint
      when 7 then Tone.new(-255, 0, 0, 255)
      # darker tint
      when 8 then Tone.new(-60, -60, -60, 0)
      end
      # transition
      Graphics.transition(10)
      # loop
      loop do
        # update game screen
        Graphics.update
        # update input
        Input.update
        # stop if frame update
        break if update_before_main
      end
      # freeze screen
      Graphics.freeze
      # delete HUD if HUD exists
      @hud.dispose if @hud != nil
      # delete window
      @window.dispose
      # delete spriteset
      @spriteset.dispose
      # delete viewport (screen tint) if new scene is still the menu or map
      @view.dispose if $scene.is_a?(Scene_Menu) || $scene.is_a?(Scene_Map)
    end
    # call original method if scene is still the menu
    main_blizzabs_later if $scene.is_a?(Scene_Menu)
  end


Keep in mind that you will have to edit your ring menu or have it edited by somebody to allow the access of the AI setup scene and the Control setup scene.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 19, 2008, 02:56:39 pm
could u help me im trying to add ur controls in the ringmenu i found




Quote from: nathmatt on March 18, 2008, 05:06:17 pm
that did it thx



2 question is there a way i could make it where bliz abs hud dosent disaper when i use it and how i choose my char in status skills & equipment is there a way to chose them in that menu by presing the left & right keys ?

edit: ok i got the hud on but need it to disaper when i open the windows
added credit so no 1 thinks i made it

Spoiler: ShowHide
###RING MENU  BY Siegfried EDIT A LITTLE BY NATH MATT#######################
###I REMOVED THE SAVE,AND LOAD#####################################
###ALSO REMOVED A WINDOW WITH HELP FROM Nortos ON CHAOSPROJECT############
###I ALSO CENTERED THE MENU #######################################
###AND CHANGED THE MENU TO ENGLISH#################################
###ALL WHICH COULD OF EASLY BEEN DONE BY THE CREATER SO NO CREDIT TO ME#######
###THE ARIGINAL SCRIPT IS AT http://www.creationasylum.net/index.php?showtopic=13870###
class Window_RingMenu < Window_Base

STARTUP_FRAMES = 20
MOVING_FRAMES = 5
RING_R = 64

ICON_ITEM = RPG::Cache.icon('034-Item03')
ICON_SKILL = RPG::Cache.icon('045-Skill02')
ICON_EQUIP = RPG::Cache.icon('013-Body01')
ICON_STATUS = RPG::Cache.icon("049-Skill06")
ICON_CONTROLS = RPG::Cache.icon('040-Item09')
ICON_EXIT = RPG::Cache.icon('048-Skill05')
ICON_DISABLE= RPG::Cache.icon("")

MODE_START = 1
MODE_WAIT = 2
MODE_MOVER = 3
MODE_MOVEL = 4

attr_accessor :index

def initialize( center_x, center_y )
super(0, 0, 640, 416)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = "Arial"
self.opacity = 0
# create HUD if HUD_ENABLED is turned on and HUD active
@hud = Hud.new if BlizzABS::Config::HUD_ENABLED && $game_system.hud

s1 = "Inventory"
s2 = "Skills"
s3 = "Equipment"
s4 = "Status"
s5 = "Controls"
s6 = "Quit"

@commands = [ s1, s2, s3, s4, s5,s6 ]
@item_max = 6
@index = 0
@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS,ICON_CONTROLS, ICON_EXIT ]
@disabled = [ false, false, false, false, false,false]
@cx = 290
@cy = 150

setup_move_start
refresh
end

def update
super
refresh
end

def refresh

self.contents.clear

case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end

rect = Rect.new(@cx - 272, @cy - 5, self.contents.width-32, 32) #+24
self.contents.draw_text(rect, @commands[@index],1)
end

def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end

def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end

def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end

def draw_item(x, y, i)
rect = Rect.new(0, 0, @items[i].width, @items[i].height)
if @index == i
self.contents.blt( x, y, @items[i], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[i], rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end

def disable_item(index)
@disabled[index] = true
end

def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
end

def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end

def animation?
return @mode != MODE_WAIT
end
end

class Scene_Menu

def initialize(menu_index = 0)
@menu_index = menu_index
end

def main
@spriteset = Spriteset_Map.new
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24

@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
@command_window.back_opacity = 200

if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.z = 100
if $game_system.save_disabled
@command_window.disable_item(4)
end

@status_window = MenuStatusPlus.new
@status_window.x = 640
@status_window.y = 10
@status_window.z = 9999
@status_window.opacity = 0

@status_window.visible = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end

Graphics.freeze
@command_window.dispose
@status_window.dispose
@spriteset.dispose
end

def update

@command_window.update
@status_window.update
if @status_window.x > 210
@status_window.x -= 21
end
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end

def update_command

if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$game_system.save_disabled = true
$scene = Scene_Map.new
return
end

if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end

case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0

when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0

when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0

when 4
$game_system.se_play($data_system.decision_se)
# create hotkey assignment scene with the current screen tint
$scene = Scene_Controls.new(@view.tone)

when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end

return if @command_window.animation?
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end

if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end

def update_status

if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end

if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
#==============================================================================
# Scene_Controls
#------------------------------------------------------------------------------
#  This class handles the skill/item hotkey processing.
#==============================================================================

class Scene_Controls
 
  #----------------------------------------------------------------------------
  # Initialization
  #  tone - screen background tone
  #----------------------------------------------------------------------------
  def initialize(tone)
    # store current screen tint
    @tone = tone
  end
#----------------------------------------------------------------------------
  # main
  #  The main processing method.
  #----------------------------------------------------------------------------
  def main
    # create spriteset
    @spriteset = Spriteset_Map.new
    # create viewport
    @view = Viewport.new(0, 0, 640, 480)
    # set tone to current screen tone
    @view.tone = @tone.clone
    # creat HUD if HUD_ENABLED is turned on and HUD active
    @hud = Hud.new if BlizzABS::Config::HUD_ENABLED && $game_system.hud
    # if hotkey display is turned off
    unless $game_system.assignment
      # create hotkey display
      @hotkeys = Hotkey_Assignment.new
      # set z position
      @hotkeys.z = 5000
    end
    # create sprite
    @choice = Sprite.new
    # create bitmap
    @choice.bitmap = Bitmap.new(16, 9)
    # draw arrow image from BlizzABS Cache
    @choice.bitmap.blt(0, 0, BlizzABS::Cache.image(1), Rect.new(0, 0, 16, 9), 128)
    # set x, y and z positions
    @choice.x, @choice.y, @choice.z = 160, 40, 500
    # set x position offset
    @choice.ox = -8
    # set active flag
    @active = true
    # set index
    @index = 0
    # set up mode flag
    @up_mode = true
    # create modified skill window
    @skill_window = Window_Skill_Hotkey.new($game_player.battler)
    # create modified item window
    @item_window = Window_Item_Hotkey.new
    # set last active
    @last_active = true
    # transtition
    Graphics.transition
    # loop
    loop do
      # update game screen
      Graphics.update
      # update input
      Input.update
      # frame update
      update
      # stop if chosen an option
      break if $scene != self
    end
    # freeze screen
    Graphics.freeze
    # delet spriteset
    @spriteset.dispose
    # delete HUD if HUD exists
    @hud.dispose if @hud != nil
    # delete hotkey display if not hotkey display active
    @hotkeys.dispose unless $game_system.assignment
    # delete choice sprite
    @choice.dispose
    # delete skill window
    @skill_window.dispose
    # delete item window
    @item_window.dispose
    # delete viewport
    @view.dispose
  end
  #----------------------------------------------------------------------------
  # update
  #  The update processing method.
  #----------------------------------------------------------------------------
  def update
    # update choice sprite
    @choice.update
    # update skill window
    @skill_window.update
    # update item window
    @item_window.update
    # move by 2 or 1 whether active in direction depending on @up_mode
    @choice.oy += (@up_mode ? (@active ? 2 : 1) : (@active ? -2 : -1))
    # set new @up_mode if necesseray depending on @up_mode
    @up_mode = (@up_mode ? (@choice.oy < 8) : (@choice.oy <= -8))
    # if select button pressed
    if Input.trigger?(Input::Select)
      # switch to next actor
      @skill_window.switch_actor
    # if active
    elsif @active
      # set choice offset always to a number dividable with 2
      @choice.oy = @choice.oy / 2 * 2
      # update hotkey selection
      update_choice
    # if skill window is active
    elsif @skill_window.active
      # update skill selection
      update_skill
    # if item window is active
    elsif @item_window.active
      # update item selection
      update_item
    end
  end
  #----------------------------------------------------------------------------
  # update_choice
  #  Updates input during the hotkey selection.
  #----------------------------------------------------------------------------
  def update_choice
    # set x position
    @choice.x = 160 + @index * 32
    # if pressed B
    if Input.trigger?(Input::B)
      # play cancel sound
      $game_system.se_play($data_system.cancel_se)
      # create map scene
      $scene = Scene_Map.new
    # if C is pressed
    elsif Input.trigger?(Input::C)
      # play sound
      $game_system.se_play($data_system.decision_se)
      # not active
      @active = false
      # the one that was active the last time is now active
      @skill_window.active = @last_active
      @item_window.active = (!@last_active)
    # if RIGHT is being pressed
    elsif Input.repeat?(Input::RIGHT)
      # if RIGHT is pressed or index is less than 9
      if Input.trigger?(Input::RIGHT) || @index < 9
        # play sound
        $game_system.se_play($data_system.cursor_se)
        # set new index
        @index = (@index + 1) % 10
      end
    # if LEFT is being pressed
    elsif Input.repeat?(Input::LEFT)
      # if LEFT is pressed or index is equal or greater than 1
      if Input.trigger?(Input::LEFT) || @index >= 1
        # play sound
        $game_system.se_play($data_system.cursor_se)
        # set new index
        @index = (@index + 9) % 10
      end
    end
  end
  #----------------------------------------------------------------------------
  # update_skill
  #  Updates input during the skill selection.
  #----------------------------------------------------------------------------
  def update_skill
    # set last active
    @last_active = true
    # if B is pressed
    if Input.trigger?(Input::B)
      # play cancel sound
      $game_system.se_play($data_system.cancel_se)
      # set active
      @active = true
      # skill window is not active
      @skill_window.active = false
      # delete cursor
      @skill_window.cursor_rect.empty
    # if C is pressd
    elsif Input.trigger?(Input::C)
      # play sound
      $game_system.se_play($data_system.decision_se)
      # if last position
      if @skill_window.index == @skill_window.item_max - 1
        # remove hotkey assigmnent from skill
        $game_system.controls.skills[(@index+1)%10] = 0
        # remove hotkey assigmnent from item
        $game_system.controls.items[(@index+1)%10] = 0
      else
        # set skill to hotkey
        $game_system.controls.skills[(@index+1)%10] = @skill_window.skill.id
        # remove hotkey assigmnent from item
        $game_system.controls.items[(@index+1)%10] = 0
      end
      # if hotkey display exists
      if @hotkeys != nil
        # draw hotkey display
        @hotkeys.draw
      # if HUD_ENABLED is turned on and HUD is active
      elsif BlizzABS::Config::HUD_ENABLED && $game_system.hud
        # draw hotkey display within the HUD
        @hud.assignment.draw
      end
      # set active
      @active = true
      # skill window is not active
      @skill_window.active = false
      # delete cursor
      @skill_window.cursor_rect.empty
    # if RIGHT or LEFT is pressed
    elsif Input.trigger?(Input::RIGHT) || Input.trigger?(Input::LEFT)
      # play sound
      $game_system.se_play($data_system.cursor_se)
      # item window is active
      @item_window.active = true
      # skill window is not active
      @skill_window.active = false
      # delete cursor
      @skill_window.cursor_rect.empty
    end
  end
  #----------------------------------------------------------------------------
  # update_item
  #  Updates input during the item selection.
  #----------------------------------------------------------------------------
  def update_item
    # set last active
    @last_active = false
    # if B is pressed
    if Input.trigger?(Input::B)
      # play cancel cound
      $game_system.se_play($data_system.cancel_se)
      # set active
      @active = true
      # item window is not active
      @item_window.active = false
      # delete cursor
      @item_window.cursor_rect.empty
    # if C is pressed
    elsif Input.trigger?(Input::C)
      # play sound
      $game_system.se_play($data_system.decision_se)
      # if last position
      if @item_window.index == @item_window.item_max - 1
        # remove hotkey assigmnent from item
        $game_system.controls.items[(@index+1)%10] = 0
        # remove hotkey assigmnent from skill
        $game_system.controls.skills[(@index+1)%10] = 0
      else
        # set item to hotkey
        $game_system.controls.items[(@index+1)%10] = @item_window.item.id
        # remove hotkey assigmnent from skill
        $game_system.controls.skills[(@index+1)%10] = 0
      end
      # if hotkey display exists
      if @hotkeys != nil
        # draw hotkey display
        @hotkeys.draw
      # if HUD_ENABLED is turned on and HUD is active
      elsif BlizzABS::Config::HUD_ENABLED && $game_system.hud
        # draw hotkey display within the HUD
        @hud.assignment.draw
      end
      # set active
      @active = true
      # item window is not active
      @item_window.active = false
      # delete cursor
      @item_window.cursor_rect.empty
    # if RIGHT or LEFT is pressed
    elsif Input.trigger?(Input::RIGHT) || Input.trigger?(Input::LEFT)
      # play sound
      $game_system.se_play($data_system.cursor_se)
      # skill window is active
      @skill_window.active = true
      # item window is not active
      @item_window.active = false
      # delete cursor
      @item_window.cursor_rect.empty
    end
  end
 
end


i also had to change class menu to this

Spoiler: ShowHide
#Combo CMS by Xk8=============================================================#
#This is CMS is a combination between my second CMS and Zieg's Ring Menu Edit=#
#Credit to the ring coding will then go to Zieg===============================#
#I didn't do much in this CMS (item screens etc are uncustomized)=============#
#made this cms in under 60 minutes============================================#
#=============================================================================#
#other credits: Darkzero2840, Squall, Unknown Japanese Dude===================#
#Traduction par masterjojo :
#Ce script est une combinaison entre mon second CMS et le RingMenu de Zieg==#
#Remerciement à Zieg pour sa programation du RingMenu==================#
#CMS fait en moins de 60mn=========================================#
#==============================================================#
# Remerciement à Darkzero2840, Squall, Unknown Japanese Dude===========#
# Résolution du bug d'affichage par Siegfried
#===============================================================#
#www.neorpg.net
#www.neorpg.net/forum
#=============================================================================#
class Dummy_Window < Window_Base
def initialize
super(0, 0, 640, 64)
end
end

class Xtime < Window_Base

def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
end

def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 14
self.contents.draw_text(4, -4, 120, 32, "Real Time")

@time_string = Time.now

text = @time_string.strftime("%A %H:%M:%S")
self.contents.font.size = 16
self.contents.font.color = normal_color
self.contents.draw_text(4, 10, 120, 32, text, 2)
end
def update
super
refresh
end
end

class Xlocation < Window_Base

def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end

def refresh
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.contents.clear
self.contents.font.color = system_color
self.contents.font.color = normal_color
$maps = load_data("Data/MapInfos.rxdata")
@map_id = $game_map.map_id
@currmap = $maps[@map_id].name
self.contents.font.size = 16
self.contents.draw_text(4, 0, 64, 32, @currmap)
end
end

class Window_PlayTimePlus < Window_Base

def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 18
refresh
end

def refresh
self.contents.clear
self.contents.font.size = 14
self.contents.font.color = system_color
self.contents.draw_text(4, -4, 120, 32, "Temps de jeu")
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.size = 18
self.contents.font.color = normal_color
self.contents.draw_text(4, 10, 120, 32, text, 2)
end

def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end


class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end

class Window_BasePlus < Window_Base

alias :draw_actor_hp_original :draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
if actor.maxhp != 0
rate = actor.hp.to_f / actor.maxhp
else
rate = 0
end

plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)

if actor.maxhp != 0
hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp
else
hp = 0
end

gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, hp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
draw_actor_hp_original(actor, x, y, width)
end

alias :draw_actor_sp_original :draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)

if actor.maxsp != 0
rate = actor.sp.to_f / actor.maxsp
else
rate = 1
end

plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(0, 64, 0, 192)
color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)

if actor.maxsp != 0
sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp
else
sp = (width + plus_width) * rate_width / 100
end

gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, sp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
draw_actor_sp_original(actor, x, y, width)
end

alias :draw_actor_exp_original :draw_actor_exp
def draw_actor_exp(actor, x, y, width = 204)

if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end

plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0

color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)

if actor.next_exp != 0
exp = (width + plus_width) * actor.now_exp * rate_width /
100 / actor.next_exp
else
exp = (width + plus_width) * rate_width / 100
end

gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, exp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
draw_actor_exp_original(actor, x, y)
end

def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
case align1
when 1
x += (rect_width - width) / 2
when 2
x += rect_width - width
end
case align2
when 1
y -= height / 2
when 2
y -= height
end

self.contents.fill_rect(x, y, width, height, color1)
self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
if align3 == 0
if grade1 == 2
grade1 = 3
end
if grade2 == 2
grade2 = 3
end
end
if (align3 == 1 and grade1 == 0) or grade1 > 0
color = color3
color3 = color4
color4 = color
end
if (align3 == 1 and grade2 == 0) or grade2 > 0
color = color5
color5 = color6
color6 = color
end

self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
color3, color4, grade1)
if align3 == 1
x += width - gauge
end

self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
color5, color6, grade2)
end
end

class Bitmap

def gradation_rect(x, y, width, height, color1, color2, align = 0)
if align == 0
for i in x...x + width
red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
green = color1.green +
(color2.green - color1.green) * (i - x) / (width - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - x) / (width - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - x) / (width - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(i, y, 1, height, color)
end
elsif align == 1
for i in y...y + height
red = color1.red +
(color2.red - color1.red) * (i - y) / (height - 1)
green = color1.green +
(color2.green - color1.green) * (i - y) / (height - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - y) / (height - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - y) / (height - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(x, i, width, 1, color)
end

elsif align == 2
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end

elsif align == 3
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
end
end
end

module RPG
class Sprite < ::Sprite
def damage(value, critical)
dispose_damage
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end

bitmap = Bitmap.new(160, 48)
bitmap.font.name = "Arial Black"
bitmap.font.size = 32
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)

if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(255, 255, 255)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
end
@_damage_sprite = ::Sprite.new
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80 + self.viewport.ox
@_damage_sprite.oy = 20 + self.viewport.oy
@_damage_sprite.x = self.x + self.viewport.rect.x
@_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y
@_damage_sprite.z = 3000
@_damage_duration = 40
end
def animation(animation, hit)
dispose_animation
@_animation = animation
return if @_animation == nil
@_animation_hit = hit
@_animation_duration = @_animation.frame_max
animation_name = @_animation.animation_name
animation_hue = @_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_animation_sprites = []
if @_animation.position != 3 or not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_animation_sprites.push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation
end
def loop_animation(animation)
return if animation == @_loop_animation
dispose_loop_animation
@_loop_animation = animation
return if @_loop_animation == nil
@_loop_animation_index = 0
animation_name = @_loop_animation.animation_name
animation_hue = @_loop_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_loop_animation_sprites = []
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
update_loop_animation
end
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end

sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
sprite.y = self.viewport.rect.height - 160
else
sprite.x = 320
sprite.y = 240
end
else

sprite.x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
sprite.y = self.y + self.viewport.rect.y -
self.oy + self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end

sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
end
end

class StatusSelectPlus < Window_BasePlus
attr_reader :index
attr_reader :help_window

def initialize(x, y, width, height)
super(x, y, width, height)
@item_max = 1
@column_max = 1
@index = -1
end

def index=(index)
@index = index

if self.active and @help_window != nil
update_help
end
update_cursor_rect
end

def row_max
return (@item_max + @column_max - 1) / @column_max
end

def top_row

return self.oy / 32
end

def top_row=(row)

if row < 0
row = 0
end

if row > row_max - 1
row = row_max - 1
end

self.oy = row * 32
end

def page_row_max

return (self.height - 32) / 32
end
#www.neorpg.net
def page_item_max

return page_row_max * @column_max
end

def help_window=(help_window)
@help_window = help_window

if self.active and @help_window != nil
update_help
end
end

def update_cursor_rect

if @index < 0
self.cursor_rect.empty
return
end

row = @index / @column_max

if row < self.top_row
self.top_row = row
end

if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end

cursor_width = 32
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 32 - self.oy
self.cursor_rect.set(x, y, cursor_width, 32)
end

def update
super

if self.active and @item_max > 0 and @index >= 0
if Input.repeat?(Input::DOWN)
if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
@index < @item_max - @column_max
$game_system.se_play($data_system.cursor_se)
@index = (@index + @column_max) % @item_max
end
end

if Input.repeat?(Input::UP)

if (@column_max == 1 and Input.trigger?(Input::UP)) or
@index >= @column_max
$game_system.se_play($data_system.cursor_se)
@index = (@index - @column_max + @item_max) % @item_max
end
end

if Input.repeat?(Input::RIGHT)
if @column_max >= 2 and @index < @item_max - 1
$game_system.se_play($data_system.cursor_se)
@index += 1
end
end

if Input.repeat?(Input::LEFT)

if @column_max >= 2 and @index > 0
$game_system.se_play($data_system.cursor_se)
@index -= 1
end
end

if Input.repeat?(Input::R)
if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
$game_system.se_play($data_system.cursor_se)
@index = [@index + self.page_item_max, @item_max - 1].min
self.top_row += self.page_row_max
end
end

if Input.repeat?(Input::L)
if self.top_row > 0
$game_system.se_play($data_system.cursor_se)
@index = [@index - self.page_item_max, 0].max
self.top_row -= self.page_row_max
end
end
end

if self.active and @help_window != nil
update_help
end

update_cursor_rect
end
end

class MenuStatusPlus < StatusSelectPlus

def initialize
super(0, 0, 450, 416)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
self.active = false
self.index = -1
end

def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 90
actor = $game_party.actors[i]
draw_actor_face(actor, x + 200, y + 79)
draw_actor_graphic(actor, x - 50, y + 80)
self.contents.font.size = 18
draw_actor_name(actor, x - 60, y + 4)
self.contents.font.color = normal_color
draw_actor_class(actor, x + 60, y + 4)
draw_actor_level(actor, x+5 , y + 4)
draw_actor_state(actor, x + 150, y + 4)
draw_actor_exp(actor, x - 35, y + 54)
draw_actor_hp(actor, x - 35, y + 32)
draw_actor_sp(actor, x + 115, y + 32)
end
end

def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(1, @index * 90 + 33, 26, 48)
end
end

def draw_actor_face(actor, x, y)
face = RPG::Cache.battler(actor.character_name, actor.character_hue)
fw = face.width
fh = 90
src_rect = Rect.new(3, -1, fw, fh)
opacity = 180
self.contents.blt(x - fw / 23, y - fh, face, src_rect, opacity)
end
end

Title: Re: [XP] Blizz-ABS
Post by: Galatea on March 21, 2008, 07:50:44 am
So everything is settled then.
Im also waiting for the Ally AI on the new version. ^^
Go Blizz!
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 21, 2008, 09:29:13 pm
Probably a dumb question and sorry if you answered this before.

But what's the script command to turn the HUD on and off?  I want to have it off for cut scenes but I can't quite figure out how to do it.
Title: Re: [XP] Blizz-ABS
Post by: Nortos on March 21, 2008, 09:33:25 pm
$game_system.hud = false
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 21, 2008, 09:38:16 pm
Actually tried that, except it was
$game_system.hud = true


I had the HUD turned off as a default so there's no chance of it appearing durring the first cut scene.  Possible bug maybe?

Edit:  Also the script, for some odd reason, is ending everything in the event after it's placement.  Not sure why that is.
Title: Re: [XP] Blizz-ABS
Post by: Nortos on March 21, 2008, 11:41:33 pm
turn it off at the start maybe than just with parallel proccess than turn it back on when wnt
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 22, 2008, 04:59:32 pm
Hmm, for some reason it's not working with parallel events either.  Perhaps I'll just have the HUD diactivated except on maps containing actual mobs.  Hopefully I wont get that strange problem where it doesn't allow anything in the event to execute.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 22, 2008, 09:05:28 pm
i have a question if i want to make it where you couldnt go into the next map until u killed all the abs enemies how would i do that
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 22, 2008, 09:14:18 pm
I'd do it by placing a variable that adds up in each event.

Say you need 10 mobs killed, then in the event add +1 to a variable until you get 10 kills.

Then as a condition have the variable >= 10
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 22, 2008, 09:15:20 pm
$game_variables[ID] = $game_map.enemies.size

Is used to check how many monsters are left on the map.

To make it so you can't leave, just have the teleporting event have a condition be that the variable = 0.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 22, 2008, 09:29:42 pm
which varible i cant seem to find that line in the abs script
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 22, 2008, 09:33:02 pm
Like a variable with the events

TerraAgua's way is probably the best, just a little more complicated because of the call scripts.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 22, 2008, 09:33:38 pm
I meant that you replace ID with whatever variable you want and then use the same variable as a condition.

Sorry about the confusion!
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 22, 2008, 09:40:00 pm
that worked
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 22, 2008, 09:57:58 pm
another quick question i making this make that more like a halographic training room but instead of making mutliple maps im making panaramas now to my question is there a way to cause the monsters to respawn but not turn it on in the script
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 22, 2008, 10:00:48 pm
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.

Taken from the manual XD

I think it should work... lol
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 22, 2008, 10:05:03 pm
k ill try it heres an example of what i was talking about actually is im readying that right im not sure if thats what i need but that still might help me with my halo room


http://www.megaupload.com/?d=YB7S0CF4
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 22, 2008, 10:11:44 pm
Uh... I can't play that demo... XD
Maybe because you're using PKE?
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 22, 2008, 10:22:59 pm
oh i am is there a way i can  make it where u can
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 22, 2008, 10:25:11 pm
Uh... I'm not sure... lol ^_^"
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 22, 2008, 10:26:09 pm
can u not play it or cant use the edit 1 ?
because there would realy be no point for me to make a game if ppl cant even play it

try this 1
http://www.megaupload.com/?d=BTHKCL9Q
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 22, 2008, 10:31:35 pm
I can't play it but I think other people with PKE can play it but I'm not sure.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 22, 2008, 10:32:33 pm
try the new 1 i just added
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 22, 2008, 10:40:35 pm
You didn't include every file you used into the game so it crashes. 

Like kn_fighter, the bg music, the tilesets, and maybe some others.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 23, 2008, 10:26:56 am
hm ill look into that give me a min  k try this 1 it should work


http://www.megaupload.com/?d=QEJ409AN
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 23, 2008, 01:26:24 pm
Spoiler: ShowHide
(http://img507.imageshack.us/img507/8372/teleportwnoenemiesti8.png)


With your setup of events, just make your teleport event like that and it should work...
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 23, 2008, 07:13:45 pm
thats not where the problem is kill the 3 bats then go right i need them to respawn after u go right without actually leaving the map
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 23, 2008, 08:06:19 pm
i think it might be ezer just to create maps
Title: Re: [XP] Blizz-ABS
Post by: A13x from RMRK on March 24, 2008, 05:35:22 am
im crap at scripting and have only ever successfully installed 1 script out of... 26? yeah i think thats it...
anyway, how do i install it? i cant find instructions on how to install the script any where =P
i had a quick look thru the pdf's and the txt's and  on this page and couldnt find any. KEY WORD: QUICK
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 24, 2008, 02:47:13 pm
go into the script database and then right click > instert
name the new tab that just came up and then go to the Blizz-ABS .txt files and ctrl-A, ctrl-C

Go back to the database and click on your new tab, click inside the script window and ctrl-V

Rinse and repeate for the rest.  Just make sure they're in order..  It should look a little like

QuoteBlizz-ABS page 1
Blizz-ABS page 2
Blizz-ABS page 3
Main
Title: Re: [XP] Blizz-ABS
Post by: A13x from RMRK on March 24, 2008, 05:02:04 pm
and thats what u name the scripts?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 24, 2008, 05:40:30 pm
The Names of the scripts don't really matter but it is helpful to name it somewhere along the lines of Blizz-ABS Pt 1-3 to keep track of it.

Quote
1) Blizz-ABS is now to be used as 3-parted script to separate configuration settings and
functional code. Insert part 2 and 3 directly below part 1 and the system should work
without problems. Part 1 is for configurations only while the other parts are the actual code.
This Blizz-ABS version will corrupt savegames that used an older version!

Taken from the Manual.
Title: Re: [XP] Blizz-ABS
Post by: A13x again. on March 24, 2008, 06:54:25 pm
i did what that quote said but it comes up with an error:

Script 'abs part 2' line: 3096: NameError occured.
uninitialized constant BlizzABS::Config

how do i fix that?
Title: Re: [XP] Blizz-ABS
Post by: A13x yet again! on March 24, 2008, 07:00:42 pm
OMG i dont believe it!
all that over 1 little mistake:
i put the scripts in the wrong order: 321 instead of 123...
it works now yay!
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 24, 2008, 07:01:35 pm
Lol okay.  Glad it works now :D
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 25, 2008, 01:18:53 am
I still have to figure out how come I can't turn back on the HUD after using
$game_system.hud = false
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 25, 2008, 12:02:22 pm
Instead of
$game_system.hud = false

try
$game_system.hud =
false

Yes, it DOES matter.
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 26, 2008, 07:06:40 am
ahh, seems like such a simple thing but it's working a lot better.

Thanks Blizzard, dunno where I'd be on this project without ya  ;D
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on March 27, 2008, 08:38:12 pm
i don't know if this problem has been reported or fixed, i upgraded to the newer version of Blizz ABS, i start a new game but when i hit enter, the message box doesn't chnage while when i hit enter in the title menu or the Game menu, it works fine

also, i would like to know how i can make a skill that teleports the target to a random passible position on the current map, like if your surrounded by enemies and you use this skill either on yourself to get out of a tight spot or even on your enemies to get the more powerful ones away for just a little while, if that makes any sense
Title: Re: [XP] Blizz-ABS
Post by: shdwlink1993 on March 27, 2008, 09:03:39 pm
That's probably because Blizz-ABS automatically changes the controls. So OK would be H instead of Enter by default.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 27, 2008, 10:31:18 pm
lol dont know about enemies but i kinda have 1 for ur char sorta

just make a skill that uses a common event make 2 events that stores a random number in a var call 1 x and 1 y the make 1  to store the map id in 1 too
the just use the teleport command but tell it to use ur 3 var's tried it works but has alot of bugs because of the fact of kepping you from landing on inpassibe tiles
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 28, 2008, 06:14:10 am
I agree, you should make it with a skill that calls a common event.
And yeah, Blizz-ABS changes the controls.

Ok, now to the news...

Blizz-ABS 1.97

What's new?


Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 28, 2008, 01:41:58 pm
first new v1.97 bug

if $tons_version != nil && $tons_version >= 5.4 &&
$game_system.DOOM_STATUS && DOOM_TIMER_VISIBLE

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 28, 2008, 02:04:00 pm
Use the newest version of Tons. "Doom Skill" is now "Doom Status".
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 28, 2008, 04:14:34 pm
(http://img178.imageshack.us/img178/67/buglb4.png)

Uh... bug?
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 28, 2008, 04:22:49 pm
im using version 6.2 already & doom status is set to false
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 28, 2008, 04:25:10 pm
Quote from: nathmatt on March 28, 2008, 04:22:49 pm
im using version 6.2 already & doom status is set to false


I get the same bug when I'm in a map with no enemies.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 28, 2008, 04:26:08 pm
*smacks forehead*

I put up a fixed version. -_- I'll check that bug, give me a moment.

EDIT: What's the error message? -_-
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 28, 2008, 04:35:04 pm
(http://img405.imageshack.us/img405/7948/asdwnq4.png)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 28, 2008, 04:44:44 pm
The error is with Tons. Redownload part 3, I've put up a fixed version.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 28, 2008, 04:48:34 pm
that worked
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 28, 2008, 04:54:29 pm
Blizz, did you mean to redownload part 3 of Tons or ABS???
Because they both still don't work for me and I get the same error...

Gah I can't think with this giant headache.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 28, 2008, 05:13:34 pm
tons is what i downloaded & it works but i am haveing trouble with the change event name part the is what im using

$game_map.rename_event(1,'\\e[1]')
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on March 28, 2008, 05:44:24 pm
I got a question about SDK. What exactly happens if you have SDK 2? Is it really a big of a deal if you have that? Also, is it possible for a SDK user to go from 2 to 1?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 28, 2008, 06:06:46 pm
Errors!

(http://img237.imageshack.us/img237/7289/sdafwdssq9.png)
Got when I go to a map with enemies
Edit:
I fixed this one... XD
Line 2463 should be:
in_sight_e = ai.sight.find_all {|b| ai.negative.include?(b.AI_data.basic)}


(http://img408.imageshack.us/img408/295/dadwslf9.png)
Got when I tried to select a skill in the controls menu.


Edit again:
Mmm... there are quite a few bugs I've found already w/o even being able to use skills (because of a bug) so I think it might be easier if I just contacted you on MSN in the morning.


Edit again and again...:
Blizz, most of the bugs are caused by typos in BABS and Tons which caused skills to be unusable.

For Tons, some of the config have !false and makes it not work.


But here are some other ones I found:

The members of the caterpillar only jump when the player is sneaking too.

Beam skill doesn't work :P
Script 'Blizz-Abs Part 3' line 5084: NoMethodError occurred.
undefined method '[]=' for 0:fixnum


Objects that have Player Touch for Trigger for event coding don't start when touched anymore.
Title: Re: [XP] Blizz-ABS
Post by: The Main Character on March 29, 2008, 05:31:53 pm
oh no somany errors it must be hard scripting an abs
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 30, 2008, 11:06:07 am
blizz, a cooldown time for skills/ period of invulnerability after being hit would be nice.  I just got pwned by a mage 5 levels below me!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 30, 2008, 12:33:19 pm
You DO have a short period of invulnerability, it's the time where the main character is blinking. If you want enemies to wait longer before they attack, simply increase the "Enemy Behavior" option "AI Delay Time".

@The main character: I was doing those updates during the week of my exams. It's rather natural that I messed up. (^_^') But yeah, to maintain such a huge script isn't easy.

@Aqua: Damn... Alright, give me a few days, I'll put up v1.98 and fix Tons. And yes I meant Part 3 of Tons.

@Sin86: Blizz-ABS won't work with SDK 2.x. Going back should be possible, but it depends on which SDK dependant scripts you are using. I'm not sure if Blizz-ABS will fully work with SDK 1.x, but this is much more likely than with SDK 2.x.
Now, the problems that happen with SDK 2.x are, first off, the automatic disposal. SDK disposes windows and stuff automatically when exiting a scene, so the attempt to dispose stuff in Blizz-ABS's mods of the scenes will cause a crash. Other problems were edits in the some scripts and the splitting of methods. I just remember that I once tried to see what the problems were so I could fix them, but after 15 minutes of constanly new errors (I only overrode the problems, I didn't fix them), I realized that making those two compatible would be a hell of a job, expecially with Blizz-ABS being a complicated 5000+ lines of code script. SDK 1.x wasn't messed up so much, so it might work with Blizz-ABS up to some level. That's why I added "80% compatible with SDK 1.x, 40% compatible with SDK 2.x" in the manual.

@nathmatt: What exactly happens?
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 30, 2008, 01:28:08 pm
Oh Blizz, i forgot to mention that the mage had the full-power attribute on so it is more agressive.  I want it to keep being agressive (move towards me) and ignore the AI timer when moving but not ignore the AI timer for attacking/skill use.  I notice that although you setup both 'agressive' and 'offensive' in part 2, you only use 'agressive' in part 3.  Does that mean that 'offensive' is going to be in 2.00?  What do 'offensive' and 'agressive' do?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 30, 2008, 01:36:33 pm
No, no, you got that wrong. The passive attribute will only make them not attack you first, the full power attribute will make the override the AI Delay Timer. The enemy will stand in a distance away from you as long as the timer hasn't expired. THEN he will attack/use a skill. That means he will always go towards you, but not too close, when being in combat mode.

That what you have seen about "aggressive" and "offensive" has nothing to do with enemies, it's for allies. (Enemies don't have the passive attribute as variable, but as a method, just find def passive and def origin_aggressive and you'll see what I mean.) This is a chapter from the manual 2.0 describing what it will be for:

Quote from: Manual 2.04.3.2. Ally Combat AI

Ally combat AI can be set up by the player in the "AI setup" menu that can be accessed from the Blizz-ABS pre-menu. There the ally can be set up how aggressive/passive and how offensive/defensive to act. Aggressive allies will engage into combat with every possible enemy while passive allies will never get involved into combat, even if attacked. Offensive allies will never use anything different than offensive actions while defensive allies will never attack or use any sort of offensive action. You can enforce the aggressive/passive and offensive/defensive behavior for specific actors. In this case simply use a "Call Script" Event Command and type down one of those four possible commands:
$game_actors[ID].force_aggressive = X
$game_actors[ID].force_offensive = X
$game_party.actors[POS].force_aggressive = Y
$game_party.actors[POS].force_offensive = Y
ID is the ID of the actor in the database, POS the position of the actor in the party (starts from 0, not 1!), X and Y are the forced values of the behavior. X and Y can range from 1 to 15 where 1 means highly aggressive/offensive and where 15 means highly passive/defensive. If a forced value is being used, the player will not be able to change the behavior in the menu by himself. To disable the behavior enforcement you can use the same commands, but with 0 as new setting. This will restore the player's previous setting and allow him to change the behavior again. This allows you to use i.e. forced behavior for "highly aggressive" characters (a character is angry story-wise, etc.). Your imagination is the only limitation.


Remember the 4x4 behavior grid in SoM for CPU controlled allies? That's basically it. :)
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 30, 2008, 01:41:08 pm
oh, ok.  I just decided to add in a few lines of code to make it so that full power enemies would only ignore the timer when moving, and the time would decrease twice as fast when standing still.  i find it much more balanced.  Thanks anyways, and now I understand it a whole lot better! ;D
Title: Re: [XP] Blizz-ABS
Post by: the main character on March 30, 2008, 01:42:12 pm
ohh a preview of tat manual nice yup lookin forward to 2.00 cuz i got tat error tat aqua was takin bout but keep up the good work blizz u a really good scripter hope u did good on them exams 2
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 30, 2008, 01:44:42 pm
No problem, if you want it that way, simply edit it. I hope you can figure out the code. It's in Map_Enemy#update, those lines here:

     # decrease delay timer
   @AI_data.act[3] -= 1
   # if action exists
   if @AI_data.act[1] != 0
     # if leader and counter expired and only sometimes
     if @AI_data.leader && @AI_data.act[3] <= 0 && rand(100) < 10
       # all minions
       @AI_data.minions.each {|b|
           # 50% chance if they have an action pending
           if b.AI_data.act[1] != 0 && rand(2) == 0
             # force into action
             b.AI_data.act[3] = 0
             # 50% chance for same target
             b.AI_data.target = @AI_data.target if rand(2) == 0
           end}
     end
     # projectile evasion processing if attribute "defensive" is active
     BlizzABS::AI.evade_projectiles(self) if @AI_data.defensive
     # if running away and counter expired
     if self.escaping && @AI_data.act[3] <= 0
       # remove target and delete action
       @AI_data.target, @AI_data.act = nil, [0, 0, 0, 0]
     # if delay timer below lower boundry
     elsif @AI_data.act[3] <= rand(201)-400
       # set timer again
       @AI_data.act[3] = rand(2*BlizzABS::Config::AI_DELAY_TIME)
     end
   end


@the main character: Thanks, I did pretty well on the exams. ^_^ I'll see if I can release 1.98 in the next few days to fix those dumb bugs. :<
And yeah, that feature in 2.0 will be under AI Setup in the menu, that's what it's for. I'm thinking of a grid view like in SoM, but with 15x15 possible values instead of just 4x4.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 30, 2008, 01:46:44 pm
Quote from: Blizzard on March 30, 2008, 01:44:42 pm
No problem, if you want it that way, simply edit it. I hope you can figure out the code. It's in Map_Enemy#update, those lines here:

     # decrease delay timer
    @AI_data.act[3] -= 1
    # if action exists
    if @AI_data.act[1] != 0
      # if leader and counter expired and only sometimes
      if @AI_data.leader && @AI_data.act[3] <= 0 && rand(100) < 10
        # all minions
        @AI_data.minions.each {|b|
            # 50% chance if they have an action pending
            if b.AI_data.act[1] != 0 && rand(2) == 0
              # force into action
              b.AI_data.act[3] = 0
              # 50% chance for same target
              b.AI_data.target = @AI_data.target if rand(2) == 0
            end}
      end
      # projectile evasion processing if attribute "defensive" is active
      BlizzABS::AI.evade_projectiles(self) if @AI_data.defensive
      # if running away and counter expired
      if self.escaping && @AI_data.act[3] <= 0
        # remove target and delete action
        @AI_data.target, @AI_data.act = nil, [0, 0, 0, 0]
      # if delay timer below lower boundry
      elsif @AI_data.act[3] <= rand(201)-400
        # set timer again
        @AI_data.act[3] = rand(2*BlizzABS::Config::AI_DELAY_TIME)
      end
    end


@the main character: Thanks, I did pretty well on the exams. ^_^ I'll see if I can release 1.98 in the next few days to fix those dumb bugs. :<


*is confuzzled by the code*
Yeah... I think I'm just gonna stick to finding bugs and reporting them to you XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 30, 2008, 01:48:26 pm
      # projectile evasion processing if attribute "defensive" is active
      BlizzABS::AI.evade_projectiles(self) if @AI_data.defensive


<3

EDIT:

    #--------------------------------------------------------------------------
    # evade_projectiles
    #  char - the character
    #  This method checks whether there are projectiles that could hit the
    #  character and determines the reaction of the character at the threat.
    #--------------------------------------------------------------------------
    def self.evade_projectiles(char)
      # temporary variable and get pixel movement rate
      ai, pix = char.AI_data, BlizzABS.pixel
      # find all projectiles within sight or close hearing that can hit char
      projectiles = BlizzABS::Cache.projectiles.find_all {|p|
          BlizzABS::Config::PERCEPTION_RANGE * 128 >=
          Math.hypot(p.real_x-char.real_x, p.real_y-char.real_y) &&
          ![1, 7, 8, 11, 12].include?(p.type) && p.group.include?(ai.basic) &&
          !BlizzABS::AI.wall?(char, p.x, p.y) &&
          (BlizzABS::Config::PERCEPTION_RANGE * 256 / 5 >=
          Math.hypot(p.real_x-char.real_x, p.real_y-char.real_y) ||
          BlizzABS::AI.can_perceive_char?(char, p.real_x, p.real_y,
          char.direction))}
      # check every projectile
      projectiles.each {|i|
          # create affection area rectangle for projectile
          range = case i.direction
          when 2
            Rect.new(i.real_x/4+8, i.real_y/4+8, 16, i.y*32/pix-i.real_y/4+24)
          when 4
            Rect.new(i.x*32/pix+8, i.y*32/pix+8, i.real_x/4-i.x*32/pix+24, 16)
          when 6
            Rect.new(i.real_x/4+8, i.real_y/4+8, i.x*32/pix-i.real_x/4+24, 16)
          when 8
            Rect.new(i.x*32/pix+8, i.y*32/pix+8, 16, i.real_y/4-i.y*32/pix+24)
          end
          # if this projectile will hit char
          if BlizzABS.intersection(range, Rect.new(char.real_x/4,
              char.real_y/4, 32, 32))
            # depending on how to quicker evade it
            dir = case i.direction
            when 2, 8 then (char.x >= i.x ? 6 : 4)
            when 4, 6 then (char.y >= i.y ? 2 : 8)
            end
            # if actually passable
            if char.passable?(char.x, char.y, dir)
              # move in that direction now
              char.force_move.unshift([dir, false])
            # if passable in opposite direction
            elsif char.passable?(char.x, char.y, i.direction)
              # move away now
              char.force_move.unshift([i.direction, false])
            end
          end}
    end


<3 <3 <3

EDIT: Wow, that condition to determine whether a projectile can hit the char is really complicated. I know, it's not "nicely" coded, but then again, people won't most probably ever need to bother about that method and I need high performance, so I can't bother with using extra code for the sake of readability.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 30, 2008, 01:50:00 pm
Quote from: Blizzard on March 30, 2008, 01:48:26 pm
      # projectile evasion processing if attribute "defensive" is active
      BlizzABS::AI.evade_projectiles(self) if @AI_data.defensive

<3


*is still confused...*

Ooh can't wait for BABS2 so then my caterpillar chars can pwn people too :P
(and then I can find bugs)
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 30, 2008, 03:26:33 pm
sorry about that but i believe it was the same arror aqua was having when enemy was on map





edit some ideas for v2.0


u could make the ai somthing like fnal fantasy's 13
not quite the same but as far as the when hp =>70% use cure things like that
could add on option to need them as items if you wanted ppl to have to earn them
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 30, 2008, 03:39:53 pm
::)

Quote from: TEH MANUAL 2.04.3.3. Ally Trigger AI

The Ally Trigger AI is a Blizz-ABS specific feature that can be set up in the "AI setup" menu as well. A similar system exists in the commercial game "Final Fantasy XII" and is called "Gambits". The player is able to set up conditions, actions and execution probability in a user-friendly menu. If the conditions are met, the action will be executed. The closer a trigger is to the top of the list, the higher priority it has. Actions will ony be executed if they actually can by executed (i.e. an item can't be used if there are none left in the inventory).
Important note: Any Ally Trigger AI action will override Ally Combat AI setup!
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 30, 2008, 03:41:24 pm
Quote from: Blizzard on March 30, 2008, 03:39:53 pm
::)

Quote from: TEH MANUAL 2.04.3.3. Ally Trigger AI

The Ally Trigger AI is a Blizz-ABS specific feature that can be set up in the "AI setup" menu as well. A similar system exists in the commercial game "Final Fantasy XII" and is called "Gambits". The player is able to set up conditions, actions and execution probability in a user-friendly menu. If the conditions are met, the action will be executed. The closer a trigger is to the top of the list, the higher priority it has. Actions will ony be executed if they actually can by executed (i.e. an item can't be used if there are none left in the inventory).
Important note: Any Ally Trigger AI action will override Ally Combat AI setup!



OMG GAMBIT SYSTEM!!! :D
Hehe I was playing FFXII today too :P
I pwned some hunts... but Larsa always died XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 30, 2008, 04:23:10 pm
The system is rather easy to make. The user-friendly GUI should be more of a challenge. ::)
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 30, 2008, 06:43:53 pm
oh lol never noticed that in the manual


edit: oh lol because its in the 2.0 manuall
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on April 04, 2008, 02:57:57 pm
im trying to make a skill where u use ur shadow as a weapon so i need it to let me leave my char somwhere & control like a char skill
Title: Re: [XP] Blizz-ABS
Post by: Sally on April 04, 2008, 04:25:46 pm
umm i think it can be done in events, i could check into it later, but it will probly be better off with scipt
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 04, 2008, 05:11:15 pm
Quote from: nathmatt on April 04, 2008, 02:57:57 pm
im trying to make a skill where u use ur shadow as a weapon so i need it to let me leave my char somwhere & control like a char skill


If you mean what I think you mean then... you're gonna have to wait for Blizz.

He's making a skill where the user can control the movement of the projectile so I hope that's what you mean :P
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on April 04, 2008, 06:37:47 pm
that might work im trying to make it where u  could do that & control some enemies with it




edit: btw i dont know if this is a bug or not but i cant change my charset in game
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 05, 2008, 07:38:20 am
I've had that problem earlier, the bug reappeared a couple of times already... -_- Anyway...

Blizz-ABS v1.98 is out! What's new?

Title: Re: [XP] Blizz-ABS
Post by: Sase on April 05, 2008, 07:52:42 am
I just have to say... wow... It took me much time even reading the manual, great job.

Are you planning on making a real game (no, I don't consider CoSLAL as a "real game") with Blizzabs?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 05, 2008, 08:11:50 am
Nope, it will get pretty hairy with CP already. I lack the time to work on that one, so a full-sized game with Blizz-ABS is most probably never going to happen. I might make another example game that's more serious, though. Something like an episode from a much bigger game.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 05, 2008, 11:45:20 am
Hey Blizz... with the new version, the caterpillar doesn't exactly work on a map with enemies.

They don't jump, run, sneak, and follow the way they should.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 05, 2008, 01:34:29 pm
Don't use saved games. There's another error related to the caterpillar by somebody else as well. And there's also a bug if you don't use Tons. I put up a fixed version to fix the latter.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 05, 2008, 01:39:30 pm
I didn't use a save game when I get the glitchy caterpillar.

Also, the HP/SP Crush add-on doesn't work with BABS :(
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 05, 2008, 01:54:02 pm
I knew that I forgot something... >.< The next BABS version will be out sooner than you may think. >.<
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 05, 2008, 02:17:54 pm
:O If the next version is gonna be out soon, then that will be V1.99...
Then it'll soooooon be BABS2.0!!!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 05, 2008, 02:31:06 pm
Might be at Blizz-ABS's birthday, 19th April. ;)
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on April 06, 2008, 12:18:52 am
hey blizz i hate to burst the bubble here but i noticed in the latest version that hp and sp doesnt update in the HUD when you lvl.up until you enter the menu
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on April 06, 2008, 01:14:19 pm
is there a way to make it so that every 4 frames the returning projectile makes a sound effect until it returns
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 07, 2008, 06:39:28 am
Nice idea. I'll add that later.

@Spoofus: Noooooooo!!! T_T NOT AGAIN! I've had that bug before, I don't know why it reappeared. T_T
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on April 07, 2008, 11:49:20 am
hey bliz just thought id let you know that the link in ur sig dosent work
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on April 07, 2008, 12:50:52 pm
eh sometimes small bugs like that happen when you change something.
i mean it doesnt bother me at the moment since i am just testing you know and working on my game but i figured i would let you know while i noticed it
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 08, 2008, 08:08:58 am
I fixed it already, I just didn't release the version with a fix already. I use the Heal-on-LvlUp feature so the HP/SP change as well and so the display is being updated correctly. Just the max HP/SP values were missing from the refresh check, so I added that.

@nathmatt: I know. ._. I'm doing my best to move the forum away from this host to one that allows subdomains. -_-

@Aqua: Can you send me your game project? I have absolutely no idea why your caterpillar doesn't work right.
Title: Re: [XP] Blizz-ABS
Post by: 86niS on April 12, 2008, 09:15:18 pm
Found an error. Well, not exactly the regular type but I have Weapon Sprites turned on just like I do in every version except this time I can use a weapon without having one equipped. Only difference between that and one having equipped is that you can attack but not deal damage to an enemy. I remember it used to be like where if you don't got a weapon equipped, it would make that "null noise" but not this time.

-Sin86(lost my password again)
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on April 13, 2008, 08:28:37 pm
I have some pretty cool ideas for attacking that you may want to add in the next Blizz-ABS version update. Idea 1 - Power Strikes - You can hold down the attack button for 2 whole seconds to be able to strike with more power (1.5 x the normal ammount of attack damage). Idea - 2 Stealth Attacks - If you have snuck up upon an enemy without them realizing you are there you can attack with more attack damage (3 x the normal ammount of attack damage). Note this next idea (3) may be an extremely hard feature to setup. Idea 3 - Adrenaline Kills - For this you must add an adreneline stat which will monitor this attack. Every time you hit an enemy you gain adrenaline which on specified enemies can cause an instant kill (that way bosses cannot be killed easily).

Hope you like the ideas, Diablosbud.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 14, 2008, 06:04:23 am
1. I was planning attacks/skills with delay before execution, I'll see what I can do about that.

2. That won't work. As soon as you press a button, you are considered "in action" and enemies can see/hear you at that moment, even if you snuck up. I'd have to change a critical part of the system to allow that feature and I want to avoid that. It's a critical part because edits could cause massive trouble.

3. Eeeehh... I don't think this will be such a good idea. I mean, this is an ABS that is supposed to support the "basic" features, not enhanced features like Limit Breaks, Overdrive or other similar systems.

@Sin86: I e-mailed you a temp password AGAIN. xD And yes, in the DBS if you don't have a weapon you also only do 0 damage. Somebody might be using an edit where you can actually do damage without a weapon, so I made it possible. It's been there for a while already.

EDIT:

Quote from: Aqua on April 05, 2008, 01:39:30 pm
I didn't use a save game when I get the glitchy caterpillar.


@Aqua: There's an event (with the name "Caterpillar Move") with two caterpillar manipulation commands that are set on parallel process. Of course it doesn't work right. (-_-') If you had tried another map you would have noticed that it works fine there. xD
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 14, 2008, 05:03:34 pm
Quote from: Blizzard on April 14, 2008, 06:04:23 am
Quote from: Aqua on April 05, 2008, 01:39:30 pm
I didn't use a save game when I get the glitchy caterpillar.


@Aqua: There's an event (with the name "Caterpillar Move") with two caterpillar manipulation commands that are set on parallel process. Of course it doesn't work right. (-_-') If you had tried another map you would have noticed that it works fine there. xD


Hm... I had that event with a self-switch of A being on as a condition... so I don't think it's that...

And I just confirmed that it isn't... the problem was caused by an event that was on parallel process that called a common event...
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on April 14, 2008, 07:38:24 pm
hay Blizz, i'm getting a problem with Blizz-Config, when i use it with megaman battle Guardian I: Hunters of memory it works fine but when i use it with Satilex, i get one strange error

now because i'm low on internet credit at my school and my laptop has been moved and not been set up again, i can't get a screenshot for you, so i'll type up the erroe

Unhandled exception has occurred in your application. if you click Continue, the application will ignore this error and attempt to continue, if you click quit, the application will close immediately

Index was out of range, must be non-negitive and less than size of the collection
parameter name: index

(when i hit the details button, hit the code button)
[code]ee the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
   at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   at System.ThrowHelper.ThrowArgumentOutOfRangeException()
   at BlizzABS_Config.Config.reloadData()
   at BlizzABS_Config.Config.setupDefaultConfig()
   at BlizzABS_Config.Config.completeInit()
   at BlizzABS_Config.Config.Config_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

[/code]

now if i hti continue, the programs starts up but i can load old config data, i did find a way around, i copyed my Megaman game and used it as a config folder and do all configuation there by copying the files in data and the resorces, audio, whatever, i foudn out that if i overwrite the old MapInfos.rxdata (the one from my Megaman game) with the one from my Satilex game, i get the error while all other files work fine, sure i can work around this and add the Map ID for ABSEAL into the script code but it's a pain in the ass, any idea what's going on
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 15, 2008, 02:05:05 am
I have to change the .cfg format, it looks like I didn't design it well.
Can you send me the .cfg file so I can analyze what's wrong?
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on April 16, 2008, 07:04:15 am
Blizzard when you get some free time do you think you could help me add the adrenaline stat and kills for my game, because it would make a nice custom game feature, please or maybe like in Assassin's Creed when you parry/block you can hit the attack button and if you are clicking the attack button and holding parry/block when they hit you, you can do a counter-attack which can instantly kill them? This would be great if you could please help, and I will give you special thanks and scripter (already are going to be for many things) if you would like.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 16, 2008, 07:34:39 am
As I say so often, I barely have time to work on this ABS, not to talk about an RGSS2 version or exotic extra features. -_-
Sorry, but I won't be able to help you.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on April 16, 2008, 04:55:00 pm
That's alright :D, that was only an unneeded feature. I have tons of scripts not even kidding like more than there are default scripts, ;D all add a great effect. So it's only a request don't worry, it was only a thought I didn't think I would get it anyway, would take a while.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on April 18, 2008, 07:57:06 pm
sorry to have taken so long to reply, stupid uni computers, anyway, my laptop is now having problem with megauploads and i can't upload the file, and which config file did you want, Satilex, Megaman or both

also, you are still due to make the Ally AI in Version 2 right?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2008, 03:27:31 pm
Yeah. Send me the defect file. Try sendspace.com instead.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on April 21, 2008, 06:33:33 pm
Blizzard, when you get some freetime I was wondering if you could please fix the compatibilty this ABS and Selwyn's Widescreen Script Effect. Also could you make it where when it starts the widescreen effect it hides all HUD features (HUD, skill tabs and minimap), because this will help me make profesional cutscenes/cinematics using events (also I can have the player be able to walk during cutscenes/cinematics). Thanks for reading this post :).

Widescreen Script: ShowHide
#==============================================================================
# ? WScreen
#------------------------------------------------------------------------------
# ?By Selwyn, Widescreen effect script
#   released the 1st of February
#
# This script allows to give some cutscenes a 'widescreen' effect.
#
# The script is off by default (when you first start the game).
#
# By default, when the widescreen mode is turned on, it hides one tile at the
#  top of the screen and one tile a the bottom.
#
# By default, the transition_speed is 3, you can change this value just a
#   few lines below
#
# To turn the script on, put 'WScreen.turn_on' in a call script command of
#   an event. Turn it off with 'WScreen.turn_off'
#
# To change the number tiles hidden in widescreen, use the following function
#   in a call script command of an event :
#   'WScreen.size = NUMBER'
#
#==============================================================================

module WScreen
  #--------------------------------------------------------------------------
  # ? define instance variables
  #--------------------------------------------------------------------------
  @state = false
  @tile_size = 1
  @transition_speed = 3
  #--------------------------------------------------------------------------
  # ? WScreen.on?
  #      checks if the widescreen mode is on.
  #--------------------------------------------------------------------------
  def self.on?
    return @state
  end
  #--------------------------------------------------------------------------
  # ? WScreen.off?
  #      checks if the widescreen mode is off.
  #--------------------------------------------------------------------------
  def self.off?
    return !@state
  end
  #--------------------------------------------------------------------------
  # ? WScreen.turn_on
  #      turns the widescreen mode on.
  #--------------------------------------------------------------------------
  def self.turn_on
    @state = true
    $game_player.center($game_player.x, $game_player.y)
  end
  #--------------------------------------------------------------------------
  # ? WScreen.turn_off
  #      turns the widescreen mode off.
  #--------------------------------------------------------------------------
  def self.turn_off
    @state = false
    $game_player.center($game_player.x, $game_player.y)
  end
  #--------------------------------------------------------------------------
  # ? WScreen.size
  #      returns the number of hidden tiles when the widescreen mode is on.
  #--------------------------------------------------------------------------
  def self.size
    return on? ? @tile_size : 0
  end
  #--------------------------------------------------------------------------
  # ? WScreen.size = INTEGER
  #      set the number of tiles to hide when the widescreen mode is on.
  #--------------------------------------------------------------------------
  def self.size=(value)
    @tile_size = [value % 9, 1].min
    $game_player.center($game_player.x, $game_player.y)
  end
  #--------------------------------------------------------------------------
  # ? WScreen.speed
  #      returns the transition speed between the off and on modes.
  #--------------------------------------------------------------------------
  def self.speed
    return @transition_speed
  end
end

#==============================================================================
# ? Game_Map
#------------------------------------------------------------------------------
# ?
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # ? scroll_down
  #--------------------------------------------------------------------------
  def scroll_down(distance)
    ntiles = 15 - WScreen.size * 2
    @display_y = [@display_y + distance, (self.height - ntiles) * 128].min   
  end
end

#==============================================================================
# ? Game_Player
#------------------------------------------------------------------------------
# ?
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # ? center_y
  #--------------------------------------------------------------------------
  def center_y
    n = 240 - WScreen.size * 32
    return (n - 16) * 4
  end
  #--------------------------------------------------------------------------
  # ? center
  #--------------------------------------------------------------------------
  def center(x, y)
    max_x = ($game_map.width - 20) * 128
    ntiles = 15 - WScreen.size * 2
    max_y = ($game_map.height - ntiles) * 128
    $game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max
    $game_map.display_y = [0, [y * 128 - center_y, max_y].min].max
  end
  #--------------------------------------------------------------------------
  # ? update
  #--------------------------------------------------------------------------
  def update
    last_moving = moving?
    unless moving? or $game_system.map_interpreter.running? or
           @move_route_forcing or $game_temp.message_window_showing
      case Input.dir4
      when 2
        move_down
      when 4
        move_left
      when 6
        move_right
      when 8
        move_up
      end
    end
    last_real_x = @real_x
    last_real_y = @real_y
    super
    if @real_y > last_real_y and @real_y - $game_map.display_y > center_y
      $game_map.scroll_down(@real_y - last_real_y)
    end
    if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
      $game_map.scroll_left(last_real_x - @real_x)
    end
    if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
      $game_map.scroll_right(@real_x - last_real_x)
    end
    if @real_y < last_real_y and @real_y - $game_map.display_y < center_y
      $game_map.scroll_up(last_real_y - @real_y)
    end
    unless moving?
      if last_moving
        result = check_event_trigger_here([1,2])
        if result == false
          unless $DEBUG and Input.press?(Input::CTRL)
            if @encounter_count > 0
              @encounter_count -= 1
            end
          end
        end
      end
      if Input.trigger?(Input::C)
        check_event_trigger_here([0])
        check_event_trigger_there([0,1,2])
      end
    end
  end
end

#==============================================================================
# ? Spriteset_Map
#------------------------------------------------------------------------------
# ?
#==============================================================================

class Spriteset_Map
  alias init_widescreen initialize
  alias update_widescreen update
  #--------------------------------------------------------------------------
  # ? update
  #--------------------------------------------------------------------------
  def initialize
    init_widescreen
    if @viewport1.rect.height > 480 - (WScreen.size * 64)
      @viewport1.rect.height = @viewport2.rect.height =
        @viewport3.rect.height = 480 - (WScreen.size * 64)
      oy = (480 - @viewport1.rect.height) / 2
      @viewport1.rect.y = @viewport2.rect.y = @viewport3.rect.y = oy
    end
  end
  #--------------------------------------------------------------------------
  # ? update
  #--------------------------------------------------------------------------
  def update
    sy = 480 - (WScreen.size * 64)
    h = @viewport1.rect.height
    if h != sy
      n = [((sy - h) / WScreen.speed).abs, 1].max
      @viewport1.rect.height += h > sy ? - n : n
      @viewport2.rect.height += h > sy ? - n : n
      @viewport3.rect.height += h > sy ? - n : n
      oy = (480 - @viewport1.rect.height) / 2
      @viewport1.rect.y = @viewport2.rect.y = @viewport3.rect.y = oy
    end
    update_widescreen
  end
end
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on April 21, 2008, 08:37:48 pm
wouldnt it be ezer to just use bliz's movie strip ?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 22, 2008, 02:18:29 am
OH MY GOD, THERE IS A COMPLETELY OVERCOMPLICATED AND ON TOP INCOMPATIBLE SCRIPT FOR ONE OF THE EASIEST THINGS RMXP CAN DO WITH JUST ONE CLICK!!!

If it really HAS TO be one tile on top and bottom:

(http://img155.imageshack.us/img155/4560/1tilebk5.th.png) (http://img155.imageshack.us/img155/4560/1tilebk5.png)

(http://img155.imageshack.us/img155/1792/snap770fl2.th.png) (http://img155.imageshack.us/img155/1792/snap770fl2.png)

EDIT:

Quote from: My e-book about scripting in RGSS Ruby6.8. Scripts the World doesn't need

This is a matter hard to explain. Examples might be the best solution to understand what I mean:
Instead of dying from HP reaching zero, when SP reach zero, the hero dies.
Sometimes it's not easy to judge, but sometimes it's so obvious. The main reason in not making a script is that nobody's ever going to use it. Would you use this script? I wouldn't. Even from the view of the player I wouldn't want to see this function in a game. It would just annoy instead of adding spice to the game. Think about it.
The human mind is capable of inventing anything, even within abstract relations and that means they don't have to make sense. There are just scripts the world doesn't need. Another similar problem is the problem with scripts having pointless options. Would you ever want a skill to target 2 random heroes, the hero next one of them, the enemy you choose and one random enemy next to the enemy you've chosen?! Sorry, but this is idiotic.
Think about if a script really has a point to be made and think about how much sense it does to include options and which ones for that script. It's fine to have a few vital options for the user to customize it and/or make it maybe compatible with other scripts. But having too many options will only confuse the user, prevent him from using your script and most probably giving you a headache implementing them.
Imagine a 100 lines script with 30 options (that means actually only 70 lines of code). Does the user really need to set up if he wants to have a 13 or 14 frames transition, since it looks annoying if any other value is used anyway?! If there really is a user who needs this option, he will ask you and you will tell him to change just a line or two and it will work instead of you losing half an hour implementing this option and three other ones nobody's ever going to use. It's always better to have too few options than too many. If people need some special options that many would use, they will tell you. Good software development can be achieved through continuous work with the clients more easily than just you making it initially work with anything. You will simply waste your time for nothing.
Most people don't even read instructions and don't even know of what your script is capable of, especially if you include 30 pointless options. It's pretty discouraging if you get the new script that makes you shadows and reflections and see 5 pages of instructions  with 50 options that don't make sense at all. Normal users are not scripters, they are just happy with the black box you give them and it works fine by setting up just three or four options. Stick to quality, not quantity.


@nathmatt: You have to be more dramatic with stuff like that, you know. Then people will actually notice. I mean everybody will notice big bold red letters when just browsing through this topic. That way people will think twice before using a script like that.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on April 23, 2008, 02:42:48 pm
ill try & remember that
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 23, 2008, 08:43:38 pm
Hey. The script is great, everything works swimmingly... Only it doesn't let me use parallel process on text for cut scenes.

Is this fixable?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 23, 2008, 09:05:44 pm
Quote from: memyselforwho on April 23, 2008, 08:43:38 pm
Hey. The script is great, everything works swimmingly... Only it doesn't let me use parallel process on text for cut scenes.

Is this fixable?


You should use Autorun for cutscenes.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 23, 2008, 09:15:18 pm
Quote from: Aqua on April 23, 2008, 09:05:44 pm
Quote from: memyselforwho on April 23, 2008, 08:43:38 pm
Hey. The script is great, everything works swimmingly... Only it doesn't let me use parallel process on text for cut scenes.

Is this fixable?


You should use Autorun for cutscenes.


Yeah, that's the first thing i tried changing. Still didn't work.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 23, 2008, 09:18:44 pm
Quote from: memyselforwho on April 23, 2008, 09:15:18 pm
Quote from: Aqua on April 23, 2008, 09:05:44 pm
Quote from: memyselforwho on April 23, 2008, 08:43:38 pm
Hey. The script is great, everything works swimmingly... Only it doesn't let me use parallel process on text for cut scenes.

Is this fixable?


You should use Autorun for cutscenes.


Yeah, that's the first thing i tried changing. Still didn't work.


Hm... can you tell me exactly what happens when the cutscenes don't work?
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 23, 2008, 09:31:57 pm
Quote from: Aqua on April 23, 2008, 09:18:44 pm
Quote from: memyselforwho on April 23, 2008, 09:15:18 pm
Quote from: Aqua on April 23, 2008, 09:05:44 pm
Quote from: memyselforwho on April 23, 2008, 08:43:38 pm
Hey. The script is great, everything works swimmingly... Only it doesn't let me use parallel process on text for cut scenes.

Is this fixable?


You should use Autorun for cutscenes.


Yeah, that's the first thing i tried changing. Still didn't work.


Hm... can you tell me exactly what happens when the cutscenes don't work?


Sure thing.

the player steps in to the area where the cut scene plays. The cut scene begins, and the first bit of text appears on screen. After the first bit of text appears, it is stuck on that bit of text and won't let the player pass to the next bit of text.
Title: Re: [XP] Blizz-ABS
Post by: Juan on April 23, 2008, 09:43:57 pm
make sure you use switchers.  then make a precondition on what ever switch you use.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 23, 2008, 09:49:13 pm
Quote from: Juan on April 23, 2008, 09:43:57 pm
make sure you use switchers.  then make a precondition on what ever switch you use.


Switchers? Do you mean controlling event pages with switches? If not, please explain.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 23, 2008, 10:00:40 pm
Hm... that happened to me before but I don't remember how I fixed it; sorry.

Edit:

Hm... can you take a screenie of the event processes?  I might be able to figure out the problem if you do.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 23, 2008, 10:07:28 pm
Quote from: Aqua on April 23, 2008, 10:00:40 pm
Hm... that happened to me before but I don't remember how I fixed it; sorry.


Thanks anyway. If you remember, please let me know.

My email is themcmaybe@yahoo.com (or just post in here, I'll check every so often).
Title: Re: [XP] Blizz-ABS
Post by: Juan on April 23, 2008, 10:10:58 pm
Quote from: memyselforwho on April 23, 2008, 09:49:13 pm
Quote from: Juan on April 23, 2008, 09:43:57 pm
make sure you use switchers.  then make a precondition on what ever switch you use.


Switchers? Do you mean controlling event pages with switches? If not, please explain.

Yea like event pages
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 23, 2008, 10:32:30 pm
Quote from: Juan on April 23, 2008, 10:10:58 pm
Quote from: memyselforwho on April 23, 2008, 09:49:13 pm
Quote from: Juan on April 23, 2008, 09:43:57 pm
make sure you use switchers.  then make a precondition on what ever switch you use.


Switchers? Do you mean controlling event pages with switches? If not, please explain.

Yea like event pages


I did. Its not the first bunch of text, its literally the first box of text... After that its completely stuck. Which is kind of distracting since 20 percent of my game are cutscenes.

If anyone has any idea on how to fix this, please let me know. if its something in the script that i need to change, so be it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 23, 2008, 10:43:24 pm
Maybe you didn't see my edit of my post.

Quote from: Aqua on April 23, 2008, 10:00:40 pm
Hm... can you take a screenie of the event processes?  I might be able to figure out the problem if you do.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 23, 2008, 11:15:33 pm
Quote from: Aqua on April 23, 2008, 10:43:24 pm
Maybe you didn't see my edit of my post.

Quote from: Aqua on April 23, 2008, 10:00:40 pm
Hm... can you take a screenie of the event processes?  I might be able to figure out the problem if you do.



Sure thing, here it is:






(http://i38.photobucket.com/albums/e115/mcmaybe/mc%20maybe/1.jpg)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 23, 2008, 11:30:36 pm
Oh I think I know!

The switch [Intro 2] gets turned on right after the text command gets processed whether or not the message window is open or closed.  So then, the 2nd page of that event with the switch as a condition runs while the message window is still open.  And you can't close the window because the even isn't on the 1st page anymore.

Lol I hope you understand me XD
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 23, 2008, 11:49:40 pm
Quote from: Aqua on April 23, 2008, 11:30:36 pm
Oh I think I know!

The switch [Intro 2] gets turned on right after the text command gets processed whether or not the message window is open or closed.  So then, the 2nd page of that event with the switch as a condition runs while the message window is still open.  And you can't close the window because the even isn't on the 1st page anymore.

Lol I hope you understand me XD


I understand, but how would i go about fixing that?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 23, 2008, 11:51:52 pm
Try combining the 2nd page's events with the 1st page's.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 12:14:29 am
Quote from: Aqua on April 23, 2008, 11:51:52 pm
Try combining the 2nd page's events with the 1st page's.


How so? I always thought thats what the switch does.
Title: Re: [XP] Blizz-ABS
Post by: shdwlink1993 on April 24, 2008, 01:23:42 am
She means that if the event looks like this:

Page 1:

Text: Something Seems Wrong.
Change Switch: Switch Thingy

Page 2 (Needs Switch Thingy ON):
Text: This is where the stuff goes.

Change it to this:

Page 1:
Text: Something seems wrong.
Change Switch: Switch Thingy
Test: This is where the stuff goes.

Sorta like that.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 01:50:48 am
Quote from: shdwlink1993 on April 24, 2008, 01:23:42 am
She means that if the event looks like this:

Page 1:

Text: Something Seems Wrong.
Change Switch: Switch Thingy

Page 2 (Needs Switch Thingy ON):
Text: This is where the stuff goes.

Change it to this:

Page 1:
Text: Something seems wrong.
Change Switch: Switch Thingy
Test: This is where the stuff goes.

Sorta like that.



Still won't work, it gets stuck on the first box of text.

It's possibly a script problem... (I hope not)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 24, 2008, 08:16:23 am
If you suspect that a script is causing the trouble, simply remove it temporary and try it out again. If you still have the problem, it's not script related.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 10:02:40 am
Quote from: Blizzard on April 24, 2008, 08:16:23 am
If you suspect that a script is causing the trouble, simply remove it temporary and try it out again. If you still have the problem, it's not script related.


I figured out that it was because i was using your script and slipknots message script.

Is it possible to fix this so that they both work together? Otherwise i would just have to get rid of the message script, this is the obvious one to keep.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 24, 2008, 10:16:37 am
Hm... one possible fix is to get Ccoa's UMS at Rpg Revolution.
[link!] (http://www.rpgrevolution.com/forums/?showtopic=7692)

Her UMS seems to work fine with me... lol
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 10:58:08 am
Quote from: Aqua on April 24, 2008, 10:16:37 am
Hm... one possible fix is to get Ccoa's UMS at Rpg Revolution.
[link!] (http://www.rpgrevolution.com/forums/?showtopic=7692)

Her UMS seems to work fine with me... lol


Thanks but for some reason it wont let me use that link, it keep sending me to a error page. I tried just going in to the site and searching, does the same thing...

Im beginning to realize that i have a lot of problems...
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 24, 2008, 11:07:24 am
Um... well...
Here's her demo with everything included XD (http://www.pcis-studios.com/ccoa/UMS.exe)
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 11:21:23 am
Quote from: Aqua on April 24, 2008, 11:07:24 am
Um... well...
Here's her demo with everything included XD (http://www.pcis-studios.com/ccoa/UMS.exe)


At this point your probably expecting me to add another problem to the list.

But however i don't have anymore, sorry.

Thanks a lot for all your help, it works just about flawlessly.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 24, 2008, 11:22:17 am
Quote from: memyselforwho on April 24, 2008, 11:21:23 am
Quote from: Aqua on April 24, 2008, 11:07:24 am
Um... well...
Here's her demo with everything included XD (http://www.pcis-studios.com/ccoa/UMS.exe)


At this point your probably expecting me to add another problem to the list.

But however i don't have anymore, sorry.

Thanks a lot for all your help, it works just about flawlessly.


Hehe glad I was able to help.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 11:39:46 am
Quote from: Aqua on April 24, 2008, 11:22:17 am
Quote from: memyselforwho on April 24, 2008, 11:21:23 am
Quote from: Aqua on April 24, 2008, 11:07:24 am
Um... well...
Here's her demo with everything included XD (http://www.pcis-studios.com/ccoa/UMS.exe)


At this point your probably expecting me to add another problem to the list.

But however i don't have anymore, sorry.

Thanks a lot for all your help, it works just about flawlessly.


Hehe glad I was able to help.


Since you use this script as well, i was wondering if you could tell me how to do something that I'm sure is simple... Its not really a problem at all, its just that i dont know how to make enemies around my map, and fight them in the way that this script intends...

Sorry for bugging you haha.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 24, 2008, 11:52:14 am
Creating enemies is mentioned in section 3.1. of the Manual.

3.1. Creating Enemies: ShowHide
Quote
Creating an enemy is divided into three simple steps from which you most probably already
know two.
3.1.1. Create your Enemy
Go into the database and select the Enemies tab.
Now choose an enemy slot and just make one.
3.1.2. Put your Enemy on the Map
The next step is to create an event on your map and name it correctly. You can name your
event however you want, just be sure to include this syntax in its name:
\e[ID]
ID is the database ID of the enemy. In the example below it would be the Ghost with ID 1.
You have additional options for creating enemies, such as AI setup. You have following
additional syntaxes:
\a[X] - AI attribute setup (read 4.1. for more information)
\h - hides health bar for this enemy if using "2.4.5. Enemy Health Bars"
\m - disables enemy movement
Enemies on the map have a standard behavior which they will always follow. This behavior
can be modified with 8 different attributes. The attributes are in following order:
1 - passive
2 - actions
3 - observe
4 - defensive
5 - leader
6 - call for help
7 - healer
8 - full power
When you set up the attributes, you MUST set all 8 bits, otherwise you can experience
bugs! When you use 0 for a bit, the attribute is turned off. When you use 1, the attribute is
turned on. The numbers of the attributes are the positions from left to right.
examples:
\a[01101000] - actions, observe and leader are active
\a[10000000] - passive is active
\a[00100001] - observe and full power are active
\a[00100110] - observe, call for help and healer are active
\a[11111111] - all attributes are active
Any enemy who does not have a configuration of those attributes in his name will use the
default behavior which can be specified in the Blizz-ABS module with the option Default
Enemy AI Setup (2.5.1.).
The created enemy in the example below would be an enemy with ID 3 in the database that
has all possible attributes active except the passive attribute.
3.1.3. Spriteset Choice
You can choose an appropriate spriteset for your enemy event, but you don't have to...
You have the possibility to "cloak" your enemies if you want. You can even create an
invisible enemy. In this case be sure to check whether you have ABSEAL Autokill (2.3.2.)
turned on, since you will have to use an empty 8 × 4 pixel-sized dummy spriteset, because
ABSEAL Autokill doesn't update enemies without spriteset.
You could also create an item that allows the player to see ghosts. Create a parallel
process that turns on a switch whether the player is in possession of that specific item.
Create a normal enemy without spriteset on page one and the same enemy with the
appropriate spriteset on page two with the switch mentioned before as condition. If the
player is in possession of the item, he will see enemies with a normal spriteset, otherwise
they will be invisible to him and makes it harder to hit them. Note that the destruction
engine animates enemy deaths by their ID, not by their spriteset. That means an enemy will
die the same way whichever spriteset he is using.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 05:47:48 pm
Quote from: Aqua on April 24, 2008, 11:52:14 am
Creating enemies is mentioned in section 3.1. of the Manual.

3.1. Creating Enemies: ShowHide
Quote
Creating an enemy is divided into three simple steps from which you most probably already
know two.
3.1.1. Create your Enemy
Go into the database and select the Enemies tab.
Now choose an enemy slot and just make one.
3.1.2. Put your Enemy on the Map
The next step is to create an event on your map and name it correctly. You can name your
event however you want, just be sure to include this syntax in its name:
\e[ID]
ID is the database ID of the enemy. In the example below it would be the Ghost with ID 1.
You have additional options for creating enemies, such as AI setup. You have following
additional syntaxes:
\a[X] - AI attribute setup (read 4.1. for more information)
\h - hides health bar for this enemy if using "2.4.5. Enemy Health Bars"
\m - disables enemy movement
Enemies on the map have a standard behavior which they will always follow. This behavior
can be modified with 8 different attributes. The attributes are in following order:
1 - passive
2 - actions
3 - observe
4 - defensive
5 - leader
6 - call for help
7 - healer
8 - full power
When you set up the attributes, you MUST set all 8 bits, otherwise you can experience
bugs! When you use 0 for a bit, the attribute is turned off. When you use 1, the attribute is
turned on. The numbers of the attributes are the positions from left to right.
examples:
\a[01101000] - actions, observe and leader are active
\a[10000000] - passive is active
\a[00100001] - observe and full power are active
\a[00100110] - observe, call for help and healer are active
\a[11111111] - all attributes are active
Any enemy who does not have a configuration of those attributes in his name will use the
default behavior which can be specified in the Blizz-ABS module with the option Default
Enemy AI Setup (2.5.1.).
The created enemy in the example below would be an enemy with ID 3 in the database that
has all possible attributes active except the passive attribute.
3.1.3. Spriteset Choice
You can choose an appropriate spriteset for your enemy event, but you don't have to...
You have the possibility to "cloak" your enemies if you want. You can even create an
invisible enemy. In this case be sure to check whether you have ABSEAL Autokill (2.3.2.)
turned on, since you will have to use an empty 8 × 4 pixel-sized dummy spriteset, because
ABSEAL Autokill doesn't update enemies without spriteset.
You could also create an item that allows the player to see ghosts. Create a parallel
process that turns on a switch whether the player is in possession of that specific item.
Create a normal enemy without spriteset on page one and the same enemy with the
appropriate spriteset on page two with the switch mentioned before as condition. If the
player is in possession of the item, he will see enemies with a normal spriteset, otherwise
they will be invisible to him and makes it harder to hit them. Note that the destruction
engine animates enemy deaths by their ID, not by their spriteset. That means an enemy will
die the same way whichever spriteset he is using.



Ahhh I have one more quick question, this time about the UMS messaging system...

Ok, where do I add the fit to box text code, in a separate event in every map?
And how come the text won't go over the players head, but will with other charectors?

if you can help I'd appreciate it, if not thats ok.

Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 24, 2008, 06:01:23 pm
Fit to text:
Have an event (doesn't matter which but maybe a cutscene event) have a script command:
$game_system.ums_mode = 
FIT_WINDOW_TO_TEXT


Text over player:
Add \e[0] to the text
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 08:04:20 pm
Quote from: Aqua on April 24, 2008, 06:01:23 pm
Fit to text:
Have an event (doesn't matter which but maybe a cutscene event) have a script command:
$game_system.ums_mode = 
FIT_WINDOW_TO_TEXT


Text over player:
Add \e[0] to the text


Thanks a lot ; ) You rule!
Title: Re: [XP] Blizz-ABS
Post by: Mr.Happy on April 25, 2008, 02:09:56 am
Encountered an error using the script.

"Script line 6019: SystemStackError occurred/

stack level too deep"


That appears less than a second after i click the new game button.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 25, 2008, 09:55:20 am
Quote from: Mr.Happy on April 25, 2008, 02:09:56 am
Encountered an error using the script.

"Script line 6019: SystemStackError occurred/

stack level too deep"


That appears less than a second after i click the new game button.


Um... did you put the script in the database as 3 different parts one under the other as Part 1, 2, then 3?

If not... you're gonna have to wait for Blizz XD
Title: Re: [XP] Blizz-ABS
Post by: Mr.Happy on April 25, 2008, 10:42:49 am
Quote from: Aqua on April 25, 2008, 09:55:20 am
Quote from: Mr.Happy on April 25, 2008, 02:09:56 am
Encountered an error using the script.

"Script line 6019: SystemStackError occurred/

stack level too deep"


That appears less than a second after i click the new game button.


Um... did you put the script in the database as 3 different parts one under the other as Part 1, 2, then 3?

If not... you're gonna have to wait for Blizz XD


Yeah I did, I'm pretty sure the problem is that 2 of my creatures have leader chosen...
Title: Re: [XP] Blizz-ABS
Post by: Juan on April 25, 2008, 11:04:25 am
from what I can tell might of copyed the script twice by mistake or your scripts might be in the wrong script order. Check
http://chaos-project.com/cpforum/index.php?topic=23.0  (http://chaos-project.com/cpforum/index.php?topic=23.0)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 25, 2008, 12:00:27 pm
If I'm not wrong this is a bug from an earlier version. An earlier version really did cause a "Stack level too deep" error when making enemies leaders. Are you using the most recent version (1.98)? If not, simply go to the first post of this topic, there's a download link.
Title: Re: [XP] Blizz-ABS
Post by: Mr.Happy on April 25, 2008, 12:58:39 pm
Quote from: Blizzard on April 25, 2008, 12:00:27 pm
If I'm not wrong this is a bug from an earlier version. An earlier version really did cause a "Stack level too deep" error when making enemies leaders. Are you using the most recent version (1.98)? If not, simply go to the first post of this topic, there's a download link.


Yeah I'm using the newest version. I managed to create one leader without the crash... Any more than one and it crashes though.

It's not a big deal, everything else works great and runs smoothly.



Sort of a noobish question, The "Player" Doesn't die when he is killed by enemies, instead he becomes invisible and can't attack, I'm sure I just forgot to set something...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 25, 2008, 01:22:16 pm
Hm... Usually game over sets in when all party members are dead. Could be my mistake as well.

And that bug IS a serious issue. >.> Everything that causes a crash is a serious issue to me. I think I know what the problem is. The bug in the earlier version happened when two enemies got within range and could see each other. If 2 leaders have that problem, I know what the cause is.
You see, the technical detail here is that each leader has an array of minions and each other enemy can have a leader assigned. The problem most probably happens when a leader tries to add the other leader to his minion array. Then he calls the same method for the other leader. Now, when the other leader adds the first leader to his array and calls his method again, there is a "Stack level too deep" error as RGSS Ruby doesn't allow recursion. Even if it would, this would end up freezing the game as there is no "exit condition" of this recursion. I'll be sure to fix this. I don't use leaders yet and even if I do, I use only one when testing Blizz-ABS, so I wasn't likely to find that bug myself.
Title: Re: [XP] Blizz-ABS
Post by: Mr.Happy on April 25, 2008, 01:34:48 pm
Quote from: Blizzard on April 25, 2008, 01:22:16 pm
Hm... Usually game over sets in when all party members are dead. Could be my mistake as well.

And that bug IS a serious issue. >.> Everything that causes a crash is a serious issue to me. I think I know what the problem is. The bug in the earlier version happened when two enemies got within range and could see each other. If 2 leaders have that problem, I know what the cause is.
You see, the technical detail here is that each leader has an array of minions and each other enemy can have a leader assigned. The problem most probably happens when a leader tries to add the other leader to his minion array. Then he calls the same method for the other leader. Now, when the other leader adds the first leader to his array and calls his method again, there is a "Stack level too deep" error as RGSS Ruby doesn't allow recursion. Even if it would, this would end up freezing the game as there is no "exit condition" of this recursion. I'll be sure to fix this. I don't use leaders yet and even if I do, I use only one when testing Blizz-ABS, so I wasn't likely to find that bug myself.



Thanks for explaining. Will you fix this in the next version? And yeah, I don't often use leaders, I just decided to test the whole leader thing out.

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 25, 2008, 04:02:00 pm
Of course I will fix that. :) Just gimme a bit of time, I have exams the next two weeks. I might throw in v1.99 in the meantime, though.
Title: Re: [XP] Blizz-ABS
Post by: Mr.Happy on April 25, 2008, 10:48:49 pm
Quote from: Blizzard on April 25, 2008, 04:02:00 pm
Of course I will fix that. :) Just gimme a bit of time, I have exams the next two weeks. I might throw in v1.99 in the meantime, though.


Sounds great, thanks a lot for this awesome script (by the way).
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on April 26, 2008, 03:42:46 pm
Well Blizzard I did what you said exactly but with a compatible script it's just I was wondering if there was a call script to stop the player from opening the HUD and it closes the HUD (what the Z key does, but it disables the Z key until the cutscene ends, that way I can still have battles, and movement in cutscenes).
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 26, 2008, 06:03:49 pm
Quote from: diablosbud on April 26, 2008, 03:42:46 pm
Well Blizzard I did what you said exactly but with a compatible script it's just I was wondering if there was a call script to stop the player from opening the HUD and it closes the HUD (what the Z key does, but it disables the Z key until the cutscene ends, that way I can still have battles, and movement in cutscenes).



Quote from: From the Manual XD
3.2.7. Blizz-ABS Controls Manipulation
If you need to disable Blizz-ABS controls during the game for some special occasions, you
can call an event "Call script" command and use following syntax to change this value even
during the game:
$game_system.blizzabs = POSSIBLE_VALUE
POSSIBLE_VALUE is either "true", "false" or "nil" (without the double quotes). This
command will completely override Disable ABS (2.1.5.). If you set it to "true", Blizz-ABS
controls will be available whatever occasion might be (i.e. during the execution of an
event). If you set this option to "false" Blizz-ABS controls will be disabled whatever
occasion might be (i.e. a map full of enemies). If you set it to "nil", the Blizz-ABS itself will
take over the availability of the controls again. This option is initially "nil".
You can also disable only specific buttons. Use an event "Call script" command and use
following syntax to change the availability of one of the buttons during the game:
$game_system.attack_button = POSSIBLE_VALUE
$game_system.defend_button = POSSIBLE_VALUE
$game_system.skill_button = POSSIBLE_VALUE
$game_system.item_button = POSSIBLE_VALUE
$game_system.select_button = POSSIBLE_VALUE
$game_system.hud_button = POSSIBLE_VALUE
$game_system.hotkey_button = POSSIBLE_VALUE
$game_system.minimap_button = POSSIBLE_VALUE
$game_system.turn_button = POSSIBLE_VALUE
$game_system.running_button = POSSIBLE_VALUE
$game_system.sneaking_button = POSSIBLE_VALUE
$game_system.jumping_button = POSSIBLE_VALUE
POSSIBLE_VALUE is either "true" or "false" (without the double quotes). If you don't use
running, sneaking or jumping, it is recommended that you don't ever turn those buttons on.


I think that's what you're asking, right?
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on April 26, 2008, 10:28:59 pm
Yea, thanks Aqua, now I only need one more thing done please and sorry. I need it so I can use a call script to disable the full HUD and then it checks if it was on before the cutscene and if it was enables the pieces that were running before. That is not needed but the full HUD disabling is needed, could someone please help me do this?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 26, 2008, 10:59:02 pm
Quote from: diablosbud on April 26, 2008, 10:28:59 pm
Yea, thanks Aqua, now I only need one more thing done please and sorry. I need it so I can use a call script to disable the full HUD and then it checks if it was on before the cutscene and if it was enables the pieces that were running before. That is not needed but the full HUD disabling is needed, could someone please help me do this?


$game_system.hud = false

Turns the HUD off

$game_system.hud = true

Turns it back on and it should turn on the parts too... I think
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 27, 2008, 10:50:12 am
Im back! Whats good people? haha.

I have a quick question, is it possible to have the player hold a weapon with this combat system, like, where you would see the sword?

Or can it only be done by switching sprites?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 27, 2008, 11:12:33 am
Do you mean hold it while he's attacking or at anywhere at anytime?

To hold while he's attacking, look at the manual (sorry I don't feel like pulling it up right now XD)

For anywhere at anytime, you need to use different sprites.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 27, 2008, 01:31:14 pm
Quote from: Aqua on April 27, 2008, 11:12:33 am
Do you mean hold it while he's attacking or at anywhere at anytime?

To hold while he's attacking, look at the manual (sorry I don't feel like pulling it up right now XD)

For anywhere at anytime, you need to use different sprites.


Oh, so it is possible?

And thats ok, I don't mind going through it haha.
Title: Re: [XP] Blizz-ABS
Post by: Juan on April 27, 2008, 04:37:24 pm
try using
 $game_system.hud = 
false
since their is a rgss bug in the interperator class. I'll post my fix it to later.
Edit
Here is my script call fix http://chaos-project.com/cpforum/index.php?topic=938.0
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on April 27, 2008, 04:51:37 pm
Thanks that works same with the pieces that were on part ;D. Thank you very much for your support.
Title: Re: [XP] Blizz-ABS
Post by: Elighja on May 10, 2008, 10:17:03 am
This is just utterly amazing. This is leaving me breathless...
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on May 10, 2008, 06:51:37 pm
Whew! I took me a few hours but I read every post in this thread to make sure my question wasn't already answered here in Blizzard's frequent updates. I don't think it has. Though I am now wondering if my problem isn't more of an RMXP related one than a Blizz related one.

Question: Does Blizz control the automatic fade to transparency and removal of dead enemys? What I want to do is have the enemy not disappear but change it's sprite to a death sprite when it's HP flatlines. I'd like to actually animate the death before it becomes just a still picture of a lifeless corpse. And when the animation has finished have the death sprite pic remain on the screen for how ever long I set it [maybe have the game keep track of days, weeks, months in game time so that I could also show a process of decay and finally just bones]. And also have it so that the hero can loot the corpse or later the bones and clothing if it hasnt already been looted by other enemies or NPCs.

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.

BTW Blizz you are doing an amazing job with this project. And lots of people I see have done a great job reporting bugs and helping Blizz keep improving this thing. Reading through this whole thread I was really impressed with the level of support from Blizzard and the level of active participation from fans. The potential here is huge! Thanks Blizzard and thanks to all those who encouraged you.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 10, 2008, 07:18:13 pm
Blizz-ABS is scripted so it automatically fades out and rids the sprite of a monster.
So... for your question, you're gonna have to talk to Blizz about this... lol
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 10, 2008, 09:59:26 pm
@Joe Rockhead:  You can make these animation sprites yourself and set them as destruct animation for the enemies.

I found a bug!
sometimes, when i kill an enemy that it supposed to go away after I kill it (I erase the event and then turn on its local switch that has no spriteset) the enemy comes back with no spriteset and is indestructable and kills me verry quickly!  WHY?!?!?!

EDIT: I figured it out.  I had a message appear after I killed the enemy but before I switched it to no spriteset and cleared it.  The message has to come last.
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on May 11, 2008, 01:49:34 am
Thanks Wink I found section 3.4.4. in the manual and now searching the scripts for "def self.destruct" to see what happens when I set it to use my death sprite.

Hey, does this Board have a setting I can change so that when I post something it takes me back to the thread I was posting in instead of dropping me off in the parent forum? That is real annoying.

Hmm, how odd. It doesn't do it when I modify an already existing post...
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on May 11, 2008, 03:08:42 am
Ok I am thoroughly confused now. I read in manual section 3.4.4.
Spoiler: ShowHide
3.4.4. "self.destruct"
To set up an enemy destruction animation find the line that says "def self.destruct" after the
line "module Enemies" and the one below that says "case id". There are various when-then
branches where you can set up which weapon belongs to which type. Use the following
template to set up the configuration:
when ID then return ANIMA
ID - weapon ID in the database
ANIMA - animation ID in the database
example:
when 7 then return 12
In the example above after the enemy with ID 7 dies the animation with ID 12 would be
played once. Keep in mind that a "cloaked" enemy will "die" using his default animation
regardless of the "cloaking" spriteset. Default value is 0.


So searching the ABS scripts I find the referred to lines in first script
Spoiler: ShowHide
  module Enemies
   
    def self.type(id)
      return 0
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.enemy_set(id)
      return ''
    end
   
    def self.destruct(id)
      return 0
    end
   
  end
 
end


Though I do not find the referred to "case id" nor the "various when-then branches" there. So I assume that is because I haven't created them yet. What confuses me though is the bit about using the enemy's weapon ID to identify which enemy's death sprite should be used. That doesn't make any sense to me.

I could understand if it needed to know the weapon of the actor causing the enemy's destruction so that it would know what kind of death sprite should be used such as a flaming dance of death for when a flamethrower is used to slay the enemy or exploding into a gory mess when a grenade is thrown at it but I don't understand what the weapon type of the enemy has to do with what it's death animation should look like.

Also I was under the impression that enemies did not have specific weapon identifications associated with them as actors do. Or has that changed from 95 to 98? I was last using 1.95 and only just now updated to 1.98 when I set out to try wink's suggestion. Is there any way I can just use the enemy's database slot number in the when/then statements to tell BABS which death sprite to use? Another thing too is it refers to the animation's ID in the database. I wasn't aware that animations were listed in the database. I have been just naming my animations a certain way so that Blizz recognizes them and uses them automatically without any reference to the database.

And also that would be cool if, as suggested above, I could provide for different death animations depending on what weapon is used to slay the enemy. Also, it says the animation would be played once. Then what? Would it still disappear as before? As I said in my previous post I need it to stay there and not disappear untill the actors have a chance to loot it's corpse. Also it would be cool if it could stay there and slowly change from a full sized body to a shriveling dessicated one and finally to a skeleton and some bits of clothing which is really just two more sprites that dont even need to be animated or I guess they could be added into the death animation if the usual four frames could be extended to six and the last two frames only played much further apart in game time.

EDIT: Ok I tried sticking with the above instructions. I moved my enemy's death sprite from the character folder to the animation folder and imported it and added it in the database as a new entry 101 in animations. Then I added the following line in the abs1 config script under "def self.destruct" : "when 33 then return 101" so it looks like this:

    def self.destruct(id)
      when 33 then return 101
      return 0
    end

33 is the database ID of the enemy I am using. But when I test it I get an error for that line I inserted. Did I get the syntax wrong? Should I put an else before the "return 0" ? I'll try that.

Title: Re: [XP] Blizz-ABS
Post by: winkio on May 11, 2008, 10:04:41 am
@Joe

you have to add in a "case id" after the first line and an "end" after all the when return staements, like this:

def self.destruct(id)
   case id
      when 33 then return 101
   end
   return 0
end
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 11, 2008, 06:12:34 pm
Hm...  Hey Blizz!
Are you gonna implement a feature that will make it have different 'recharge' times between attacks/skills.
For example, a machine gun will attack a LOT faster than say... a... bazooka or something.  Can this be possible? :)
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on May 12, 2008, 12:16:08 am
i found a problem in ABSEAL (the one in Blizz-ABS, not the seperate one), i have a map where you fight a number of bosses at differnt stagtes during the game, these bosses show up when a switch is on, ofcause, to prevent the boss from staying in one spot and continue to hunt you down, i disabled ABSEAL for that room, however, i noticed that all the events for every boss is there, it's just that if the switch is off on the event, the event has no image and doesn't move, but their still there, when i enabled ABSEAL on that map, it worked to how i wanted it to work
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 12, 2008, 03:21:51 am
Crap, I forgot what I posted as answer to this before the forum went down again. -_- Gimme a moment.

@Joe: I just answered your questions in the other thread. As already said there, enemies don't have weapons. Dying sprite animation is possibly easy to implement, but a sprite for each type of weapon? Then a weapon type must be defined first, this won't work as a common-use script and would need specific implementation depending on which types you are using. Also showing an enemy corpse decay...? The idea sounds great, but it can be a huge problem to implement. Depending on how long it takes it could cause lag. The only alternative would be using the already existant dropped-item-counter to display the decaying. After an enemy is gone you can't take the loot from his body.

And finally: If you use the configuration app, you can set up the dying animations more easily.

If I forgot to answer anything, just ask again (you can quote it from an earlier post).

@Aqua: Yes, there will delay for all of them: weapons, skills, etc.
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on May 12, 2008, 05:16:59 am
@Wink thanks for that it really cleared things up for me.

@Aqua Good idea I like it!

@Blizz Thanks for both responses I'll get back to you after some more extensive experimenting. And don't feel pressured by my persistence. I know you are busy with school and all and I respect that and that makes me respect all you are doing here even more! So take your time, respond when you have the free time and are well rested [which i know is probably never]. Sorry I am so verbose which causes you to take even more time to read your thread. I've struggled with it for years to no avail.

I cam back to edit this post so that if your in a hurry and just want the essential stuff you can skip over most of my post and read it when you have more time. MAn I love this spoiler thingy!
Spoiler: ShowHide
As for the decay and death sprites I think you misunderstood me. When I say gradual I don't mean its actually animating or flipping sprite frames on and off all that game time thats passing.

I mean like the event pauses at the final frame of the death sprite when it is lying motionless on the ground with just maybe a counter set to count off game time in the background [does mere counting cause lag?] and meanwhile the player moves on to other maps and continues further along in game time so that when and if they return to that map maybe an autoevent will check that counter variable and if it shows that enough time has passed it triggers that motionless corpse sprite/event/pic to change to either the decayed and shriveled version [not an animation just one frame] or the skeleton pic if a really long time has passed.

I am thinking of really epic games here of course. This wouldn't be an option for a short game. And also in an epic game of the sort I have in mind time would leap forward skipping over many days, weeks, months or years at once at certain points like during an important cutscene at a crucial turning point in the story.

Say for instance you had an Anne Rice type story in which you play the part of a vampire like Lestat and at a kind of miniclimax in the story [like the course of history changes making life rough for vampires because of a general awareness of them leading to mass witch-hunts] so you go into one of those long deep sleeps vampires sometimes go into like hibernation.

That would fast forward game time a whole bunch. Ok that might not have been the best example since usually those long sleeps are for like a century or more and by then wild dogs would have ran off with the bones and buried them somewhere most likely. But you get the point right?

The only question I think unanswered from my previous posts was the one about the fading to transparency. Aqua informed me that:


Blizz-ABS is scripted so it automatically fades out and rids the sprite of a monster.
So... for your question, you're gonna have to talk to Blizz about this... lol



Aside from all that animation business I just wanted to be able to turn off the fade to transparency effect that automatically removes the pic of the enemy from the screen when it dies. I already successfully added a death animation and I see the body lying on the ground when it dies but it is only on there for like a second and disappears. Anyone not looking for it would probably miss it entirely. But it is definately there. I just need it to stay visable long enough for some looting options to be available on it. Wouldnt have to be for very long since any player worth his or her salt is going to want to hurry up and get what ever loot there is to get and move on to something else.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 12, 2008, 05:39:09 am
Ah, I see. As I already said, I could make the current drop system allow an alternative usage where the items with their icons don't drop only when the enemy actually drops them, but instead it would show a custom sprite (defined by each enemy) and stay there as long as the dropped item counter works. Of course, some corpses don't have loot which would need to be set up additionally. All in all, this shouldn't be a problem to add. Thanks for this great idea. ^_^

And yeah, disabling that piece of code will onyl disable the animation, enemies still disappear, but dropped items don't.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 12, 2008, 11:10:37 am
Hm... not sure if this has been asked before but...
is it possible to display the mini-map in the corner but disable the player from making it big but still be able to hide it?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 12, 2008, 12:03:16 pm
Find this line:
$game_system.minimap = ($game_system.minimap + 1) % 3

and change the 3 to 2. Now the player shouldn't be able to full-screen the map.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 12, 2008, 05:52:54 pm
That works... thanks  ;D
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on May 21, 2008, 04:56:37 pm
Hey I had been looking for a script for this that is compatible with Blizz-ABS and I finally found one and I thought I would post it here to make people using Blizz-ABS happy. A bare-hand fighting script, this works by taking the strength and for every -- of strength = added -- ATK. This also works the same way with PDEF, for -- of dexterity = added -- of PDEF and MDEF, for -- of intellegence = -- of MDEF. The only part that isn't good about this script is that for bare-handed fighting it takes away the increase if you are wielding a weapon and adds it again when you unequip the weapon.

Here is the script:
Spoiler: ShowHide
#===================================
#  No Equipment Stats, by Leon
#===================================
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  * Game_Actor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Game_Actor < Game_Battler
 
  alias leon_wyzstat_gameactor_baseatk base_atk
  alias leon_wyzstat_gameactor_basepdef base_pdef
  alias leon_wyzstat_gameactor_basemdef base_mdef
 
  #Multiplies strength by a number.  1.0 = strength, higher for more atk, lower for less.
  #Use decimals, as shown.
  STRENGTH_MOD = 1.4
  #Multiplies dexterity by a number.  1.0 = dexterity, higher for more Phys Defense, lower for less.
  #Use decimals, as shown.
  DEXTERITY_MOD = 1.6
  #Multiplies intelligence by a number.  1.0 = intellect, higher for more Magic Defense, lower for less.
  #Use decimals, as shown.
  INTELLECT_MOD = 1.6
 
  def base_atk
    n = leon_wyzstat_gameactor_baseatk
    if n == 0
      n += $data_actors[@actor_id].parameters[2, @level] * STRENGTH_MOD
      n = n.round
      return n
    else
      return n
    end
  end
 
  def base_pdef
    n = leon_wyzstat_gameactor_basepdef
    if n == 0
      n += $data_actors[@actor_id].parameters[3, @level] * DEXTERITY_MOD
      n = n.round
      return n
    else
      return n
    end
  end
 
  def base_mdef
    n = leon_wyzstat_gameactor_basemdef
    if n == 0
      n += $data_actors[@actor_id].parameters[5, @level] * INTELLECT_MOD
      n = n.round
      return n
    else
      return n
    end
  end
end
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on May 21, 2008, 07:50:53 pm
Blizzard, I was wondering if you could please fix a compatibility issue between Weapon Master by Formar0153. There is an error, very uncommon when I attack an enemy it says "Script 'Weapon Masteries' line 78: NoMethodError occurred.

unidentified method '/' for #<String:0x9a1c050>".

Here is the script:
Weapon Masteries script: ShowHide
#==============================================================================
# Individual Character Development - Weapon Master by Fomar0153
#==============================================================================
class Game_Party

  attr_accessor :icd_weapon_masters
  attr_accessor :icd_weapon_type
  attr_accessor :icd_weapon_type_skills
  attr_accessor :icd_weapon_max_level
  attr_accessor :icd_weapon_damage_bonus
 
  alias fomar_icd_weapon_master_initialize initialize
  def initialize
    fomar_icd_weapon_master_initialize
    @icd_weapon_masters = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14]
    @icd_weapon_type = [
    {'name'=>'Blade Mastery', 'weapons'=>[46, 47, 48, 49, 50, 51, 53, 54, 55, 56, 57, 58, 59, 61, 62, 63, 64, 66, 67, 60, 61, 62, 63, 64, 66]},
    {'name'=>'Blunt Mastery', 'weapons'=>[1, 2, 3, 4, 5, 10, 11, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 37, 38, 42, 43, 44, 45, 68, 69, 70]},
    {'name'=>'Marksman Mastery', 'weapons'=>[12, 13, 14, 15, 16, 17, 18]},
    {'name'=>'Spear Mastery', 'weapons'=>[31, 33, 34, 35, 36]},
    {'name'=>'Polearm Mastery', 'weapons'=>[6, 7, 8, 9, 71]},   
    {'name'=>'Throwing Mastery', 'weapons'=>[5, 32, 52, 65]},
    {'name'=>'Staff Mastery', 'weapons'=>[39, 40, 41, 72, 73]}
    ]
    @icd_weapon_type_skills = {'Sword1'=>57, 'Sword2'=>58, 'Sword3'=>59, 'Sword4'=>60,
    'Spear1'=>61, 'Spear2'=>62, 'Spear3'=>63, 'Spear4'=>64}
    @icd_weapon_max_level = 20
    @icd_weapon_damage_bonus = 8
   
  end
end

class Game_Actor < Game_Battler
 
  alias fomar_icd_weapon_master_setup setup
  def setup(actor_id)
    fomar_icd_weapon_master_setup(actor_id)
    @icd_weapon_type_levels = {}
   
    for icd_type in $game_party.icd_weapon_type
      @icd_weapon_type_levels[icd_type['name']] = 0
    end
   
  end
 
  def damage_multiplier
    for icd_type in $game_party.icd_weapon_type
      if icd_type['weapons'].include?(@weapon_id)
        return ((@icd_weapon_type_levels[icd_type['name']])/100)  * $game_party.icd_weapon_damage_bonus
      end
    end
    return 0
  end
 
  def improve_weapon_use
    for icd_type in $game_party.icd_weapon_type
      if icd_type['weapons'].include?(@weapon_id)
        unless @icd_weapon_type_levels[icd_type['name']] == 100 * $game_party.icd_weapon_max_level
          @icd_weapon_type_levels[icd_type['name']] += 1
          if (@icd_weapon_type_levels[icd_type['name']] / 100) == (@icd_weapon_type_levels[icd_type['name']].to_f / 100.00)
            self.learn_skill($game_party.icd_weapon_type_skills[icd_type['name'] + (@icd_weapon_type_levels[icd_type['name']] / 100).to_s])
          end
        end
      end
    end
  end
 
end

class Game_Enemy < Game_Battler
 
  def attack_effect(attacker)
    if $game_party.icd_weapon_masters.include?(attacker.id)
      attacker.improve_weapon_use
      k = super
      x = self.damage
      self.damage *= (100 + attacker.damage_multiplier)
      self.damage /= 100
      self.hp -= (self.damage - x)
      return k
    else
      return super
    end
  end
 
end
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on May 22, 2008, 06:56:11 pm
is there a way to make ur controls gamepad compatible
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 24, 2008, 08:25:40 am
Quote from: diablosbud on May 21, 2008, 07:50:53 pm
Blizzard, I was wondering if you could please fix a compatibility issue between Weapon Master by Formar0153. There is an error, very uncommon when I attack an enemy it says "Script 'Weapon Masteries' line 78: NoMethodError occurred.

unidentified method '/' for #<String:0x9a1c050>".

Here is the script:
Weapon Masteries script: ShowHide
#==============================================================================
# Individual Character Development - Weapon Master by Fomar0153
#==============================================================================
class Game_Party

  attr_accessor :icd_weapon_masters
  attr_accessor :icd_weapon_type
  attr_accessor :icd_weapon_type_skills
  attr_accessor :icd_weapon_max_level
  attr_accessor :icd_weapon_damage_bonus
 
  alias fomar_icd_weapon_master_initialize initialize
  def initialize
    fomar_icd_weapon_master_initialize
    @icd_weapon_masters = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14]
    @icd_weapon_type = [
    {'name'=>'Blade Mastery', 'weapons'=>[46, 47, 48, 49, 50, 51, 53, 54, 55, 56, 57, 58, 59, 61, 62, 63, 64, 66, 67, 60, 61, 62, 63, 64, 66]},
    {'name'=>'Blunt Mastery', 'weapons'=>[1, 2, 3, 4, 5, 10, 11, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 37, 38, 42, 43, 44, 45, 68, 69, 70]},
    {'name'=>'Marksman Mastery', 'weapons'=>[12, 13, 14, 15, 16, 17, 18]},
    {'name'=>'Spear Mastery', 'weapons'=>[31, 33, 34, 35, 36]},
    {'name'=>'Polearm Mastery', 'weapons'=>[6, 7, 8, 9, 71]},   
    {'name'=>'Throwing Mastery', 'weapons'=>[5, 32, 52, 65]},
    {'name'=>'Staff Mastery', 'weapons'=>[39, 40, 41, 72, 73]}
    ]
    @icd_weapon_type_skills = {'Sword1'=>57, 'Sword2'=>58, 'Sword3'=>59, 'Sword4'=>60,
    'Spear1'=>61, 'Spear2'=>62, 'Spear3'=>63, 'Spear4'=>64}
    @icd_weapon_max_level = 20
    @icd_weapon_damage_bonus = 8
   
  end
end

class Game_Actor < Game_Battler
 
  alias fomar_icd_weapon_master_setup setup
  def setup(actor_id)
    fomar_icd_weapon_master_setup(actor_id)
    @icd_weapon_type_levels = {}
   
    for icd_type in $game_party.icd_weapon_type
      @icd_weapon_type_levels[icd_type['name']] = 0
    end
   
  end
 
  def damage_multiplier
    for icd_type in $game_party.icd_weapon_type
      if icd_type['weapons'].include?(@weapon_id)
        return ((@icd_weapon_type_levels[icd_type['name']])/100)  * $game_party.icd_weapon_damage_bonus
      end
    end
    return 0
  end
 
  def improve_weapon_use
    for icd_type in $game_party.icd_weapon_type
      if icd_type['weapons'].include?(@weapon_id)
        unless @icd_weapon_type_levels[icd_type['name']] == 100 * $game_party.icd_weapon_max_level
          @icd_weapon_type_levels[icd_type['name']] += 1
          if (@icd_weapon_type_levels[icd_type['name']] / 100) == (@icd_weapon_type_levels[icd_type['name']].to_f / 100.00)
            self.learn_skill($game_party.icd_weapon_type_skills[icd_type['name'] + (@icd_weapon_type_levels[icd_type['name']] / 100).to_s])
          end
        end
      end
    end
  end
 
end

class Game_Enemy < Game_Battler
 
  def attack_effect(attacker)
    if $game_party.icd_weapon_masters.include?(attacker.id)
      attacker.improve_weapon_use
      k = super
      x = self.damage
      self.damage *= (100 + attacker.damage_multiplier)
      self.damage /= 100
      self.hp -= (self.damage - x)
      return k
    else
      return super
    end
  end
 
end



This happens because the damage in Blizz-ABS is set to a text string so the SP damage display can work. Try this edit of the last part of the original code:

class Game_Enemy < Game_Battler
 
  def attack_effect(attacker)
    if $game_party.icd_weapon_masters.include?(attacker.id)
      attacker.improve_weapon_use
      k = super
      x = self.damage
      y = (x.is_a?(String) ? x.to_i : x)
      if y.is_a?(Numeric)
        self.damage = y
        self.damage *= (100 + attacker.damage_multiplier)
        self.damage /= 100
        self.hp -= (self.damage - y)
      end
      return k
    else
      return super
    end
  end
 
end


I'm not sure if this will work out right.

Quote from: nathmatt on May 22, 2008, 06:56:11 pm
is there a way to make ur controls gamepad compatible



I don't know, but most likely no. Except you can map keyboard keys to a gamepad. =/
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on May 24, 2008, 10:36:49 am
never mined lol u have to many controls to use a gamepad
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on May 24, 2008, 07:48:10 pm
Well it works well I just had to add a few "end"s on to the bottom lines. Thank you extremely Blizzard because this script is cool to have with your ABS 8). I will tell you if the error occurs again.
Title: Re: [XP] Blizz-ABS
Post by: RandomguyxD on May 25, 2008, 06:49:45 am
hey, I'm a little nab with the scripting, I learned how to script yesterday xD, but this dont work with all scripts, I only know how to CTRL+C the script, Put it in above
Main, but it dosent work with this, or it maybe does? But it doesent work for me...
And it is confusing that you put random stuff with the script in the text/script, understand what I mean?  If you dont then I mean that: The stuff you write in the scripts like
Thanks to and alot of other stuff that isnt supposed to be in the script, its OK that you want to tell us all that stuff but it confuses me xD
So please just tell where to put the script and then dont write anything else in the script
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 25, 2008, 09:58:55 am
You just copy and paste part 1 of the script in a new script above Main, then C&P part 2 under part 1 in a new script, and finally C&P part 3 under part 2 in a new script.

And you have to keep the credit stuff... lol
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 26, 2008, 02:38:53 am
These two topics can be of help:

http://forum.chaos-project.com/index.php?topic=198.0
http://forum.chaos-project.com/index.php?topic=23.0

Other than that just like Aqua said.

Scripting in RGSS Ruby is the same as programming. It's just another language. You need to follow syntax rules and use existing commands or commands that you created yourself by grouping other commands and operations.
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on May 27, 2008, 09:59:07 pm
Ok, this is more of a curiosity than anything else.

I currently have
DISABLE_ABS_MODE = 3

set up so that the ABS mode is only available when mobs that can attack are nearby.  I want to be able to change my character sprites so that they have both a normal walking animation while Blizz-ABS is disabled, and look on the ready for attack when it's active.

I was wondering if I could use a common script with a Conditional Branch:Script:
to achieve this effect.  However I'm curious about how to use this setup to figure out if the ABS is disabled or not.

Not sure if I'm clear, I'm wondering if there's something like:
Conditional Branch:Script:ABS = 1
  @>Change Actor Graphic: [Main], Mainattack, 0, ,0
  @>
:   Else
  @>Change Actor Graphic: [Main], Mainwalk, 0, ,0
  @>
:   Branch End

just to change the character graphics in order to appear like they're ready to attack.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 28, 2008, 02:57:21 am
Hm... This could interfere with the sprite animation system. a direct implementation would be better.

class Map_Battler

  alias sprite_update_idle_later sprite_update
  def sprite_update
    if @current_sprite == '' && !game_temp.in_battle
      @current_sprite = '_idl'
    end
  end
 
end


I am not sure if this will work. It should add another sprite type which is had the filename extention "_idl".
Title: Re: [XP] Blizz-ABS
Post by: Caesis on May 29, 2008, 11:24:49 am
Small question ... whats new in 1.98?
I had 1.95 before ...


(Reasons why your ABS is best lol.)
Its way more simple than the other ABS I've seen ... just need to name it and put a graphic. Theres another which looks nicer than this, but you need far more custom graphics and some of your own scripting and have to make like five event pages for an enemy.

I like the "weapon is a seperate item" from the sprite =)

Tech support needed:

I used "sir lag alot"'s attack stance and just moved my sprite on top of him, then removed SirLagalot to get it at the right places on the picture. It looks great, minus the fact that its just a running sprite using as an attack sprite.
However, when I attack facing down, the sprite jumps back about 5 squares. Then I jump back to the proper place after the sword finishes swinging. The damage is still inflicted to enemies in the area where I started, and I can still take damage. It seems to be merely graphics ... but I can't find out why it does this.
Also, I'm using a sword very similar to "Hellbane" from sirlagalot. Basicly, I kept the blade shape and ever so slightly changed the handle shape. And recoulored it. So I'm pretty sure its not that.

Thanks alot
- Caesis
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on May 29, 2008, 01:13:48 pm
@Phasedscar - That is a cool idea! Hey Blizz I hope you include that in one of your future updates to Blizz-ABS! I would definately use that.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 29, 2008, 03:22:13 pm
@Caesis:  Use the YOffset option.  Set it to 112 (i think).  This is needed because when you chop the scprite up into identical squares, it is a bit uneven.  Blizz can explain better.
Title: Re: [XP] Blizz-ABS
Post by: Caesis on May 30, 2008, 08:00:37 am
Alright ... I only set it to like 5 or 6 previously to see if it did anything =p

I'll try this out

Thanks
- Caesis
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on May 30, 2008, 06:42:08 pm
Blizzard, I want this for my game, and it works except for two parts, I don't need this done, but it shouldn't be hard to fix. I have a Passive Skills script and I just got it perfectly running, except for the EXP, and gold percentage change. I need this to be percentage so I am not giving to low or too high ammounts of them, because that may be it. Well basically when I tell it to give me more EXP and gold it doesn't. There is no error, just the normal ammounts of each. Please Blizzard when you get some free-time on your hands could you please fix this compatibility issue?

Here is the script:
Passive Skills by Gando: ShowHide
#==============================================================================
# ** Passive_Skills
#------------------------------------------------------------------------------
# By: Gando
# 4/5 2008
#------------------------------------------------------------------------------
#                              INTRODUCTION
#------------------------------------------------------------------------------
#
#  With this script you will be able to create Passive skills.
#  And for those of you that doesn't know what passive skills are,
#  here is a short explaination:
#
#  A passive skill is a skill that cannot be used.
#  It just gives "support" to the skills owner, like bonus str, dex, hp etc.
#
#---
#
#  I've also added a little feature that removes the "0" from the skill window,
#  when a skill doesn't cost any sp. If you for some reason don't want this
#  feature, just remove the whole Window_Skill at the bottom of this script.
#
#------------------------------------------------------------------------------
#                                 SETUP
#------------------------------------------------------------------------------
#
#  PASSIVE_SKILLS - Here are all the passive skills. To add a new skill,
#                   put the skills id from the database here.
#
#  ATTRIBUTES - Here is where you do your passive skills setup.
#               The numbers to the left(1=>..., 2=>... etc.) are the id's
#               of the skills in PASSIVE_SKILLS. To add a new passive skill
#               in ATTRIBUTES, put a comma at the end of the last skill setup
#               and put this line below it, and set it up as you want it:
#  skill_id => [max_hp, max_sp, str, dex, agi, int, atk, pdef, mdef, gold, exp]
#               
#
#  max_hp - Increaces the max health. 
#  max_sp - Increaces the max mana.
#  str    - Increaces the strength.
#  dex    - Increaces the dexterity.
#  agi    - Increaces the agility.
#  int    - Increaces the intelligence.
#  atk    - Increaces the attack power.
#  pdef   - Increaces the  physical defence.
#  mdef   - Increaces the magical defence.
#  gold   - Increaces the gold gain in battle.
#  exp    - Increaces the exp gain in battle, (for the whole party).
#
#  GOLD_GAIN_PERCENT - If true, the gold number in ATTRUBUTES will be treated
#                      as percent,(20 would be 20% extra gold).
#                      If false, the gold gain will be multiplied by the gold
#                      number in ATTRIBUTES,(20 would be gold * 20).
#
#  EXP_GAIN_PERCENT  - If true, the exp number in ATTRIBUTES will be treated
#                      as percent,(20 would be 20% extra exp).
#                      If false, the exp gain will be multiplied by the exp
#                      number in ATTRIBUTES,(20 would be exp * 20).
#
#------------------------------------------------------------------------------
#                               REMEMBER!
#------------------------------------------------------------------------------
#
# Since passive skills are supposed to be "support" skills, they are not meant
# to be used in battle or the menu.
# So remember to Change the Database/Skills/Occasion to never.
# Also remember to change the sp cost of the skill to 0.
#
# Of course you can have regular, usable skills and still have the passive bonus.
# It's all up to you how you want the skills to work.
#
#------------------------------------------------------------------------------
#  CREDITS: Gando for making the script and khmp for helping with it.
#==============================================================================
  PASSIVE_SKILLS = [41]
  #skill_id => [max_hp, max_sp, str, dex, agi, int, atk, pdef, mdef, gold, exp]
  ATTRIBUTES =
  {
  41 => [0, 0, 0, 0, 0, 0, 0, 0, 0, 50, 25] ,

  }
 
  GOLD_GAIN_PERCENT = true
  EXP_GAIN_PERCENT  = true
 
class Game_Actor < Game_Battler
  alias passive_skill_learn learn_skill
  alias passive_skill_forget forget_skill
  #--------------------------------------------------------------------------
  # * Get Actor ID
  #--------------------------------------------------------------------------
  def learn_skill(skill_id)
    passive_skill_learn(skill_id)
    if PASSIVE_SKILLS.include?(skill_id)
      @maxhp_plus += ATTRIBUTES[skill_id][0]
      @maxsp_plus += ATTRIBUTES[skill_id][1]
      @str_plus   += ATTRIBUTES[skill_id][2]
      @dex_plus   += ATTRIBUTES[skill_id][3]
      @agi_plus   += ATTRIBUTES[skill_id][4]
      @int_plus   += ATTRIBUTES[skill_id][5]
      @atk_plus   += ATTRIBUTES[skill_id][6]
      @pdef_plus  += ATTRIBUTES[skill_id][7]
      @mdef_plus  += ATTRIBUTES[skill_id][8]
      @goldt      += ATTRIBUTES[skill_id][9]
      @expt       += ATTRIBUTES[skill_id][10]
    end
  end
  def forget_skill(skill_id)
    passive_skill_forget(skill_id)
    if PASSIVE_SKILLS.include?(skill_id)
      @maxhp_plus -= ATTRIBUTES[skill_id][0]
      @maxsp_plus -= ATTRIBUTES[skill_id][1]
      @str_plus   -= ATTRIBUTES[skill_id][2]
      @dex_plus   -= ATTRIBUTES[skill_id][3]
      @agi_plus   -= ATTRIBUTES[skill_id][4]
      @int_plus   -= ATTRIBUTES[skill_id][5]
      @atk_plus   -= ATTRIBUTES[skill_id][6]
      @pdef_plus  -= ATTRIBUTES[skill_id][7]
      @mdef_plus  -= ATTRIBUTES[skill_id][8]
      @goldt      -= ATTRIBUTES[skill_id][9]
      @expt       -= ATTRIBUTES[skill_id][10]
    end
  end
end

class Game_Battler
  attr_accessor :goldt
  attr_accessor :expt
  alias parameter_init initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @atk_plus = 0
    @pdef_plus = 0
    @mdef_plus = 0
    @goldt = 0
    @expt = 0
    parameter_init
  end
 
  #--------------------------------------------------------------------------
  # * Get Attack
  #--------------------------------------------------------------------------
  def atk
    n = [[base_atk + @atk_plus, 1].max, 999].min
    for state in states do n *= state.atk_rate / 100.0 end
    n = [[Integer(n), 1].max, 999].min
    return n
  end

  #--------------------------------------------------------------------------
  # * Get Defense
  #--------------------------------------------------------------------------
  def pdef
    n = [[base_pdef + @pdef_plus, 1].max, 999].min
    for i in @states
      n *= $data_states[i].pdef_rate / 100.0
    end
    return Integer(n)
  end
 
  #--------------------------------------------------------------------------
  # * Get Defense
  #--------------------------------------------------------------------------
  def mdef
    n = [[base_mdef + @mdef_plus, 1].max, 999].min
    for i in @states
      n *= $data_states[i].mdef_rate / 100.0
    end
    return Integer(n)
  end
 
  #--------------------------------------------------------------------------
  # * Set Attack
  #     new_atk : new attack
  #--------------------------------------------------------------------------
  def atk=(new_atk)
    @atk_plus += new_atk - self.atk
    @atk_plus = [[@atk_plus, -999].max, 999].min
  end
 
  #--------------------------------------------------------------------------
  # * Set Defense
  #     new_def : new defense
  #--------------------------------------------------------------------------
  def pdef=(new_pdef)
    @pdef_plus += new_pdef - self.pdef
    @pdef_plus = [[@pdef_plus, -999].max, 999].min
  end
 
  #--------------------------------------------------------------------------
  # * Set Defense
  #     new_def : new defense
  #--------------------------------------------------------------------------
  def mdef=(new_mdef)
    @mdef_plus += new_mdef - self.mdef
    @mdef_plus = [[@mdef_plus, -999].max, 999].min
  end
end

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Start After Battle Phase
  #--------------------------------------------------------------------------
  def start_phase5
    # Shift to phase 5
    @phase = 5
    # Play battle end ME
    $game_system.me_play($game_system.battle_end_me)
    # Return to BGM before battle started
    $game_system.bgm_play($game_temp.map_bgm)
    # Initialize EXP, amount of gold, and treasure
    exp = 0
    gold = 0
    treasures = []
    # Loop
    for enemy in $game_troop.enemies
      # If enemy is not hidden
      unless enemy.hidden
        # Add EXP and amount of gold obtained
        exp += enemy.exp
        gold += enemy.gold
        # Determine if treasure appears
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($data_items[enemy.item_id])
          end
          if enemy.weapon_id > 0
            treasures.push($data_weapons[enemy.weapon_id])
          end
          if enemy.armor_id > 0
            treasures.push($data_armors[enemy.armor_id])
          end
        end
      end
    end
    # Treasure is limited to a maximum of 6 items
    treasures = treasures[0..5]
    # Obtaining EXP
    gold_mult = 0
    exp_mult = 0
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      exp_mult += $game_party.actors[i].expt
    end
    if EXP_GAIN_PERCENT == true
      exp += (exp * exp_mult == 0? 0: exp * exp_mult / 100).to_i
    elsif EXP_GAIN_PERCENT == false
      exp = (exp * exp_mult == 0? 0: exp * exp_mult).to_i
    end
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      gold_mult += $game_party.actors[i].goldt
      if actor.cant_get_exp? == false
        last_level = actor.level
        actor.exp += exp
        if actor.level > last_level
          @status_window.level_up(i)
        end
      end
    end
    if GOLD_GAIN_PERCENT == true
      gold += (gold * gold_mult == 0? 0: gold * gold_mult / 100).to_i
    elsif GOLD_GAIN_PERCENT == false
      gold = (gold * gold_mult == 0? 0: gold * gold_mult).to_i
    end
    # Obtaining gold
    $game_party.gain_gold(gold)
    # Obtaining treasure
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
    # Make battle result window
    @result_window = Window_BattleResult.new(exp, gold, treasures)
    # Set wait count
    @phase5_wait_count = 100
  end
end
#==============================================================================
# ** Window_Skill
#------------------------------------------------------------------------------
#  This will hide the zero if the skill doesn't cost any SP.
#==============================================================================
class Window_Skill < Window_Selectable
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    skill = @data[index]
    if @actor.skill_can_use?(skill.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(skill.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
    if @data[index].sp_cost != 0
    self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
    end
  end
end
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on May 30, 2008, 11:22:14 pm
Thanks for response Blizz.  I haven't tried it yet but I've only been working on the art my game this week (for the most part).

Out of curiosity though, is it possible to have the condition branch with...?
if @current_sprite == '' && !game_temp.in_battle

The reason I ask is because this also allows the option of battle music.  I suppose that can be writen with another subscript in the one you had posted before?

Anyway, I know you're writing your thesis atm so I'm being patient on this.  But it might be a consideration for ABS 2.1  :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 31, 2008, 09:20:52 am
Use

if $game_player.current_sprite == '' && !game_temp.in_battle


I'm currently not in a state to distinguish whether this actually will work or not in a sense of functionality.

Wow, even though I am wasted from yesterday night, I still manage to sound "smart". xD What I meant is that I'm not sure if this will work out since I am not sure what condition you want to check. This condition would mean something like "if not in action and not in battle".

@diablosbud: I will fix it in the next release.

@Caesis: Just like winkio said. If you want to know what's new, chapter 1.3 (I think) in the user manual has a version history.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on May 31, 2008, 09:39:51 am
Thanks, because that makes a good edition to games with ABSs such as Diablo II with auras.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on May 31, 2008, 09:53:08 am
I forgot to ask Blizzard, how do I post a script, because I have a Gameover Menu that I made, and I would like to post it here.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 31, 2008, 10:44:18 am
Here's a topic template:

http://forum.chaos-project.com/index.php?topic=17.0
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on May 31, 2008, 04:25:02 pm
Sorry I worded it wrong, but the template still will help. I mean where is the topic creator?. Please do tell...
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on May 31, 2008, 05:37:52 pm
Alright, I tested the script you gave me and..  it doesn't work.

The error message reads:
"script 'Blizz-ABS 1.98 part 3' line 3763: NoMethod error occurred.
undefined method `draw_text_shaded_later' for #<Bitmap:0x3973b08>"

I have a feeling you're on to something there, but I'm not sure if I'm being clear...

As it is I have the ABS disable itself if I'm too far from an enemy
DISABLE_ABS_MODE = 3

I want to be able to make it so that my characters will have their actor graphic changed when Blizz-ABS detects an enemy nearby.  Or in other words, the ABS system becomes active again.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 02, 2008, 05:33:22 am
Quote from: diablosbud on May 31, 2008, 04:25:02 pm
Sorry I worded it wrong, but the template still will help. I mean where is the topic creator?. Please do tell...


In the main topic selection screen (on the top right just above the list of topics) there are a few buttons that are in a box and one of them reads "New topic".

Quote from: Phasedscar on May 31, 2008, 05:37:52 pm
Alright, I tested the script you gave me and..  it doesn't work.

The error message reads:
"script 'Blizz-ABS 1.98 part 3' line 3763: NoMethod error occurred.
undefined method `draw_text_shaded_later' for #<Bitmap:0x3973b08>"

I have a feeling you're on to something there, but I'm not sure if I'm being clear...

As it is I have the ABS disable itself if I'm too far from an enemy
DISABLE_ABS_MODE = 3

I want to be able to make it so that my characters will have their actor graphic changed when Blizz-ABS detects an enemy nearby.  Or in other words, the ABS system becomes active again.


Something's wrong... Blizz-ABS thinks that you are using Tons and doesn't alias draw_text in Bitmap. Or did you just completely remove the shaded text add-on? Either add it back or find in Blizz-ABS the line that says "alias draw_text_shaded_later draw_text" and remove the condition before ("if $tons_version != nil ...") and the "end" after it.
Title: Re: [XP] Blizz-ABS
Post by: Galatea on June 03, 2008, 03:00:35 am
Uhmm, excuse me blizz.
How can i make the enemy attack a enemy also.
Basically a battle royale, it will attack me and the surrounding enemies.

Is that possible using the blizz abs?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 03, 2008, 08:30:21 am
You can create an enemy and an aggressive critter. Or you can add the status effect confusions to two enemies. In both cases they will attack each other. If you want more than two enemies to attack each other, I suggest the latter.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on June 05, 2008, 07:59:19 am
Sorry to bother you again with compatibility but this script shouldn't be too incompatibile. It is Shapeshifter by Formar0153. What I need from it is to change your character sprite as it does your battler when changing actors, and for it to update the HUD. I need the HUD to be updated so that it properly levels the HP and SP when changing form. Also could you update the EXP flow, just in case I don't lower or heighten the flow of EXP so it is harder to level as say a 'bear' than in normal form. Please could you complete this compatibility for me, I know I ask a lot, sorry for that :P?

Shapeshifter by Formar0153: ShowHide
#==============================================================================
# Individual Character Development - Shapeshifter by Fomar0153
#==============================================================================
class Game_Actor < Game_Battler
 
  def skill_effect(user, skill)
    super(user, skill)
    if skill.id == 42
      @icd_shape = 21
    end
    if skill.id == 43
      @icd_shape = 1
    end
    hp_check
  end
 
  alias fomar_icd_shapeshifters_setup setup
  def setup(actor_id)
    @icd_shape = 0
    fomar_icd_shapeshifters_setup(actor_id)
  end
 
  def unshift
    @icd_shape = 0
    hp_check
  end
 
  def hp_check
    if @hp > maxhp
      @hp = maxhp
    end
    # I lied it does sp to
    if @sp > maxsp
      @sp = maxsp
    end
  end
 
  def battler_name(first_call = false)
    if first_call == true
      return @battler_name
    end
    if @icd_shape == 0
      return @battler_name
    else
      return $game_actors[@icd_shape].battler_name(true)
    end
  end
 
  def battler_hue(first_call = false)
    if first_call == true
      return @battler_hue
    end
    if @icd_shape == 0
      return @battler_hue
    else
      return $game_actors[@icd_shape].battler_hue(true)
    end
  end
 
  def skills(first_call = false)
    if first_call == true
      return @skills
    end
    if @icd_shape == 0
      return @skills
    else
      return $game_actors[@icd_shape].skills(true)
    end
  end
 
  alias fomar_icd_shapeshifters_skill_can_use? skill_can_use?
  def skill_can_use?(skill_id, first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_skill_can_use?(skill_id)
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_skill_can_use?(skill_id)
    else
      return $game_actors[@icd_shape].skill_can_use?(skill_id, true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_maxhp base_maxhp
  def base_maxhp(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_maxhp
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_maxhp
    else
      return $game_actors[@icd_shape].base_maxhp(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_maxsp base_maxsp
  def base_maxsp(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_maxsp
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_maxsp
    else
      return $game_actors[@icd_shape].base_maxsp(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_str base_str
  def base_str(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_str
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_str
    else
      return $game_actors[@icd_shape].base_str(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_dex base_dex
  def base_dex(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_dex
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_dex
    else
      return $game_actors[@icd_shape].base_dex(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_agi base_agi
  def base_agi(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_agi
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_agi
    else
      return $game_actors[@icd_shape].base_agi(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_int base_int
  def base_int(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_int
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_int
    else
      return $game_actors[@icd_shape].base_int(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_atk base_atk
  def base_atk(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_atk
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_atk
    else
      return $game_actors[@icd_shape].base_atk(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_pdef base_pdef
  def base_pdef(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_pdef
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_pdef
    else
      return $game_actors[@icd_shape].base_pdef(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_mdef base_mdef
  def base_mdef(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_mdef
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_mdef
    else
      return $game_actors[@icd_shape].base_mdef(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_eva base_eva
  def base_eva(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_eva
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_eva
    else
      return $game_actors[@icd_shape].base_eva(true)
    end
  end
 
  alias fomar_icd_shapeshifters_animation1_id animation1_id
  def animation1_id(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_animation1_id
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_animation1_id
    else
      return $game_actors[@icd_shape].animation1_id(true)
    end
  end
 
  alias fomar_icd_shapeshifters_animation2_id animation2_id
  def animation2_id(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_animation2_id
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_animation2_id
    else
      return $game_actors[@icd_shape].animation2_id(true)
    end
  end
 
  alias fomar_icd_shapeshifters_element_rate element_rate
  def element_rate(element_id ,first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_element_rate(element_id)
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_element_rate(element_id)
    else
      return $game_actors[@icd_shape].element_rate(element_id, true)
    end
  end
 
  alias fomar_icd_shapeshifters_state_ranks state_ranks
  def state_ranks(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_state_ranks
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_state_ranks
    else
      return $game_actors[@icd_shape].state_ranks(true)
    end
  end
 
  alias fomar_icd_shapeshifters_state_guard? state_guard?
  def state_guard?(state_id, first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_state_guard?(state_id)
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_state_guard?(state_id)
    else
      return $game_actors[@icd_shape].state_guard?(state_id, true)
    end
  end
 
  alias fomar_icd_shapeshifters_element_set element_set
  def element_set(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_element_set
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_element_set
    else
      return $game_actors[@icd_shape].element_set(true)
    end
  end
 
end

class Scene_Battle
 
  alias fomar_icd_shapeshifters_start_phase5 start_phase5
  def start_phase5
    for actor in $game_party.actors
      actor.unshift
    end
    fomar_icd_shapeshifters_start_phase5
  end
end
Title: Re: [XP] Blizz-ABS
Post by: Galatea on June 05, 2008, 09:18:59 pm
Ohhhh, how about the critter?
and the latter too. hehe. thx blizz! :)
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on June 06, 2008, 03:26:31 pm
ok Idk if this was gone over or not, but I'm having an issue here.
Show Picture doesn't work.

Either my event is messing up, or BlizzABS hates show picture, so I'd like to know, does BlizzABS fuck with show picture events?

edit: it works when I use dialogue right as the picture shows up, or if it's in an auto-start event, otherwise it doesnt work.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 07, 2008, 05:33:23 am
I'll fix that in the next release.

Wow, Blizz-ABS 1.99 will have so many bug fixes. xD

@diablosbud: If I got the script right, you only need to replace every occurence of the phrase battle_name and battler_hue to character_name and character_hue and it should work with Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on June 07, 2008, 10:06:03 am
I'll try that, but I am keeping the battler_name and battler_hue because I want the battler to change too. I'll edit this post telling you what happened.

EDIT: It didn't work but I think I am extremely close:
Spoiler: ShowHide
#==============================================================================
# Individual Character Development - Shapeshifter by Fomar0153
#==============================================================================
class Game_Actor < Game_Battler
 
  def skill_effect(user, skill)
    super(user, skill)
    if skill.id == 42
      @icd_shape = 21
    end
    if skill.id == 43
      @icd_shape = 1
    end
    hp_check
  end
 
  alias fomar_icd_shapeshifters_setup setup
  def setup(actor_id)
    @icd_shape = 0
    fomar_icd_shapeshifters_setup(actor_id)
  end
 
  def unshift
    @icd_shape = 0
    hp_check
  end
 
  def hp_check
    if @hp > maxhp
      @hp = maxhp
    end
    # I lied it does sp to
    if @sp > maxsp
      @sp = maxsp
    end
  end
 
  def battler_name(first_call = false)
    if first_call == true
      return @battler_name
    end
    if @icd_shape == 0
      return @battler_name
    else
      return $game_actors[@icd_shape].battler_name(true)
    end
  end
 
  def battler_hue(first_call = false)
    if first_call == true
      return @battler_hue
    end
    if @icd_shape == 0
      return @battler_hue
    else
      return $game_actors[@icd_shape].battler_hue(true)
    end
  end
 
  def character_name(first_call = false)
    if first_call == true
      return @character_name
    end
    if @icd_shape == 0
      return @character_name
    else
      return $game_actors[@icd_shape].character_name(true)
    end
  end

    def character_hue(first_call = false)
    if first_call == true
      return @character_hue
    end
    if @icd_shape == 0
      return @character_hue
    else
      return $game_actors[@icd_shape].character_hue(true)
    end
  end

  def skills(first_call = false)
    if first_call == true
      return @skills
    end
    if @icd_shape == 0
      return @skills
    else
      return $game_actors[@icd_shape].skills(true)
    end
  end
 
  alias fomar_icd_shapeshifters_skill_can_use? skill_can_use?
  def skill_can_use?(skill_id, first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_skill_can_use?(skill_id)
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_skill_can_use?(skill_id)
    else
      return $game_actors[@icd_shape].skill_can_use?(skill_id, true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_maxhp base_maxhp
  def base_maxhp(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_maxhp
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_maxhp
    else
      return $game_actors[@icd_shape].base_maxhp(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_maxsp base_maxsp
  def base_maxsp(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_maxsp
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_maxsp
    else
      return $game_actors[@icd_shape].base_maxsp(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_str base_str
  def base_str(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_str
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_str
    else
      return $game_actors[@icd_shape].base_str(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_dex base_dex
  def base_dex(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_dex
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_dex
    else
      return $game_actors[@icd_shape].base_dex(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_agi base_agi
  def base_agi(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_agi
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_agi
    else
      return $game_actors[@icd_shape].base_agi(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_int base_int
  def base_int(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_int
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_int
    else
      return $game_actors[@icd_shape].base_int(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_atk base_atk
  def base_atk(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_atk
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_atk
    else
      return $game_actors[@icd_shape].base_atk(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_pdef base_pdef
  def base_pdef(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_pdef
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_pdef
    else
      return $game_actors[@icd_shape].base_pdef(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_mdef base_mdef
  def base_mdef(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_mdef
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_mdef
    else
      return $game_actors[@icd_shape].base_mdef(true)
    end
  end
 
  alias fomar_icd_shapeshifters_base_eva base_eva
  def base_eva(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_base_eva
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_base_eva
    else
      return $game_actors[@icd_shape].base_eva(true)
    end
  end
 
  alias fomar_icd_shapeshifters_animation1_id animation1_id
  def animation1_id(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_animation1_id
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_animation1_id
    else
      return $game_actors[@icd_shape].animation1_id(true)
    end
  end
 
  alias fomar_icd_shapeshifters_animation2_id animation2_id
  def animation2_id(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_animation2_id
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_animation2_id
    else
      return $game_actors[@icd_shape].animation2_id(true)
    end
  end
 
  alias fomar_icd_shapeshifters_element_rate element_rate
  def element_rate(element_id ,first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_element_rate(element_id)
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_element_rate(element_id)
    else
      return $game_actors[@icd_shape].element_rate(element_id, true)
    end
  end
 
  alias fomar_icd_shapeshifters_state_ranks state_ranks
  def state_ranks(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_state_ranks
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_state_ranks
    else
      return $game_actors[@icd_shape].state_ranks(true)
    end
  end
 
  alias fomar_icd_shapeshifters_state_guard? state_guard?
  def state_guard?(state_id, first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_state_guard?(state_id)
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_state_guard?(state_id)
    else
      return $game_actors[@icd_shape].state_guard?(state_id, true)
    end
  end
 
  alias fomar_icd_shapeshifters_element_set element_set
  def element_set(first_call = false)
    if first_call == true
      return fomar_icd_shapeshifters_element_set
    end
    if @icd_shape == 0
      return fomar_icd_shapeshifters_element_set
    else
      return $game_actors[@icd_shape].element_set(true)
    end
  end
 
end

class Scene_Battle
 
  alias fomar_icd_shapeshifters_start_phase5 start_phase5
  def start_phase5
    for actor in $game_party.actors
      actor.unshift
    end
    fomar_icd_shapeshifters_start_phase5
  end
end


EDIT2: I already copy and pasted the parts regarding them, but for some odd reason it doesn't work
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 07, 2008, 10:09:54 am
You could copy paste the parts regarding character_name and character_hue and edit those instead. xD
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on June 07, 2008, 11:48:13 am
Quote from: Blizzard on June 07, 2008, 05:33:23 am
I'll fix that in the next release.

Wow, Blizz-ABS 1.99 will have so many bug fixes. xD

@diablosbud: If I got the script right, you only need to replace every occurence of the phrase battle_name and battler_hue to character_name and character_hue and it should work with Blizz-ABS.


any idea as to when that's coming out? as I can't really continue with my game's system until I can get this working.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 08, 2008, 09:31:18 am
I finished my diploma thesis and in 3 weeks I'm done with this semester. The last two weeks are exams. In other words: It's very likely to happen during those two weeks. xD

If you need it VERY BADLY, I can figure out where the problem is and provide you with a hotfix for the time being.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on June 08, 2008, 10:45:25 am
I already tried what you said, but I am still stuck. Could you please look at the code, and help me get this. I am so close I can feel it. Please help.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 08, 2008, 11:14:29 am
Use the original script with this extra code. Put it BELOW both scripts, Blizz-ABS and the Shapeshifter script.

class Game_Battler
 
  alias skill_effect_shapeshifter_later  skill_effect
  def skill_effect(user, skill)
    if self.is_a?(Game_Actor)
      current = @icd_shape
      result = skill_effect_shapeshifter_later(user, skill)
      $game_temp.hud_refresh = true if (current != @icd_shape)
    else
      result = skill_effect_shapeshifter_later(user, skill)
    end
    return result
  end
 
end
 
class Game_Actor < Game_Battler
 
  attr_reader :icd_shape
 
  def get_exp_rate
    rate = case @icd_shape
    when 0 then 100
    # START CONFIG
    # template: when ICD_SHAPE_ID then return PERCENTAGE_OF_EXP_GAIN
    #when 1 then 120
    #when 2 then 80
    # END CONFIG
    else
      100
    end
    return rate
  end
 
  def character_name(first_call = false)
    if first_call == true
      return @character_name
    end
    if @icd_shape == 0
      return @character_name
    else
      return $game_actors[@icd_shape].character_name(true)
    end
  end
 
  def character_hue(first_call = false)
    if first_call == true
      return @character_hue
    end
    if @icd_shape == 0
      return @character_hue
    else
      return $game_actors[@icd_shape].character_hue(true)
    end
  end
 
end

class Game_System
 
  def remove_enemy(enemy)
    unless enemy.execute || enemy.erased
      items = []
      if $tons_version != nil && $tons_version >= 5.98 &&
          TONS_OF_ADDONS::MULTI_DROP
        BlizzCFG.drop_configuration(enemy.battler_id).each {|i|
            if rand(100) < i[2]
              case i[0]
              when 1 then items.push($data_items[i[1]])
              when 2 then items.push($data_weapons[i[1]])
              when 3 then items.push($data_armors[i[1]])
              end
            end}
      elsif rand(100) < enemy.battler.treasure_prob
        if enemy.battler.item_id > 0
          items.push($data_items[enemy.battler.item_id])
        elsif enemy.battler.weapon_id > 0
          items.push($data_weapons[enemy.battler.weapon_id])
        elsif enemy.battler.armor_id > 0
          items.push($data_armors[enemy.battler.armor_id])
        end
      end
      enemy.start if enemy.list != nil
      $game_map.events.delete(enemy.id) unless enemy.execute
      items.each {|i| Drop_Event.new(i, enemy.x, enemy.y)}
      $game_party.actors.each {|actor|
          unless actor.cant_get_exp?
            actor.exp += enemy.exp * actor.get_exp_rate / 100
          end}
      if enemy.gold != 0
        if BlizzABS::Config::DROP_GOLD != ''
          Drop_Event.new(enemy.gold, enemy.x, enemy.y)
        else
          $game_party.gain_gold(enemy.gold)
        end
      end
    end
  end
 
end


I haven't tested it, but I don't see any reason why it shouldn't work. This is what it will do:



Is that all you need?

EDIT: I just noticed, this looks a lot like my Chaos Drive System where you can transform as well. xD I will make a compatibility plugin for Blizz-ABS when I have the time which will be soon.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on June 08, 2008, 04:03:11 pm
Quote from: Blizzard on June 08, 2008, 09:31:18 am
I finished my diploma thesis and in 3 weeks I'm done with this semester. The last two weeks are exams. In other words: It's very likely to happen during those two weeks. xD

If you need it VERY BADLY, I can figure out where the problem is and provide you with a hotfix for the time being.


k, I can wait, not planning on releasing a public demo for a few weeks anyway.
It's a matter of damage display so if a hotfix is simple and possible that'd be great.  Not gna pressure you tho
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on June 08, 2008, 04:40:36 pm
I think I have to have shapeshifter above Blizz-ABS also, because if I don't nothing happens with the new script, and if I do it causes an error. Here is my error, which occurs on transformation (the HUD I thought needed to be updated because only on Scene change, and then switch back to map would update the "Max" HP, but still lower my SP): "Script 'Shapeshifter' line 113: ArgumentError occurred. wrong number of arguments(1 for 0)". Could you please help fix this?
Title: Re: [XP] Blizz-ABS
Post by: Juan on June 08, 2008, 06:15:32 pm
You might want to post the script source. And post the line where the error is amd a few ;ines above or/and below it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 09, 2008, 02:45:10 am
He already did, I made this compatiblity code based on what he posted before.

@diablosbud: I'm lost. Line 113 of the original script doesn't have anything to do with that error. -_- How about you put a demo together with all your scripts and send it to me. It's easier to work with an actual game than out of my head.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on June 09, 2008, 05:10:26 pm
Well I got all of the demo prepared, and compiled into a RAR file, and posted it up on megaupload. It has a map with approximately 6 enemies, a shapeshift skill, and a deshapeshift skills. It's prettu simple, here is the download link: http://www.megaupload.com/?d=PP9AGXYN.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 10, 2008, 06:41:34 am
I hate megaupload because I always have to run Internet Exploiter to be able to download. >_>
I'll take a look at it as soon as I can.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on June 10, 2008, 07:10:42 am
Sorry it's the only good uploader I know (not really that good). I like download.com the most but don't know how to upload there :-\.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 10, 2008, 07:24:34 am
Try sendspace.com for a change. :)
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on June 10, 2008, 05:09:18 pm
Uguuu~

I feel impatient waiting for a new update of this Aweome ABS ;=;
Title: Re: [XP] Blizz-ABS
Post by: Juan on June 10, 2008, 08:53:45 pm
Quote from: Dark Angel Sion on June 10, 2008, 05:09:18 pm
Uguuu~

I feel impatient waiting for a new update of this Aweome ABS ;=;

Well the update should be well worth it consedering the fact that it will have the AI for allies. And a few other things.
Offtopic:
You might want edit your sig it should be
[img]http://img408.imageshack.us/img408/4238/ubd1834up2ii0.png[/img]

you forgot the [img] in your sig. Just letting you know.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 11, 2008, 06:32:59 am
1.99 will have quite some major updates, but not the ally AI yet. But this will come soon enough. ;) I have exams the next two weeks and then the semester is over. You know what that means. :naughty:
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on June 11, 2008, 06:41:04 am
Quote from: Blizzard on June 11, 2008, 06:32:59 am
1.99 will have quite some major updates, but not the ally AI yet. But this will come soon enough. ;) I have exams the next two weeks and then the semester is over. You know what that means. :naughty:


=> Blizz will break loose!!!!!!! PARTY!!!!! X3
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 11, 2008, 07:06:10 am
Actually this is no change of the current situation. xD i.e. I'm going out tomorrow again with that 36-year old chick. xD
Title: Re: [XP] Blizz-ABS
Post by: ramonbastos on June 14, 2008, 01:44:56 pm
Hey Blizz, remember me? i asked u to put "random animations" at the atacks..
is it coming at 1.99?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 15, 2008, 07:08:15 am
Most probably yes.
Title: Re: [XP] Blizz-ABS
Post by: ramonbastos on June 15, 2008, 04:22:17 pm
Great  ;)
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on June 16, 2008, 04:32:03 pm
Blizzard would it be possible to have an animation play on any enemies', and actors' death? That way I could do something like in Diablo II when the blood splatter comes out on death (also comes with hit, but that doesn't matter, I could do that with animation normally). Also could I have it where the enemy on death, changes the event sprite, and doesn't delete the event until you leave the map? That way I could have corpses on my enemies' deaths. Also this event sprite could it be event/monster specific, that way I don't have a huge beast's corpse be for a small demon? Could you please help me with these, they are not needed for my game, only for realiscism? Just remember you can say no to this request if you'd like.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 17, 2008, 05:51:40 am
Something like a corpse system was already requested earlier in this thread. I will include this feature in either 1.99 or 2.0 (most probably the latter xD).
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on June 17, 2008, 07:54:11 am
Alright, thanks Blizzard, that would be realistic too seeing your enemy's dead body. Standing over it laughing at it, lol.
Title: Re: [XP] Blizz-ABS
Post by: Hovart on June 17, 2008, 10:32:22 am
Is there a Multi Drop script in Blizz ABS ? To make monsters droping more items at the same time ? Or it will be one ?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 17, 2008, 10:35:53 am
Multi-Drop from Tons of Add-ons is supported by Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: Hovart on June 17, 2008, 10:42:51 am
Great Thank Youuuuu =)
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 26, 2008, 06:02:37 pm
Hey Blizz, one addon I'd really love to see for blizz ABS, even if by means of a new tons of addons version, would be a script that handled battle cries. For each actor and enemy, you can define a list of battle sounds for each action (spell cast, hit, critical, regular attack) that it will randomly cycle through. The only script I can find is by DerVVulfman, but its an addon for the regular battle system, so it would require some modification to work with blizz ABS. I think a script similar to the following would make a great addition to the power of the script, plus it would make everything sound more interesting while you play.



#==============================================================================
# ** Dalissa's Battle Cry
#    by DerVVulfman
#    Version 3.4-b (Game_System instance version)
#    02-03-2007
#    Full SDK 2.3 Compatible (Does not need or require SDK 2.3)
#------------------------------------------------------------------------------
#
#  INTRODUCTION:
#
#  This add-on system allows you to pre-program additional vocal cues for your
#  battlers so they can play these additional vocals during battle events.  It
#  can perform battle cries for heroes and enemies, for regular attacks or for
#  skill events.
#
#  This script was a request by a couple of friends.   Both wanted a system to
#  enhance their combat systems  and personalize  their battles  with an audio
#  system not dependant on the "battle animation" built into RMXP.   Now, with
#  this script, you can set each battler to scream out their 'battle cry' when
#  they perform their battle action.
#
#
#------------------------------------------------------------------------------
#
#  THE CONFIGURATION SECTION:
#
#  This version uses instance values stored within the $game_system class.  As
#  such, it has two bonuses:   reduced memory requirements  and a smaller RMXP
#  script.  This version is smaller than the one that uses ($)Global values.
#
#  However,  calling the values 'in-game' from map events or in-script requires
#  you to call the $game_system class to perform any changes:
#
#  EX:
#  @>script: $game_system.actor_cry_attack = {1 >= "Charge",
#   :      :    2 => "Yarrrr", 7 => "HieeeYah", 8 => "Haa" }
#
#  Not much except the string is a little longer as it requres the $game_system
#  prefix at the start of each value.
#
#  Also as stated,  the values are stored  withing the $game_system class.   As
#  such, the configuration system  of this script is located around line 238 of
#  this script, and not at the top.
#
#------------------------------------------------------------------------------
#
#  SETTING THE BATTLECRIES:
#
#  First off,  let me point out  that this system  plays audio clips  that are
#  kept in either your project's or the RTP's Audio\SE directory.  These clips
#  may be of any file format goverened by RMXP, and as such, no file extension
#  will be necessary when actually setting up your battlecry system.
#
#  In this script's  "CONFIGURATION"  system,  you will see two sets of hashes,
#  one set for the actor battlers  and the other for the enemy battlers.   Each
#  set has eight identical hashes:  Attack, Skill, Skill_I, Item, Item_I, Block
#  Escape and Defeat.
#
#  Under most circumstances,  you merely need to enter  the ID number of a bat-
#  tler and the audio clip  it will perform...  or a group  of battlers  as the
#  below syntax shows:
#
#  $hash = { battler id => "audioclip", battler id => "audioclip", .... }
#
#
#  *** Please see the Audio Clip section (below) regarding files and pitch. ***
#
#
#  A few hashes are designed for items and skills,  allowing you to set a range
#  of audio effects for each battler.  Each battler can now have multiple audio
#  clips, one for each skill and/or item used.  The syntax for these few hashes
#  is similar in nature:
#
#  hash = { battler id => { id => "audioclip", id => "audioclip",... },... }
#
#  A few more hashes are designed to give a range of random sound effects.
#  These are designed in the following fashion:
#
#  hash = { battler id => [ "audioclip", "audioclip",...],... }
#
#  And a few actually combine the two, individual skills/items 'and' random
#  audio clips...  though that may seem excessive???
#
#  hash = {battler => (id => ["audio",...], id=>["audio",... ],... },... }
#
#  If, for example,  you want a 'ghost'  battler to moan when it is performing
#  an attack (assuming it's enemy #1 in your RTP), you would add the following:
#
#     $game_system.enemy_cry_attack = {1 => "GhostMoan01"}
#
#  ... assuming you have an audio file named  "GhostMoan01"  in your project's
#  Audio\SE directory  or in your RTP directory.   Again,  please note that no
#  file extension is needed or required. 
#
#  And, if you were to set TWO sets of battlecries  (one for a ghost & one for
#  a zombie),  you'd enter them in the following manner  (again,  assuming the
#  RTP monsters are being used):
#
#     $game_system.enemy_cry_attack = {1 => "GhostMoan01", 9 => "ZombieGroan04"}
#
#  As you can see, you can skip between battlers when setting audio clips. And
#  while it is preferred to enter them in the id number order, it isn't neces-
#  sary.
#
# (NOTE:  Enemies normally cannot use items, so unless an additional script has
#         been added that permits item usage for enemies,  the item hashes will
#         be useless.)
#
#  To prevent monotony, there is an additional value that is in the system be-
#  low the two sets of hashes.  This value, 'occur_cry_chance', determines the
#  chance of an audio clip to be played.   A value of 100 equals a 100% chance
#  of the file to be played, while a 25 gives the system a 1 in 4 chance of it
#  being played.
#
#------------------------------------------------------------------------------
#
#  AUDIO CLIPS:
#
#  It's not enough that this system  allows you to play  pre-programmed Sounds
#  for your battlers,  but you can even determine if the effect played is of a
#  non-standard pitch.
#
#  What does this mean?
#
#  You can use the same audio file in your project for different battlers, and
#  make them sound different  just by changing the pitch setting being used by
#  that clip.  Valid pitch ranges from 50 to 150 (aka 50% to 150% of normal).
#
#  Setting a 'audioclip' can now be performed  by entering the filename alone,
#  which automatically sets the pitch to 100 (the default).   Or you can enter
#  an array that combines both the filename and pitch. 
#
#  Example:
#    @actor_cry_attack        = { 1 => "Test1", 2 => ["Test2", 120],... }
#
#  This example sets the 1st battler to use a file called 'Test1' and uses the
#  default pitch level.  The 2nd battler uses a file called 'Test2' and is set
#  to 120%
#
#------------------------------------------------------------------------------
#
#  COMPATIBILITY:
#
#  This script was designed around the basic DBS system.   I can confirm it's
#  functionality with the RTAB system,  as well as ParaDog's CTB v 2.58,  the
#  newest CTB by XRXS (version 65a).
#
#  It is NOT compatible with Ccoa's CTB v 3.04 script and it is unknown as to
#  the compatability to KGC's Active Count Battle system.
#
#  This audio system will not work, and is not compatible with Cybersam's Ani-
#  mation system.
#
#------------------------------------------------------------------------------
#
#  KNOWN ISSUES:
#
#  As this system retrieves the action states of the battlers:  Attack, Skill,
#  Item...  and from nothing else,  then this system begins to play the battle
#  cries from the  very moment  these states are triggered.   The only battler
#  overlay system  (Front-View system to a Side-View System)  that this script
#  works with is the new incarnation of Minkoff's Animated Battlers - Enhanced
#  (version 4.7 or higher) as a trigger system has been recently added to that
#  script.
#
#  Earlier versions of Animated Battlers will not play the audio clips for the
#  battlers... if any are still around.
#
#------------------------------------------------------------------------------
#
#  JUST IN CASE:
#
#  By default, the battlecry system will merely NOT play any sound effect if a
#  given battler has no related audio clip.  The system will even skip search-
#  ing through the system  if a hash is empty.   This is  designed  to prevent
#  avoidable errors  as well  as to play  only the proper clip  for the proper
#  battler.
#
#  Also, with a little assistance from Me? and Mr.Mo,  I was able to create an
#  Error-Check routine that 'ensures' that no error  in this system will cause
#  the system to crash.
#
#  For example, if you enter into a hash of audio clips in the system,  a piece
#  that doesn't exist (either in the project or the RTP file), then this script
#  will merely skip playing this audio file to prevent errors.
#
#------------------------------------------------------------------------------
#
#  THANKS:
#
#  Thanks to  Mimi-Chan  and  ~AtlasWing~  for requesting  this script,  and to
#  grimreaper1357 for noticing a 'bug',  though it wasn't the error  he thought
#  it was.  uzumakishade, for 'forcing my hand' to add weapon hashes.   He also
#  suggested the inclusion of 'random' sets for each audio type.  I went so far
#  as to  expand and allow  each skill,  item  & etc to have multiple  'random'
#  Clips. And thanks to Grimreaper1357 for suggesting 'struck' audio clips, and
#  to joooda for suggesting  'critical hit'  audio clips.   Thanks also goes to
#  Nico_14_Ian and vpcdmd for finding a mistake with random-individual cries...
#  fixed now.   To pierce carradine I thank  for finding an annoying glitch for
#  collapse effects that only  used the last battler's collapse effect, and for
#  finding the 'miss' damage glitch that prevented the same effect from working.
#  And to ElMaligno for noticing that default 'field' actions  (Items, Skills &
#  Attack commands... map event routines) didn't properly work,  and for disco-
#  vering a glich when 'healing' items/spells were used on the map.  Fixed.
#
#==============================================================================



#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  This class handles data surrounding the system. Backround music, etc.
#  is managed here as well. Refer to "$game_system" for the instance of
#  this class.
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :default_ase
  attr_accessor :default_ese
  attr_accessor :actor_cry_attack
  attr_accessor :actor_cry_attack_r
  attr_accessor :actor_cry_attack_i
  attr_accessor :actor_cry_attack_r_i
  attr_accessor :actor_cry_skill
  attr_accessor :actor_cry_skill_r
  attr_accessor :actor_cry_skill_i
  attr_accessor :actor_cry_skill_r_i
  attr_accessor :actor_cry_item
  attr_accessor :actor_cry_item_r
  attr_accessor :actor_cry_item_i
  attr_accessor :actor_cry_item_r_i
  attr_accessor :actor_cry_block
  attr_accessor :actor_cry_block_r
  attr_accessor :actor_cry_escape
  attr_accessor :actor_cry_escape_r
  attr_accessor :actor_cry_struck
  attr_accessor :actor_cry_struck_r
  attr_accessor :actor_cry_critical
  attr_accessor :actor_cry_critical_r
  attr_accessor :actor_cry_defeat
  attr_accessor :actor_cry_defeat_r
  attr_accessor :enemy_cry_attack
  attr_accessor :enemy_cry_attack_r
  attr_accessor :enemy_cry_attack_i
  attr_accessor :enemy_cry_attack_r_i
  attr_accessor :enemy_cry_skill
  attr_accessor :enemy_cry_skill_r
  attr_accessor :enemy_cry_skill_i
  attr_accessor :enemy_cry_skill_r_i
  attr_accessor :enemy_cry_item
  attr_accessor :enemy_cry_item_r
  attr_accessor :enemy_cry_item_i
  attr_accessor :enemy_cry_item_r_i
  attr_accessor :enemy_cry_block
  attr_accessor :enemy_cry_block_r
  attr_accessor :enemy_cry_escape
  attr_accessor :enemy_cry_escape_r
  attr_accessor :enemy_cry_struck
  attr_accessor :enemy_cry_struck_r
  attr_accessor :enemy_cry_critical
  attr_accessor :enemy_cry_critical_r
  attr_accessor :enemy_cry_defeat
  attr_accessor :enemy_cry_defeat_r
  attr_accessor :occur_cry_chance
  attr_accessor :anim_cry_detect
  attr_accessor :rtab_cry_detect

  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias dbc_init initialize
  def initialize
    # Perform the original call
    dbc_init
   
   #========================================================================
   #  **  C  O  N  F  I  G  U  R  A  T  I  O  N      S  Y  S  T  E  M  **  #
   #========================================================================
    # Hero battle cries
    @actor_cry_attack       = {}
      @actor_cry_attack_r   = {}
      @actor_cry_attack_i   = {}
      @actor_cry_attack_r_i = {}
    @actor_cry_skill        = {}
      @actor_cry_skill_r    = {}
      @actor_cry_skill_i    = {}
      @actor_cry_skill_r_i  = {}
    @actor_cry_item         = {}
      @actor_cry_item_r     = {}
      @actor_cry_item_i     = {}
      @actor_cry_item_r_i   = {}
    @actor_cry_block        = {}
      @actor_cry_block_r    = {}
    @actor_cry_escape       = {}
      @actor_cry_escape_r   = {}
    @actor_cry_struck       = {}
      @actor_cry_struck_r   = {}
    @actor_cry_critical     = {}
      @actor_cry_critical_r = {}
    @actor_cry_defeat       = {}
      @actor_cry_defeat_r   = {}
     
    # Enemy battle cries
    @enemy_cry_attack       = {}
      @enemy_cry_attack_r   = { 6 => ["Mimi-01", "Mimi-03", "Mimi-07", "eya"] }
      @enemy_cry_attack_i   = {}
      @enemy_cry_attack_r_i = {}
    @enemy_cry_skill        = { 6 => "Mimi-08" }
      @enemy_cry_skill_r    = {}
      @enemy_cry_skill_i    = {}
      @enemy_cry_skill_r_i  = {}
    @enemy_cry_item         = {}
      @enemy_cry_item_r     = {}
      @enemy_cry_item_i     = {}
      @enemy_cry_item_r_i   = {}
    @enemy_cry_block        = {}
      @enemy_cry_block_r    = {}
    @enemy_cry_escape       = {}
      @enemy_cry_escape_r   = {}
    @enemy_cry_struck       = {}
      @enemy_cry_struck_r   = { 6 => ["Mimi-02", "Mimi-05"] }
    @enemy_cry_critical     = { 6 => "Mimi-04" }
      @enemy_cry_critical_r = {}
    @enemy_cry_defeat       = { 6 =>"Mimi-06" }
      @enemy_cry_defeat_r   = {}
   
    # Chance of occuring
    @occur_cry_chance   = 100
   
    # Final - Arrays for collapse system
    @default_ase = []
    @default_ese = []   

  end 
end



#==============================================================================
# ** Dalissa's Collapse
#------------------------------------------------------------------------------
#  This module performs routines for choosing the collapse SE played during combat.
#==============================================================================

module Dalissa_Collapse
  #--------------------------------------------------------------------------
  # * Collapse Changing Call
  #--------------------------------------------------------------------------   
  def call_collapse_change
    # Create temporary hash and array
    bcry_temp       = {}
    battlecollapse  = []
    battlecharge    = []
    # Retrieve Cry Based on Battler
    if self.is_a?(Game_Enemy)
      battlecollapse = $game_system.default_ese
      battlecollapse = $game_system.enemy_cry_defeat[self.id] if $game_system.enemy_cry_defeat.include?(self.id)
      bcry_temp      = $game_system.enemy_cry_defeat_r[self.id] if $game_system.enemy_cry_defeat_r.include?(self.id)
      bcry_rand      = rand(bcry_temp.size) if bcry_temp != nil
      battlecollapse = bcry_temp[bcry_rand] if bcry_temp[bcry_rand] != nil
    else
      battlecollapse = $game_system.default_ase
      battlecollapse = $game_system.actor_cry_defeat[self.id] if $game_system.actor_cry_defeat.include?(self.id)
      bcry_temp      = $game_system.actor_cry_defeat_r[self.id] if $game_system.actor_cry_defeat_r.include?(self.id)
      bcry_rand      = rand(bcry_temp.size) if bcry_temp != nil
      battlecollapse = bcry_temp[bcry_rand] if bcry_temp[bcry_rand] != nil
    end
    # Set with default pitch if converted string
    if battlecollapse.is_a?(Array)
      battlecharge = battlecollapse
    else
      battlecharge = [battlecollapse, 100]
    end   
    # Reset to nil if empty
    battlecharge = nil if battlecharge[0] == []   
    # If the battle cry isn't nil
    if battlecharge != nil
      begin
        @trd = RPG::AudioFile.new(battlecharge[0])
        Audio.se_play("Audio/SE/" + @trd.name, 0, battlecharge[1])
        # Sound file is true
      rescue Errno::ENOENT
        # Sound file is invalid (restore default)
        battlecharge = nil
      end
      # Set the cry
      if battlecharge != nil
        # Branch based on battler type
        if self.is_a?(Game_Enemy)
          $data_system.enemy_collapse_se.name   = battlecharge[0]
          $data_system.enemy_collapse_se.pitch  = battlecharge[1]
        else
          $data_system.actor_collapse_se.name   = battlecharge[0]
          $data_system.actor_collapse_se.pitch  = battlecharge[1]
        end
      # Else reset the default 
      else
        # Branch based on battler type
        if self.is_a?(Game_Enemy)
          $data_system.enemy_collapse_se.name   = $game_system.default_ese[0]
          $data_system.enemy_collapse_se.pitch  = $game_system.default_ese[1]
        else
          $data_system.actor_collapse_se.name   = $game_system.default_ase[0]
          $data_system.actor_collapse_se.pitch  = $game_system.default_ase[1]
        end       
      end
    end
  end
end



#==============================================================================
# ** Dalissa's Cry
#------------------------------------------------------------------------------
#  This module performs routines for playing the selected battlecry itself
#==============================================================================

module Dalissa_Cry
  #--------------------------------------------------------------------------
  # * Play the Cry
  #--------------------------------------------------------------------------
  def play_cry(battlecry)
    # Error checking.  Makes sure that even the default sound file is available.
    # If it is missing, then the system will set the battle cry to >none<.
    #
    # If the chance of the battle cry is true
    if rand(100) <= $game_system.occur_cry_chance
      # If the battle cry isn't nil
      if battlecry != nil
        # Separate file and pitch values
        battlefile  = battlecry[0]
        battlepitch = battlecry[1]
        begin
          @trd = RPG::AudioFile.new(battlefile)
          Audio.se_play("Audio/SE/" + @trd.name, 0, battlepitch)
          # Sound file is true
        rescue Errno::ENOENT
          # Sound file is invalid (restore default)
          battlecry = nil
        end
        # Play the cry
        if battlecry != nil
          Audio.se_play("Audio/SE/" + @trd.name, 80, battlepitch)
        end
      end
    end
  end 
end



#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
#  This class deals with battlers. It's used as a superclass for the Game_Actor
#  and Game_Enemy classes.
#==============================================================================

class Game_Battler
  include Dalissa_Collapse
  include Dalissa_Cry
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #-------------------------------------------------------------------------- 
  attr_accessor :dbc_b_dmg
  #--------------------------------------------------------------------------
  # * Applying Normal Attack Effects
  #     attacker : battler
  #--------------------------------------------------------------------------
  alias dbc_ae attack_effect
  def attack_effect(attacker)
    # Setup return value
    result = false
    # Perform the Original call
    result = dbc_ae(attacker)
    # If in battle
    if $game_temp.in_battle     
      # Obtain pre-damaged HP
      cry_dmg = self.hp
      # Obtain damage applied
      $game_system.rtab_cry_detect ? self_dmg = self.damage[attacker] : self_dmg = self.damage
      # Calculate current HP (for Collapse Changing Call)
      cry_dmg -= self_dmg  if self_dmg.to_i != 0
      # The Included module (Collapse Changing Call)
      call_collapse_change if cry_dmg <= 0
    end
    # Return with result
    return result
  end
  #--------------------------------------------------------------------------
  # * Apply Skill Effects
  #     user  : the one using skills (battler)
  #     skill : skill
  #--------------------------------------------------------------------------
  alias dbc_se skill_effect
  def skill_effect(user, skill)
    # Setup return value
    result = false
    # Perform the Original call
    result = dbc_se(user, skill)
    # If in battle
    if $game_temp.in_battle
      # Obtain pre-damaged HP
      cry_dmg = self.hp
      # Obtain damage applied
      $game_system.rtab_cry_detect ? self_dmg = self.damage[user] : self_dmg = self.damage
      # Calculate current HP (for Collapse Changing Call)
      cry_dmg -= self_dmg  if self_dmg.to_i != 0
      # The Included module (Collapse Changing Call)
      call_collapse_change if cry_dmg <= 0
    end
    # Return with result
    return result
  end
  #--------------------------------------------------------------------------
  # * Application of Item Effects
  #     item : item
  #--------------------------------------------------------------------------
  alias dbc_ie item_effect
  def item_effect(item, battler = @active_battler)
    # Setup return value
    result = false
    # Perform the Original call 
    $game_system.rtab_cry_detect ? result = dbc_ie(item, battler) : result = dbc_ie(item)
    # If in battle
    if $game_temp.in_battle
      # Obtain pre-damaged HP
      cry_dmg = self.hp
      # Obtain damage applied
      $game_system.rtab_cry_detect ? self_dmg = self.damage[battler] : self_dmg = self.damage
      # Calculate current HP (for Collapse Changing Call)
      cry_dmg -= self_dmg  if self_dmg.to_i != 0
      # The Included module (Collapse Changing Call)
      call_collapse_change if cry_dmg <= 0
    end
    # Return with result
    return result
  end
end



#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  include Dalissa_Collapse
  include Dalissa_Cry
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  alias dbc_main main
  def main
    # Store original 'collapse' SE
    $game_system.default_ase  = [ $data_system.actor_collapse_se.name,
                                  $data_system.actor_collapse_se.pitch ]
    $game_system.default_ese  = [ $data_system.enemy_collapse_se.name,
                                  $data_system.enemy_collapse_se.pitch ]
    # Perform the original call
    dbc_main
    # Restore original 'collapse' SE
    $data_system.actor_collapse_se.name   = $game_system.default_ase[0]
    $data_system.actor_collapse_se.pitch  = $game_system.default_ase[1]
    $data_system.enemy_collapse_se.name   = $game_system.default_ese[0]
    $data_system.enemy_collapse_se.pitch  = $game_system.default_ese[1]
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 2 : start action)
  #--------------------------------------------------------------------------
  alias update_phase4_step2_scream update_phase4_step2
  def update_phase4_step2(battler = @active_battler)
    # Do not perform here if Animated Battlers is detected
  unless $game_system.anim_cry_detect == true
      # Obtain & Play Battle Cries
      perform_cry(battler)
    end 
    # Perform original routine
    if $game_system.rtab_cry_detect == true
      update_phase4_step2_scream(battler)
    else
      update_phase4_step2_scream
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 3 : animation for action performer)
  #-------------------------------------------------------------------------- 
  alias dbc_update_phase4_step3 update_phase4_step3
  def update_phase4_step3(battler = @active_battler)
    # Perform original routine
    if $game_system.rtab_cry_detect == true
      dbc_update_phase4_step3(battler)
    else
      dbc_update_phase4_step3
    end
    # Only perform if using Animated Battlers
    if $game_system.anim_cry_detect == true
      if $battle_charge == true
        # Obtain & Play Battle Cries
        perform_cry(battler)
        # Reset Flag
        $battle_charge = false
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 3 : animation for action performer)
  #-------------------------------------------------------------------------- 
  alias dbc_up4s4 update_phase4_step4
  def update_phase4_step4(battler = @active_battler)
    # Loop through all targetted battlers
    for target in ($game_system.rtab_cry_detect ? battler.target : @target_battlers)
      # Calculate for successful hit
      dbc_damage = ($game_system.rtab_cry_detect ? target.damage[battler] : target.damage)
      dbc_critical = ($game_system.rtab_cry_detect ? target.critical[battler] : target.critical)
      # If damage DID occur
      if dbc_damage.is_a?(Numeric) and dbc_damage > 0
        bcry_temp = {}
        battlecry = nil
        # Obtain Battle Cries for Enemies
        if target.is_a?(Game_Enemy)
          battlecry = choosecry2(target.id, $game_system.enemy_cry_struck, $game_system.enemy_cry_struck_r)
          if dbc_critical
            battlecry = choosecry2(target.id, $game_system.enemy_cry_critical, $game_system.enemy_cry_critical_r)
          end
        else
          battlecry = choosecry2(target.id, $game_system.actor_cry_struck, $game_system.actor_cry_struck_r)
          if dbc_critical
            battlecry = choosecry2(target.id, $game_system.actor_cry_critical, $game_system.actor_cry_critical_r)
          end
        end
        # Perform the cry
        play_cry(battlecry)
        # Erase Battle Cry
        battlecry = nil
      end
    end
    # Perform the original call
    if $game_system.rtab_cry_detect
      dbc_up4s4(battler)
    else
      dbc_up4s4
    end
  end 
  #--------------------------------------------------------------------------
  # * Retrieve & Perform the Cry
  #--------------------------------------------------------------------------
  def perform_cry(battler)
    # Re-Set Battle Cry to empty
    battlecry = nil
    # Create temporary hash
    bcry_temp = {}
    # Obtain Battle Cries for Enemies
    if battler.is_a?(Game_Enemy)
      # Branch according to each action
      case battler.current_action.kind
      when 0  # basic
        battlecry = choosecry(battler.id, $game_system.enemy_cry_attack, $game_system.enemy_cry_attack_i, $game_system.enemy_cry_attack_r, $game_system.enemy_cry_attack_r_i, battler.weapon_id)
        # If blocking
        if battler.current_action.basic == 1
          battlecry = choosecry2(battler.id, $game_system.enemy_cry_block, $game_system.enemy_cry_block_r)
        end
        # If escaping
        if battler.current_action.basic == 2
          battlecry = choosecry2(battler.id, $game_system.enemy_cry_escape, $game_system.enemy_cry_escape_r)
        end
        # If resting
        if battler.current_action.basic == 3
          battlecry = nil
        end
      when 1  # skill
        battlecry = choosecry(battler.id, $game_system.enemy_cry_skill, $game_system.enemy_cry_skill_i, $game_system.enemy_cry_skill_r, $game_system.enemy_cry_skill_r_i, battler.current_action.skill_id)
      when 2  # item
        battlecry = choosecry(battler.id, $game_system.enemy_cry_item, $game_system.enemy_cry_item_i, $game_system.enemy_cry_item_r, $game_system.enemy_cry_item_r_i, battler.current_action.item_id)
      end
    # otherwise, Obtain Battle Cries for Actors
    else
      # Branch according to each action
      case battler.current_action.kind
      when 0  # basic
        battlecry = choosecry(battler.id, $game_system.actor_cry_attack, $game_system.actor_cry_attack_i, $game_system.actor_cry_attack_r, $game_system.actor_cry_attack_r_i, battler.weapon_id)
        # If blocking
        if battler.current_action.basic == 1
          battlecry = choosecry2(battler.id, $game_system.actor_cry_block, $game_system.actor_cry_block_r)
        end
        # If escaping
        if battler.current_action.basic == 2
          battlecry = choosecry2(battler.id, $game_system.actor_cry_escape, $game_system.actor_cry_escape_r)
          end
        # If resting
        if battler.current_action.basic == 3
          battlecry = nil
        end
      when 1  # skill
        battlecry = choosecry(battler.id, $game_system.actor_cry_skill, $game_system.actor_cry_skill_i, $game_system.actor_cry_skill_r, $game_system.actor_cry_skill_r_i, battler.current_action.skill_id)
      when 2  # item
        battlecry = choosecry(battler.id, $game_system.actor_cry_item, $game_system.actor_cry_item_i, $game_system.actor_cry_item_r, $game_system.actor_cry_item_r_i, battler.current_action.item_id)
      end
    end
    # Perform the cry
    play_cry(battlecry)
    # Erase Battle Cry
    battlecry = nil
  end
  #--------------------------------------------------------------------------
  # * Choose the cry
  #--------------------------------------------------------------------------
  def choosecry(dbc_battler, dbc_main, dbc_i, dbc_r, dbc_r_i, dbc_id)
    # Create empty hash for substitutions
    dbc_temp  = {}
    dbc_temp2 = {}
    dbc_cry   = []
    dbc_cry2  = []
    # Set basic cry
    dbc_cry     = dbc_main[dbc_battler]   if dbc_main.include?(dbc_battler)
    # Fill temp value & obtain battlecry (Individual)
    dbc_temp    =   dbc_i[dbc_battler]    if dbc_i.include?(dbc_battler)
    dbc_cry     =   dbc_temp[dbc_id]      if dbc_temp[dbc_id]     != nil
    # Fill temp value & obtain battlecry (Random)
    dbc_temp    =   nil # Empty the temp value
    dbc_temp    =   dbc_r[dbc_battler]    if dbc_r.include?(dbc_battler)
    if dbc_temp !=  nil
      dbc_rand  =   rand(dbc_temp.size)
      dbc_cry   =   dbc_temp[dbc_rand]    if dbc_temp[dbc_rand]   != nil
    end
    # Fill temp value & obtain battlecry (Individual Randoms)
    dbc_temp = nil    # Empty the temp value
    dbc_temp    =   dbc_r_i[dbc_battler]  if dbc_r_i.include?(dbc_battler)
    if dbc_temp !=  nil
      dbc_temp2 =   dbc_temp[dbc_id]      if dbc_temp[dbc_id]     != nil
      dbc_rand  =   rand(dbc_temp2.size)  if dbc_temp2            != nil
      dbc_cry   =   dbc_temp2[dbc_rand]   if dbc_temp2[dbc_rand]  != nil
    end
    # Reset to nil if empty
    dbc_cry = nil if dbc_cry == []
    # Return if nil
    return if dbc_cry == nil
    # Return with default pitch if converted string
    unless dbc_cry.is_a?(Array)
      dbc_cry2 = [dbc_cry, 100]
      return dbc_cry2
    end
    # Return the cry
    return dbc_cry
  end 
  #--------------------------------------------------------------------------
  # * Choose the cry (smaller version)
  #--------------------------------------------------------------------------
  def choosecry2(dbc_battler, dbc_main, dbc_r)
    # Create empty hash for substitutions
    dbc_temp = {}
    dbc_cry   = []
    dbc_cry2  = []
    # Set basic cry
    dbc_cry     = dbc_main[dbc_battler] if dbc_main.include?(dbc_battler)
    # Fill temp value & obtain battlecry (Random)
    dbc_temp    = dbc_r[dbc_battler]    if dbc_r.include?(dbc_battler)
    dbc_rand    = rand(dbc_temp.size)   if dbc_temp != nil
    dbc_cry     = dbc_temp[dbc_rand]    if dbc_temp[dbc_rand] != nil
    # Reset to nil if empty
    dbc_cry = nil if dbc_cry == []
    # Return if nil
    return if dbc_cry == nil
    # Return with default pitch if converted string
    unless dbc_cry.is_a?(Array)
      dbc_cry2 = [dbc_cry, 100]
      return dbc_cry2
    end
    # Return the cry
    return dbc_cry
  end
end



#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
#  This class brings together battle screen sprites. It's used within
#  the Scene_Battle class.
#==============================================================================
class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  # Special note:  When the normal method for detecting RTAB fails, I do this
  alias bcry_initialize initialize
  def initialize
    # Perform the original routine
    bcry_initialize
    # If RTAB's 'zoom' feature is present
    if @real_zoom != nil
      # Set the RTAB detector to 'true'
      $game_system.rtab_cry_detect = true
    end
  end
end



#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
#  This sprite is used to display the battler.  It observes the Game_Character
#  class and automatically changes sprite conditions.
#==============================================================================

class Sprite_Battler < RPG::Sprite
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias bcry_initialize initialize
  def initialize(viewport, battler = nil)
    # Perform the original routine
    bcry_initialize(viewport,battler)
    # If Animated Battler's 'battler offset' feature is present
    if @battler_offset != nil
      # Set the Animated Battlers detector to 'true'
      $game_system.anim_cry_detect = true
    end
  end
end
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 27, 2008, 07:14:39 am
It would not require "some" modification but need a complete rewrite to work with Blizz-ABS. Why don't you just use a script that uses random animations and use sound-effect-only animations with that? It would work with Blizz-ABS for sure if the implementation was based on Game_Actor or even lower, on the RPG::Skill, RPG::Weapon, etc. classes.
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on June 29, 2008, 09:45:59 pm
(http://img58.imageshack.us/img58/1151/32e32e3js7.png) (http://imageshack.us)

We have a situation, & I wanna keep killing Chickens for that matter!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 30, 2008, 07:34:39 am
Which script is it? :3 If Blizz-ABS, which part is it?

EDIT:

If Blizz-ABS Part 3, try a new game. I think it happens because you have loaded a saved game.

EDIT:

Ok, who said that Animation Stack v1.0 from Tons of Add-ons v6.4 doesn't work with Blizz-ABS v1.98?! >8U I just tested it and it works just fine! >:(
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on June 30, 2008, 01:12:09 pm
I'm using Blizz-ABS 1.98 Package + Blizz-ABS Config 1.9 and I had a question. Is it possible to link the dash with a skill? Like a character can only use dash if they have a certain skill.

This is definetly the best abs I ever used, the ABS Config is really useful btw ;)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 30, 2008, 01:15:49 pm
Make a parallel process common event with this event code:

if ACTOR learned SKILL
  script call: "$game_system.running_button = true"
else
  script call: "$game_system.running_button = false"
end
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on June 30, 2008, 02:48:40 pm
Awesome thanks Blizzard :)
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on June 30, 2008, 04:52:09 pm
Quote from: Blizzard on June 30, 2008, 07:34:39 am
Which script is it? :3 If Blizz-ABS, which part is it?

EDIT:

If Blizz-ABS Part 3, try a new game. I think it happens because you have loaded a saved game.

EDIT:

Ok, who said that Animation Stack v1.0 from Tons of Add-ons v6.4 doesn't work with Blizz-ABS v1.98?! >8U I just tested it and it works just fine! >:(

It happens when a Monster tries to respawn.

=< Not on a Saved game.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 30, 2008, 05:08:51 pm
Quote from: Blizzard on June 30, 2008, 07:34:39 am
Ok, who said that Animation Stack v1.0 from Tons of Add-ons v6.4 doesn't work with Blizz-ABS v1.98?! >8U I just tested it and it works just fine! >:(


I said this.  It doesn't work for me... Actually, the status animations don't even show up... =/
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 30, 2008, 06:06:20 pm
Are you really using 1.98? O_o Did you turn on the animation option?

@CRL: I'll check what's wrong.

EDIT: Hm, respawn works fine for me. Does it happen every time an enemy respawns or does it work sometimes?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 30, 2008, 06:07:25 pm
Yeah I am....
It's probably some other script that's causing the problem...
I'll check it out later XD
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on June 30, 2008, 06:11:23 pm
Quote from: Blizzard on June 30, 2008, 06:06:20 pm
Are you really using 1.98? O_o Did you turn on the animation option?

@CRL: I'll check what's wrong.

EDIT: Hm, respawn works fine for me. Does it happen every time an enemy respawns or does it work sometimes?

Everytime I slice a Chicken, & then. when it respawns, the error message appears. =/
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 30, 2008, 07:05:17 pm
Are you using respawn points by any chance? If they are faulty, that could be the problem.
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on June 30, 2008, 07:34:53 pm
Yes, I am using respawn points >___>

does that mean then they're still glitchy by Faulty you mean? >.>:;
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 30, 2008, 07:41:44 pm
Yeah, it could be. I'll fix it.
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on June 30, 2008, 08:08:18 pm
Excellent, then I shall continue exploiting the bugs on this >:3 <3
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 01, 2008, 02:38:46 pm
Hey Blizzard,

I'm using Blizz-ABS 1.95 in one of my games.  I am trying to create an item to be a lantern, which requires a picture to move in a parellel process.  It works perfectly in any game I create unless I'm using your script.  Do you know how I could get around this?

I brought it up in this short forum to the person who I got the tutorial from, and I figured out its a problem with using your script.  I'm TLarch there also.  The the link is http://www.rmxp.org/forums/index.php?topic=21314.30 (http://www.rmxp.org/forums/index.php?topic=21314.30)

Is the problem really caused by your script?
~TLarch

PS:  I love your script and I've been looking for something like this for years.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 01, 2008, 02:54:51 pm
Well, first you should upgrade to the current version of Blizz-ABS which is 1.98.
And the picture issue, Blizz knows about it.  He'll probably fix it in the next version so...
Join the waiting party... :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 01, 2008, 03:13:56 pm
Thanks for the bug report, TLarch, but as Aqua said, somebody already reported it. I will fix it in 1.99, but you can use this hotfix in the meantime.

class Interpreter
 
  alias cmd_231_blizzabs_later command_231
  def command_231
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_231_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_232_blizzabs_later command_232
  def command_232
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_232_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_233_blizzabs_later command_233
  def command_233
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_233_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_234_blizzabs_later command_234
  def command_234
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_234_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_235_blizzabs_later command_235
  def command_235
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_235_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
end
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 03, 2008, 07:55:54 am
Awesome, Thank you both.

And now I feel like a newbie...  Where do I put this snippet?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 03, 2008, 10:42:51 am
Below the Interpreter scripts, that's the most important. I'd suggest right under Blizz-ABS Part 3, though.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 03, 2008, 01:20:46 pm
I've done what you said, and even upgraded from 1.95 to 1.98, but I'm getting the same results.   :-\
Title: Re: [XP] Blizz-ABS
Post by: Calintz on July 05, 2008, 03:42:30 am
Man...
This looks really fantastic.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 05, 2008, 07:41:23 am
Quote from: Blizzard on July 01, 2008, 03:13:56 pm
Thanks for the bug report, TLarch, but as Aqua said, somebody already reported it. I will fix it in 1.99, but you can use this hotfix in the meantime.

class Interpreter
 
  alias cmd_231_blizzabs_later command_231
  def command_231
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_231_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_232_blizzabs_later command_232
  def command_232
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_232_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_233_blizzabs_later command_233
  def command_233
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_233_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_234_blizzabs_later command_234
  def command_234
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_234_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_235_blizzabs_later command_235
  def command_235
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_235_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
end



If you use that snipplet, the picture commands should work. They work fine with me, regardless of the Blizz-ABS version.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 07, 2008, 10:45:52 pm
I've done everything, and quadruple checked.  The only thing I can think of is I am probably putting the fix in the wrong place.  Is it supposed to have a certain name, like the script parts are named "Part 1", "Part 2", "Part 3" or doesn't it matter?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 07, 2008, 10:47:23 pm
The script name doesn't matter.

The picture scriptlet is a little bugged though and has been reported to Blizz.  Just be patient :)
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 07, 2008, 10:52:50 pm
Alright.

I just thought I was doing something wrong (which is highly likely).  I will put this little piece of the game on the back burner for now.
Title: Re: [XP] Blizz-ABS
Post by: Valcos on July 09, 2008, 01:28:40 pm
K Blizz Im going to use your ABS! :o! Probably gonna ask you a crap load of questions :(
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on July 09, 2008, 04:19:14 pm
I just thought of a question this morning.  Is there any way to get a status effect that can make a monster move slower or stop in place, yet still be able to attack if you get close enough?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 09, 2008, 04:50:46 pm
You can rename an event and add the \m command to freeze its movement. But then again, it's not a status effect. I was probably going to add status effects that could speed you up/slow down by simply using the already present running/sneaking systems. I remember that I abandoned that idea for good reason, but I can't remember why...
Title: Re: [XP] Blizz-ABS
Post by: Lore on July 09, 2008, 08:41:32 pm
That would be a pretty cool option to have Blizzy, I think you should implement it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 09, 2008, 08:47:53 pm
Hehe I think I know why Blizz abandoned it :P
Constant changing of the actors speed or graphic (event in parallel process) will cause the caterpillar guys to go wacky.

Anyway... if you can't get it to work, I might be able to event this... :)
Just gotta find a way to fix the wacky caterpillar.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 10, 2008, 06:47:43 am
Exactly! If the main char can run and the rest can't, it will be screwed up. A speed down status effect could be better. But then again, if one of the followers is slowed down and the leader isn't, the same stuff will happen. -_-
This could be avoided if the running and sneaking system are being used as well. Let's say you use only running, so only status effects with speed up are allowed. But then again this is pointless as you don't need the status effect to run. -_-'
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on July 12, 2008, 12:08:59 am
Hmm...  The one solution I can think of is to make it so you can't get too far away from the rest of your allies.  If you get out of a certain distance you get slowed down enough for them to catch up?

Anyway, I was thinking of this as an idea to use against monsters and not vise versa.  More of a tactical advantage for your party.
Title: Re: [XP] Blizz-ABS
Post by: Nortos on July 13, 2008, 01:28:15 am
or just make it an option for people going for old school style Zelda without party's than it would work fine and would be awesome
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 13, 2008, 08:08:32 am
The only real option would just be to limit movement into a direction like in SoM or other games. BTW, the fourth edition is out with a bugfix for the Config app.
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on July 13, 2008, 08:38:20 am
 :P Question . . . . If Reflect & CLR are up & can only be use for 1.99, & we still have 1.98, well, isn't it compatible or not? >______>;;;
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 13, 2008, 08:55:16 am
No, it's not. :D v1.99 is still work in progress, you have to wait. xD I'll post the CRLS compatibility plugin soon as well. Again, it will be compatible with v1.99, not v1.98. xD

EDIT: Crap, Config v1.91 was faulty, I put up v1.92. -_-
Title: Re: [XP] Blizz-ABS
Post by: Terry16389 on July 14, 2008, 12:37:58 pm
I'm sure this has been asked before, but for some reason whenever a text box pops up while I'm using your ABS (v.1.98) it won't let me move to the next screen. I'm also using some other scripts so I dunno if they may have any effect on it.

I'm using:

ccoa's Weather Script
The SDK
Near Fantastica's Particle Engine
and Slipknot's Letter-by-Letter Message Window.

I would assume that the LBLMW would be the cause of it, but I'm not sure. Also, I've already checked the order that the scripts should be in and they're in the correct order.

Thanks to anyone who helps with this. :)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 14, 2008, 12:42:15 pm
Ew SDK...

Blizz-ABS isn't compatible with SDK... yet
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 14, 2008, 12:48:46 pm
Actually since v1.97 it might be fully compatible. Have you tried commenting out script by script (put "=begin" at the top and "=end" at the bottom) to see which one is causing the problem?
Title: Re: [XP] Blizz-ABS
Post by: Terry16389 on July 14, 2008, 12:49:30 pm
Yeah, I've found out it's the LBLMW. I'll just find another message script, no worries. :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 14, 2008, 12:59:48 pm
Try ccoa's UMS, it works fine with Blizz-ABS.
http://www.rpgrevolution.com/forums/index.php?showtopic=7692
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on July 16, 2008, 02:22:47 pm
I have a request for the corspe system you are making. Could you have the corpse system make an event on the coordinates, of the map your party leader died on, the sprite varies for each party leader who died (will be specified who is a party leader, they will never be in the same party together, and one will always be in the party), when you get sent to the nearest resurrection point, it activates a switch, disables enemy AI (so they don't attack you, or use a skill on a party member, if you cannot do this could you please make it where the party doesn't take any damage until they find their corpse), and changes the party movement speed to 6. It also adds a special icon to the minimap that can be displayed even when the event isn't currently on the map view, it will show an arrow pointing to it if it is off view. This icon leads to the corpse of your party leader (must be specified in the script which actor's are party leaders, they will never be in the same party, so this is easier), that you must player touch, then the leader comes back to life (if you have other people in your party, they must leave your party until you find your body, then they rejoin, fully restored). Could you please help me with this, I can make the needed minimap icons?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 17, 2008, 08:45:38 am
No, I won't make that. This would crush the concept of general use as it's a specific edit of a system that allows respawning after death. In the normal Blizz-ABS you die and then you get a game over. You'd have to ask somebody for that edit when I add the corpse system.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on July 17, 2008, 09:10:42 am
Well, this is pretty easy to make anyway, the only two hard pieces of code are disabling the enemy AI, and adding to the minimap. Thanks, anyway.
Title: Re: [XP] Blizz-ABS
Post by: Rymdpotatis on July 19, 2008, 11:42:13 am
Hm, is it possible to edit the code so that when the player dies the game isn't over but instead the player looses 10 percent of his experience and gets transfered to another location? Also if the experience drops to much the player would lose a level^^
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on July 19, 2008, 11:55:52 am
Can probably do it with a common event with a "custom death handler."  At least for putting you at a different location.  I do know you can do the same thing to lose a level, and you can use a few variables to lose exp if I'm not mistaken.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 19, 2008, 12:09:24 pm
A script for that actually already exists.
Title: Re: [XP] Blizz-ABS
Post by: Rymdpotatis on July 20, 2008, 01:23:24 pm
You wouldn't happen to know  the name of the script or where it's located?^^
Title: Re: [XP] Blizz-ABS
Post by: Cody64 on July 20, 2008, 11:16:51 pm
I had another thread that I recently added a "new" problem I was having in (I did so I wouldn't be spamming with a bunch of threads).  I was wondering if anyone could help me with it?  here's what I had posted:

QuoteOk, I didn't want to spam the boards with new topics so I'm going to post another problem I have in this thread...

I've been working on spells all day, and custom spell sprites.  The problme I'm having right now is with creating a "beam" sprite.  The Blizz-ABS User Manual says this about the subject:


Quote
Beam skills use a
special type of spriteset. Only the image of the beam facing down is needed, Blizz-ABS will
create rotate the image when necessary. If no image exists, Blizz-ABS built-in default beam
image will be used.

I've tried doing what this says, and have had no success.  My beam always ends up in screwed up positions and is always too short, and never looks right like the "default" blizz-abs beam...  I'll be the first to admit that I'm a complete noob at making sprites, so I'm most likely not setting it up correctly...  If someone could show me an example of what a "Beam Sprite" should look like, I think I'll be able to edit mine correctly and make it work.   


Hopefully someone can help!  Thanks in advance :)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 20, 2008, 11:32:20 pm
Do you mind uploading what your beam sprite here?

I haven't made one yet but I might be able to tinker with yours and make it work XD
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on July 21, 2008, 07:23:38 am
@Blizz - I'd be interested to know the name of that script Rymdpotatis requested as well.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 21, 2008, 09:30:31 am
After a long search... ;_;
http://www.rmxp.org/forums/index.php?topic=29789

@Cody: I already answered it in your thread.
Title: Re: [XP] Blizz-ABS
Post by: Rymdpotatis on July 21, 2008, 09:46:08 am
Quote from: Blizzard on July 21, 2008, 09:30:31 am
After a long search... ;_;
http://www.rmxp.org/forums/index.php?topic=29789

@Cody: I already answered it in your thread.


Many thanks =D
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 24, 2008, 01:02:15 am
Hey Blizz, me again.

In the end, I got my Lantern to work.  I had the game Show a picture over and over to update it.  "Move Picture" did not work at all, but may have been my fault.  DOn't know, and since it works now, I'm done with it.

I actually have a different problem, and wish I didn't have to come to you again as I could swear I have read the answer in the forum somewhere, and cannot find it.

My monsters, who used to attack me fine, are now having second thoughts.  They come in to attack, but only get halfway there before they jump back away.  They only attack if I corner them and step close enough for them to reach me.  Any ideas?

~TLarch
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 24, 2008, 06:27:49 pm
Hey, swicked (don't ask.. I made it up when I was like 8 ) ABS! I downloaded it, but the manual gets an error every time I try to open it. I think the program it opens in is old though, I'll try to update it. And if that doesn't work, re-download it.

Also, I played the demo, and I was wondering if I could use a few things in the tile set? If you don't mind me using it, I'll credit. (to whom?)

Thanks, nice job, and can't wait till I get it working.  8)

Edit to below: Oh, I guess I'm just blind, I went to that thread right before I posted this. Thanks :P.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 24, 2008, 06:37:02 pm
Official CoSLAL Thread (http://forum.chaos-project.com/index.php?topic=75.0)

The Credit Info you want: ShowHide
QuoteAdditional info

This game requires the RGSS RTP installed to be playable!

This game was NOT compiled and encrypted. You are free to use any resources, but be sure to give appropriate credit. The greatest part of the graphic files was done by me. Since there are graphically edited files by me as well, don't credit me as maker, you can credit me as editor.
This game does not use the default configuration of Blizz-ABS, so don't copy the script from the script editor, use the script provided in a separate text file. The game controls are default, RMXP's controls are being overriden.
This game mainly serves for demonstration of the Blizz-ABS, so if you wonder "Why does this enemy shoot that? How can I make that in my game as well", your best bet is to read the manual and to check out how the configuration was set up. I have additionally added comments on my configuration, you will recognize them by a double ## instead of a single #.

Credits

Producer:

    * Boris Miki? alias Blizzard

Graphics:

    * Enterbrain
    * landofshadows
    * Various artists

Main Engine:

    * Enterbrain

Music:

    * Enterbrain
    * Various artists

Custom Scripts and Blizz-ABS:

    * Blizzard

Additional Blizz-ABS Graphics:

    * Blizzard

Mapping:

    * Original maps by Blizzard
    * Maps from "The Legend of Lexima™ IV - Chaos Project"

Title Music:

    * E Nomine - Die schwarzen Reiter (Blizzard Edit for Blizz-ABS Demo)


:D
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 24, 2008, 11:00:43 pm
Quote from: TLarch on July 24, 2008, 01:02:15 am
Hey Blizz, me again.

In the end, I got my Lantern to work.  I had the game Show a picture over and over to update it.  "Move Picture" did not work at all, but may have been my fault.  DOn't know, and since it works now, I'm done with it.

I actually have a different problem, and wish I didn't have to come to you again as I could swear I have read the answer in the forum somewhere, and cannot find it.

My monsters, who used to attack me fine, are now having second thoughts.  They come in to attack, but only get halfway there before they jump back away.  They only attack if I corner them and step close enough for them to reach me.  Any ideas?

~TLarch


This is missing:
class Game_Screen
 
  alias upd_blizzabs_later update
  def update
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    upd_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
  end
 
end


Aqua reported that bug you mentioned. I think that I fixed it in v1.98.

Title: Re: [XP] Blizz-ABS
Post by: diablosbud on July 25, 2008, 03:01:59 pm
Sorry to always bother you with compatibility, this isn't needed for my game, so don't worry but I'd like it if you could make it compatible. Blood Mage v1.59 by WcW isn't compatible with this, you even said so, but could you please make it compatible with this ABS, because this would be great for my necromancer class :D? Here is the script:
Blood Mage v1.59: ShowHide
#============================================================================
# Blood Mage Magic Script v 1.5.9
# by WcW
#
# Introduction:
# I made this script for Akkein (a.k.a. Akkrin) at http://chaosproject.co.nr/
# at his request. Please give him credits in your game.
#
# Features:
# - Allows for certain classes to use up their HP instead of MP when using
#   spells.
# - Can change option to decide if actors should klll themselves by using
#   spells.
# - Can disable the blood mage effect for certain spells
# - Lightweight.
#
# Version History:
# 1.0.0 - Initial release; only had support for basic HP consumption
#   1.0.2 - Small Bug Fixes
# 1.1.2 - Fixed bug where skill couldn't be used if there wasn't enough SP
# 1.2.2 - Added new config option for deciding if an actor should be able
#         to kill themselves by using a skill when low on HP.
# 1.3.2 - Added Blizz's optimized code.
#   1.3.3 - Fixed Blizz's small bug (shame on him!!!)
# 1.4.3 - Redid Blizz's code so that it is still more optimized and RTAB
#         compatible, but now has more support for Blood Mage's features.
#   1.4.4 - Fixed small bug where status window wasn't refreshed.
#   1.4.5 - Fixed bug where Blood Mages were unaffected by things such as
#           Half SP Cost.
#   1.4.6 - Fixed another bug where it didn't consume any HP at all if the
#           blood mage had 0 SP thanks to the last to bug fixes.
# 1.5.6 - Added a new function that allows you to disable the bloodmage effect
#         for certain skills, and optimized the code.
#   1.5.7 - Fixed erros wtih RTAB
#   1.5.8 - Fixed bugs
#   1.5.9 - Fixed bugs where bloodmages would die even if the config said they
#           couldn't and where the bloodmage_not just wouldn't work. It's all
#           good, now, though.
#
# Instructions:
# Place this script below the default scripts that come with RMXP, but above
# all of Blizzard's scripts and the "Main" script that is included with RMXP.
# Then add the IDs of all your "Blood Mage" classes to the [] thingy in the
# CONFIG section. Also, if you want Actors to be able to kill themselves by
# using a spell as a bloodmage, change the "false" next to @bloodmage_die to
# "true".
#
# Compatibility: ( Now compatible with RTAB thanks to Blizz =) )
# This has no known compatibility issues, but it might because it edits tiny
# parts of Scene_Battle. If you find any problems, please post them at
# http://chaosproject.co.nr/.
#
# Credits:
# Blizzard, for helping melearn to script, pointing out a bug, and optimizing
#   code
# Fantasist, for getting me to come back to RMXP
# Akkrin, for giving me the Blood Mage idea
# Myself, for scripting it
#
# WcW, Signing Off
#============================================================================

#----------------------------------------------------------------------------
# * CONFIG
#     Configuration section
#----------------------------------------------------------------------------
class Game_System
  attr_accessor :bloodmages, :bloodmage_die, :bloodmage_not
  alias init_bm_later initialize
  def initialize
    @bloodmages = [8] # Place the IDs of all your blood mage classes between
    # these brackets and seperate them with a comma.
    @bloodmage_die = false # If true, bloodmages can kill themselves by using
    # spells; if false, they can't.
    @bloodmage_not = [82] # Same as the first option, except that these are the
    # IDs of skills that do not consume HP, even if a blood mage uses them.
    init_bm_later
  end
end


# Below lies the code

#----------------------------------------------------------------------------
# * Game_Battler
#----------------------------------------------------------------------------
class Game_Battler
  #--------------------------------------------------------------------------
  # * Checks to see if a skill can be used
  #--------------------------------------------------------------------------
  alias skill_can_use_bloodmage_later skill_can_use?
  def skill_can_use?(skill_id)
    if self.is_a?(Game_Actor) && $game_system.bloodmages.include?(
          self.class_id) &&
          $game_system.bloodmage_not.include?(skill_id) == false
      if $data_skills[skill_id].sp_cost > self.hp &&
            ! $game_system.bloodmage_die
        return false
      end
      if dead?
        return false
      end
      if $data_skills[skill_id].atk_f == 0 and self.restriction == 1
        return false
      end
      occasion = $data_skills[skill_id].occasion
      if $game_temp.in_battle
        return (occasion == 0 or occasion == 1)
      else
        return (occasion == 0 or occasion == 2)
      end
    else
      skill_can_use_bloodmage_later(skill_id)
    end
  end
end

#----------------------------------------------------------------------------
# * Battle Scene
#----------------------------------------------------------------------------
class Scene_Battle
  #----------------------------------------------------------------------------
  # * Make Skill Action Result
  #----------------------------------------------------------------------------
  alias make_skill_action_result_bloodmage_later make_skill_action_result
  def make_skill_action_result(battler = nil)
    if battler == nil
      battler = @active_battler
      exec = Proc.new { make_skill_action_result_bloodmage_later }
    else
      exec = Proc.new { make_skill_action_result_bloodmage_later(battler) }
    end
    sp = battler.sp < @skill.sp_cost ? @skill.sp_cost : battler.sp
    sp2 = battler.sp
    if battler.skill_can_use?(@skill.id)
      exec.call
      if battler.is_a?(Game_Actor) &&
          $game_system.bloodmages.include?(battler.class_id) &&
          ! $game_system.bloodmage_not.include?(@skill.id)
        battler.hp -= sp - battler.sp
        battler.sp = sp2 == 0 ? 0 : sp2
        @status_window.refresh
      end
    else
      exec.call
    end
  end
end
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 25, 2008, 03:45:42 pm
I will add it to Tons (which I always forget to do) and it will be compatible with Blizz-ABS 1.99.

EDIT:
Quote from: Blizzard on July 21, 2008, 09:30:31 am
After a long search... ;_;
http://www.rmxp.org/forums/index.php?topic=29789


OMG! We have such a script already here! xD

http://forum.chaos-project.com/index.php?topic=428.0
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 25, 2008, 06:33:30 pm
 :hm:  Hmmm.... I am using v1.98.  Nevertheless, I am going to try the snippet somewhere, and if it gives me errors I'll just pull it back out.

Edit:  No difference.  I may be putting the code in the wrong place (I tried making a new code page just before ABS Part 1.)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 25, 2008, 06:38:25 pm
Spoiler: ShowHide
class Interpreter
 
  alias cmd_231_blizzabs_later command_231
  def command_231
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_231_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_232_blizzabs_later command_232
  def command_232
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_232_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_233_blizzabs_later command_233
  def command_233
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_233_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_234_blizzabs_later command_234
  def command_234
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_234_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_235_blizzabs_later command_235
  def command_235
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_235_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
end

class Game_Screen
 
  alias upd_blizzabs_later update
  def update
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    upd_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
  end
 
end


I put that right under Blizz-ABS part 3 and it works perfectly for me.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 25, 2008, 07:09:07 pm
Just tried that.  And I also tried removing the Tons of Add-ons.  No luck.  I'm going to keep trying to figure out what happened since it worked correctly before.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 25, 2008, 07:10:23 pm
What other scripts are you using and in what order?
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 25, 2008, 07:15:23 pm
None.  I don't really plan on going hardcore with details, I just like how ABS works, so I decided to take a crack at creating a game, really just for personal use probably.  The only thing added before the ABS code is the Interpreter fix Blizzard gave me for the picture problem.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 25, 2008, 07:18:58 pm
That fix goes AFTER Blizz-ABS... lol
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 25, 2008, 07:22:30 pm
The interpreter one?!  Drat!  I put it with the Interpreter codes.  No wonder it never worked the way it should have.

I never know where these codes are supposed to go.


Hmm... nothing fixed in regards to the enemy attacking again.
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 25, 2008, 07:30:40 pm
What version should I use? I want the best one, but if its really buggy, then I want the one with the least bugs, but the best out of the versions..


I might just be saying something stupid, I don't know ANYthing about coding. And I just thought this looked weird..

In red.. is it supposed to be "sound"? or is it just some weird thing that I know nothing about?
P.S., it's near the very bottom of the script.

    # if B is pressed
    if Input.trigger?(Input::B)
      # play cancel cound
      $game_system.se_play($data_system.cancel_se)
      # set active
      @active = true
      # item window is not active
      @item_window.active = false
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 25, 2008, 07:33:53 pm
Quote from: mojobo1 on July 25, 2008, 07:30:40 pm
What version should I use? I want the best one, but if its really buggy, then I want the one with the least bugs, but the best out of the versions..


I might just be saying something stupid, I don't know ANYthing about coding. And I just thought this looked weird..

In red.. is it supposed to be "sound"? or is it just some weird thing that I know nothing about?
P.S., it's near the very bottom of the script.

    # if B is pressed
    if Input.trigger?(Input::B)
      # play cancel cound
      $game_system.se_play($data_system.cancel_se)
      # set active
      @active = true
      # item window is not active
      @item_window.active = false



Should be sound, but doesn't matter.  Code with # on the left is ignored.  Thats all I know about coding.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 25, 2008, 07:34:20 pm
Always get the latest version... which right now is 1.98

And yeah, that should be "sound" but it's a typo.  Besides, it's just a comment so it doesn't affect the script.
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 25, 2008, 07:39:53 pm
Ok, but one more thing.. what's "Blizz-ABS Config 1.92"? If it's nothing I need to use or whatever, then just tell me I don't need it.. I just don't want to miss anything.  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on July 25, 2008, 07:50:50 pm
It's not essential, but it's a very helpful tool to configure the Blizz-ABS. That's all I really know. I think eventually Blizzard is going to pimp it up just like how he's dealing with the ABS items. Now, I'm no Blizz-ABS expert. It may be better to get a finalized answer from Aqua or Blizzard, the two ABS junkies I know of...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 25, 2008, 09:21:42 pm
You know how you set up stuff in the RMXP database? Well, Blizz-ABS Config allows setting up the configuration of Blizz-ABS in a similar way. Then you simply generate the configuration script instead of editing it manually. And no, I'm not going to pimp it up, it already IS a pimp up of the way you configure stuff in Blizz-ABS. xD

@TLarch: It pretty much doesn't matter where you put the scripts. It only has to be between Interpreter 7 and Main, that's all that matters. I don't know why it doesn't work with you, I've corrected all problems that occured: The 5 calls from the event directly and the update of the screen so pictures can move, rotate, etc. Have you tried putting it right above Main? And have you read this topic (http://forum.chaos-project.com/index.php?topic=23.0) already?
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 26, 2008, 01:17:56 am
I'm having trouble with the Config. I open it up, and I get an error message (pic below). I click "continue", and it works just fine, except when I try to do anything that I need a image/spritesheet for (like, skill, weapons, items, etc). I click on one of the options, and the message comes up again.
Also, there's no images in weapons, items, skill, any of those. Is that an error, or am I supposed to enter the images myself (how do I enter my own images?)?
I had .NET framework 1.0, so I un-installed it, then installed 2.0.
I went to Microsoft's .NET framework website, and I saw 3.0, should I install this?

(... Is there no way to just browse your computer for a image from this website, while making a post, without uploading it from a image host? I forgot what its called.. Though I've used it a million times on a different forum)
Error message:
(http://i135.photobucket.com/albums/q133/mojobo1/BABSERROR.png)



Besides that, it works just fine! I can attack with the default sword attack, the enemy does what its supposed to, and it's awesome, I love it!

Thanks. :D


Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 26, 2008, 01:57:55 am
Here's kind of a large request...

If any of you guys have time (and I understand if you don't), I can give you my game files I'm working with.  I can make the starting map just you and an enemy for easy testing.  I really have no idea why the monsters are not working.  I even recopied the ABS scripting to make sure they were right and I didn't accidentally remove a line someplace.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 26, 2008, 02:07:27 am
Could you explain how they aren't working and post your enemy config part of part 1 here  (in spoilers of course).
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 26, 2008, 06:23:44 am
Quote from: mojobo1 on July 26, 2008, 01:17:56 am
I'm having trouble with the Config. I open it up, and I get an error message (pic below). I click "continue", and it works just fine, except when I try to do anything that I need a image/spritesheet for (like, skill, weapons, items, etc). I click on one of the options, and the message comes up again.
Also, there's no images in weapons, items, skill, any of those. Is that an error, or am I supposed to enter the images myself (how do I enter my own images?)?
I had .NET framework 1.0, so I un-installed it, then installed 2.0.
I went to Microsoft's .NET framework website, and I saw 3.0, should I install this?


Can you be more specific? I'm not sure what you mean, there is nothing image related in the config application (except for the Enemies' projectile spriteset). And I'd need the full error message of the application (click on details, copy paste and post).

It doesn't matter which you install, 2.0, 3.0 or 3.5. It's only important that it's 2.0 or higher.

Quote from: mojobo1 on July 26, 2008, 01:17:56 am
(... Is there no way to just browse your computer for a image from this website, while making a post, without uploading it from a image host? I forgot what its called.. Though I've used it a million times on a different forum)


Yes, attachments are possible with the SMF forum engine. But this host is giving me only 250 MB of space so I can't enable them.

Quote from: TLarch on July 26, 2008, 01:57:55 am
Here's kind of a large request...

If any of you guys have time (and I understand if you don't), I can give you my game files I'm working with.  I can make the starting map just you and an enemy for easy testing.  I really have no idea why the monsters are not working.  I even recopied the ABS scripting to make sure they were right and I didn't accidentally remove a line someplace.


Lol, I thought you were going to ask for a huge feature. Here's a new project which is working fine. Replace all the files with yours (EXCEPT Scripts.rxdata, MapInfos.rxdata and all maps!) and try if it works. If yes, replace MapInfos.rxdata and the map files. If it still works on one of your maps, copy-paste the custom script slots from your old project to the new one. If it doesn't work, make a copy of your game, open that project and delete all maps except one. In this one map add some enemies and see if it works. If it doesn't, zip that project and send it to me. I'll find the problem myself.

http://www.sendspace.com/file/9d0t39
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 26, 2008, 12:00:41 pm
Yeah, sorry. I knew I should have entered the details too, but I was about to fall asleep, so I decided I'd do it today.
Better explanation of when the message comes up: If I go to the tab "Blizz-ABS Weapons", "skills,", "items", "enemies", or "Animations and sprite control", and click on something in there, the message comes up (Actually, it doesnt happen if I click on anything, just some things.) For example, I go to "Blizz-ABS Weapons", I click "Weapon type" (fine so far), then if I click on one of the options (Sword, spear, flail, boomerang, etc.) and it gets the error message. In "Animations and sprite control", it only comes up if I hit "reset".

Also, when I hit the red X button (to close the config), that message comes up again. I have to click "quit" on the error message, then it comes up again, I have to click quit again, then about a minute later it shuts down, saying there was a problem and it needed to close.


The details in error message:

QuoteSee the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '0' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
   at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
   at BlizzABS.Forms.WinConfig.applyAnimationsConfiguration()
   at BlizzABS.Forms.WinConfig.resetAnimationsConfiguration()
   at BlizzABS.Forms.WinConfig.resetAnimations_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Blizz-ABS Config
    Assembly Version: 1.9.2.0
    Win32 Version: 1.9.2.0
    CodeBase: file:///C:/Documents%20and%20Settings/Compaq_Owner/Desktop/Blizz-ABS%20Config.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.





Thanks.


Note: I won't be on all day today (well I'll probably be getting back around 7:00-8:00 PM).
Gonna watch da Dark Knight today too! WEWTY. :roll:  :ninja:
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 26, 2008, 12:27:45 pm
I got my results after step one, moving everything over except my maps and scripts.

I will create a .zip with my game.

EDIT: Blizzard,

I'm compressing it into a .rar if thats alright.

No doubleposting within 24 hours. ^_^ ~Love, Starrodkirby86
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 26, 2008, 09:43:51 pm
Yes, it's fine. I'll look into it tomorrow.

EDIT: @mojobo1: Are you using Blizz-ABS Config 1.92?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 27, 2008, 07:14:35 am
@TLarch: Yes, I know of your bug and it has been fixed in v1.99. Here's a hotfix for now until v1.99 comes out. Find the line that says:

return true if [0, 7].include?($data_skills[act[1]].scope)


and change it to:

return true if act[1] > 0 && [0, 7].include?($data_skills[act[1]].scope)


Let me guess, you have the last skill in your database with either scope "None" or "User", right? xD Aqua had the same problem. She sent me her game and I was able to find the cause of the problem that way. It was one of the nastier bugs I encountered. Ironically the fix is trivial.
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 27, 2008, 11:31:47 am
Yeah, I'm using 1.92 Config. (the one in red at the top.)
I'm going to re-install the config program, see if that helps. But again, I'm going to be gone most of today...:<_<:

- :ninja: The Dark Knight was sweet. :ninja:-

Edit: Reinstalling did not work.
I wont be on for a while.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 27, 2008, 11:38:10 am
Blizz, you are the man  8)

The line of code worked, and you are right about the skills.  When the enemies worked, I had a max of 1 skill, which I was using.  When I needed another skill, I set the max to 30, not using 28 of them, so you are right on.

I wish I could do something for you in return, but my skills are not very good.  Thanks again!

@mojobo1 - Indeed, Dark Knight was awesome.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 27, 2008, 03:16:39 pm
Does anybody else have that problem that mojobo has? Does that error happen when you load a .cfg file or with a fresh configuration? It's possible that your Animations.rxdata file isn't read properly. Have you tried the "Reload Data" option?
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 27, 2008, 08:29:23 pm
Well, I don't know. Sorry, did I say that the message comes up the second I double click the ABS-config icon? I have to click continue just to get it open. And I haven't been able to load any files. I *can* load sound files, but haven't yet. I don't see any way to load any image files. I've been trying to though. Where is the reload data option? I'm gonna go look, so I'll probably find it by myself.
P.S., I'm back.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 27, 2008, 08:33:24 pm
Menu on top; Tools -> Reload Data
If you're getting an error message when your run the app, then it's obvious that something is wrong. Let me guess, it tells you that it couldn't find Animations.rxdata. -_-
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 27, 2008, 08:38:51 pm
Em, actually, I'm getting more than one error message. I guess I always did, but I didn't notice. They're each a bit different. Should I post a picture (+ details) of each message?

If you wanted, I have registered Hypercam.. I could take a 2-3 minute long video, opening it, so you can see the message, then show you each thing that gets an error. I could upload it to youtube.. But the quality isn't that great, even with registered hypercam.

Or I could just screenshot them all.


Edit: Ah, almost forgot.... I found the reload data thing (but it says reload game data, same thing, right?)
I get a error message... I can't "open" or "save" anything either, just noticed that. If I try to open its the same message, but instead of not finding animations.rxdata, it says: Object reference not set to an instance of an object.
Does that just mean I haven't finished configuring the script? Because the message looks like the others, just says something different.


Edit again:

The message when I open the app:
(http://i135.photobucket.com/albums/q133/mojobo1/errormsg.png)
(This one says .NET framework, is that the problem?)

When I click on details (I don't know if the details are the same as the other error message's details or not):

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Documents and Settings\Compaq_Owner\Desktop\Data\Actors.rxdata'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
   at System.IO.File.Open(String path, FileMode mode)
   at BlizzABS.Forms.WinConfig.reloadData()
   at BlizzABS.Forms.WinConfig.setupDefaultConfiguration()
   at BlizzABS.Forms.WinConfig.completeInit()
   at BlizzABS.Forms.WinConfig.Config_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Blizz-ABS Config
    Assembly Version: 1.9.2.0
    Win32 Version: 1.9.2.0
    CodeBase: file:///C:/Documents%20and%20Settings/Compaq_Owner/Desktop/Blizz-ABS%20Config.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Pic of the other error message (the one I posted before... In case you want to compare them):
(http://i135.photobucket.com/albums/q133/mojobo1/BABSERROR.png)


Should I try to download a earlier version, and see if that works?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 27, 2008, 08:49:55 pm
That problem with the object reference is because something is wrong with you game data. How is it possible that it can't open your files? Did you put the app in the same folder as your game?
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 27, 2008, 09:00:06 pm
Ok, well, first of all... I didn't know I'm supposed to open my game data to configure it, and I haven't. So how can there be a problem with my game data, if I haven't even opened it in the config? (I think I'm understanding correctly?)
No, the script+config are on my desktop. My game data is in like, Documents>something>RPG Maker XP.
I can't even start to open anything. I click the "open" option (in the menu on top), and the message comes up. So I can't even get the window open, to choose a file.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 27, 2008, 09:17:31 pm
The config app is supposed to go in the same folder as your project.
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 27, 2008, 09:23:53 pm
Ah... That... Might help...
Where does it say that? Because I don't remember reading that... Hehe.
Anyways, should I just copy+paste the config file into my game folder, or should I re-download the whole thing into the folder?

I don't usually say it, because I hate the word, but... Lol.

Thanks for the help.. I'll go do that now.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 27, 2008, 09:27:50 pm
I'm pretty sure you can just copy and paste it without problems.
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 27, 2008, 09:31:15 pm
Yeah, I just did.. It works perfectly.
Oh my god, I can't believe that. Seriusly, where does it tell you to put it with your project? is that just something everyone should now, and I'm just one of a million that doesn't, or did I just miss it?  :^_^':

Anyways, thanks Blizzard, it works just fine now.  :roll:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 27, 2008, 09:32:52 pm
Blizz-ABS Config is supposed to give an error message and notify that it is supposed to be in the game project's folder. Since I restructured the application in v1.9, something went wrong and it doesn't do that now. I have fixed that problem and put up v1.93. You can redownload it, but you don't have to. Except for that error message fix nothing is different. You should have read the error message more closely, maybe you would have noticed that it's trying to open OWNPATH\Data\*.rxdata. :P
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 27, 2008, 09:33:36 pm
Straight from the Config Doc: ShowHide
Quote from: From the Configuration Document
1.1. What is Blizz-ABS Config?
Blizz-ABS Config makes configuration of Blizz-ABS easier than ever. It is a separate
application that allows you to configure and set up Blizz-ABS quickly and convenient. After
you have finished configuring Blizz-ABS you can let the application generate an equivalent
module BlizzABS script which you only need to copy-paste into Part 1 of Blizz-ABS
instead of the default configuration. The application allows you to save and load different
configurations as well, so you can quickly switch between two or more completely different
game setups. You SHOULD NOT include the "Blizz-ABS Config.exe" and the
configuration files with your game when you release it. The application needs to be put
into the folder where your game is located. It will access following files in order to display
data:
- Actors.rxdata
- Weapons.rxdata
- Skills.rxdata
- Items.rxdata
- Enemies.rxdata
- MapInfo.rxdata
- Animations.rxdata
- States.rxdata
The application is able to read the Marshal format and restore some of the necessary data
for display. The files are never being modified, created or deleted, they are only read. Blizz-
ABS configurations files are saved in .cfg format. Opening a damaged, corrupted .cfg file or
a .cfg file in the wrong format can damage the current configuration or even crash the
application. After you are done with your configuration, you can let the application generate
a configuration script. Keep in mind that .cfg files only serve for saving and loading
various configurations, you MUST generate a script and paste it into the script editor
in order to apply it on Blizz-ABS.


The application needs to be put
into the folder where your game is located.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 27, 2008, 09:35:28 pm
That, too, yeah. <_<;
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 27, 2008, 09:42:13 pm
Ah, thanks. Haha, it works so awesomely now.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on July 27, 2008, 10:32:07 pm
Hey, been awhile since I found an error. I found this error in script 3.

"Script 'blizz 3' line 3658 NoMethodError Occurred

undefined `color' for nil:NilClass"

It happens if you were to set an enemy on a tile and the enemy requires a switch to be activated in order to appear. Here is where the error comes in, it happens if you use a magic skill where you select the target.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 27, 2008, 10:36:08 pm
Does it happen with v1.98 as well?
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on July 27, 2008, 10:36:52 pm
Yep, thats the one I'm using. If lets say you have an enemy or several enemies that are not activated by switch and the other one is switch activated and the switch is not yet activated, the error will appear before the target select circle does.
Title: Re: [XP] Blizz-ABS
Post by: drahc on July 28, 2008, 02:38:21 am
Hey bliss i've just played your demo and i totally agree with you that you really pwnd almost all those ABS out there (Except for the brazillian ABS which really kicks ass). anyway i just want to ask if your ABS can be used on a side scrolling type RPG? I have this project for a long time (since .net and asyllum days) that up until now dont have a battle system and a decent movement system. I've tried using ccoa's CBS RTAB version which i think is the best when it comes to turnbased battle system but im not happy with it and ending up my project on deep sleep. But when i saw your ABS recently i think it's perfect for my project it's just that i dont know if it will work with platform based game. Take note that i have no knowledge when it comes to RGSS and a little bit of eventing only.

Hope you have some time to answer some of my question anyway gudluck with the version 2.xx.

Thank you.

note: sorry if i post this first on the resources section that's really stupid of me.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 28, 2008, 06:23:54 am
Funny since the ABS version in the demo is very, very old. xD The most recent version of the ABS owns that old version. It even owns XAS (that Brazilian ABS) and NeoABS. And the next version (v1.99) will even feature combos. v2.0 will feature allies and advanced combos (like run, jump, attack, jump back). If you want to use it for a platform game, I'd say it would be enough to get rid of the directions system. Well, it depends on the platform system.

PS: Don't worry, I'll delete that post then. :)
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on July 28, 2008, 01:10:07 pm
Oh yeah, the error also happens if you do the same thing, but with variables instead of switches. This time it is:

"Script 'blizz 3' line 3661 NoMethodError Occurred

undefined `color' for nil:NilClass"

Also in 1.98.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 28, 2008, 01:12:43 pm
Alright, I'll fix that in v1.99.

EDIT: Lol, I just realized that I fixed that for 1.99 already. xD Here's the hotfix. Just above that line should be a lin saying "def update_select". Just add this line below:

return if @sprite == nil
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 28, 2008, 06:29:06 pm
Hey Blizz,

When I have an item that heals One Ally, it works fine.  However, using the item on "The User" gives me this error.

Spoiler: ShowHide
(http://people.alfred.edu/~jam/Error1.jpg)


~TLarch
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 28, 2008, 07:02:19 pm
That's a new error. Just change the line to this one and it will work fine.

ch.item_effect(ch, object)


EDIT: There's one more. Change line 1826 to:

targets.each {|target| target.item_effect(ch, object)}
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on July 28, 2008, 08:12:12 pm
Got another error, this time it is with enemy transform.

Ok, enemy transform normally works fine but if you put in several enemy transforms into one event (such as 2 enemy transforms, one for event 002, the other for event 003), it gives out an error involving syntax. It doesn't say what script the error is located in or anything.


This however, does not happen if you have an enemy that has 3 forms where the there is an enemy transform on the first page or an enemy transform on the second page. It only happens if you got more than one enemy transform on one page.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 28, 2008, 08:31:55 pm
I'll check that. And don't forget that you have to leave out the leading zeroes.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on July 28, 2008, 10:56:00 pm
Yeah, I forgot that you don't need to use the 2 zeros for the events. Because of that, it is fixed but there is another problem.

This time there is no error message but when I place an enemy, I make 2 pages and the smaller enemy is activated by a switch on the 2nd page and whenever I get the big enemy to try to multiply into some smaller enemies by adding a switch onto the big enemy event, the smaller ones do not appear.

Now, the reason why I made a second page on the smaller enemies is there is some sort of glitch if the smaller enemies are single pages where if you were to step onto a tile where the smaller enemies are and use physical attacks or magic, it won't appear because it'll think you killed the enemy. The enemy would suppose to appear after the switch is activated after killing the bigger enemy(that is if you have the switch on the first page) but if you go onto it's tile and attack the tile enough(and in something like that, no attack numbers appear so you won't know for sure until you activate the switch), which is why I made a 2nd page and leave the first page completely blank.
Title: Re: [XP] Blizz-ABS
Post by: drahc on July 28, 2008, 11:08:45 pm
Quote from: Blizzard on July 28, 2008, 06:23:54 am
Funny since the ABS version in the demo is very, very old. xD The most recent version of the ABS owns that old version. It even owns XAS (that Brazilian ABS) and NeoABS. And the next version (v1.99) will even feature combos. v2.0 will feature allies and advanced combos (like run, jump, attack, jump back). If you want to use it for a platform game, I'd say it would be enough to get rid of the directions system. Well, it depends on the platform system.

PS: Don't worry, I'll delete that post then. :)


Wow cool then maybe ill wait for the Version 2 to come out. (at least i have time to prepare the necessary graphics). Anyway i know that your ABS really owns the XAS ABS which is this one

http://www.youtube.com/watch?v=0QTnqOZZpmI (http://www.youtube.com/watch?v=0QTnqOZZpmI)
but what im talking about is this one

http://www.youtube.com/watch?v=R0NDt_gvJ-E&feature=related (http://www.youtube.com/watch?v=R0NDt_gvJ-E&feature=related)

which i think is way different from XAS. Im not sure if he is a brazillian but thats what i heard from other forum.
Anyway thanks again for your time and gudluck with your project.

thanks again.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 29, 2008, 12:06:17 am
Hey Blizzard,

I don't have a problem this time  :^_^':

I was wondering if there was a way to make the characters shield (the act of defending) equal anything other than zero every time.  Maybe instead, changing it to 5-10% of the damage you would have received.  Is this possible?

~TLarch
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 29, 2008, 08:06:40 am
I can make an option that you either take the default damage (50%) or none at all. I think I will do that. BTW, if you want to change how much that is, you have to edit Game_Battler#attack_effect.

@drahc: Except for the super attack animation Blizz-ABS will feature stuff like that in 2.0. As I said, advanced combos. :naughty:

@Sin86: I will check that. Maybe it's a bug in Blizz-ABS.

EDIT: Yes, you are right. I can kill enemies that have not been activated by a switch yet. I will fix that in v1.99.

EDIT: Ok, there's the hotfix. Find "class Map_Enemy", then below find the line "def update". Just below that one "unless self.update?" should be there. Change it to "unless self.update? && @precondition". Before "def update" add this piece of code:

  def battler
    return (@precondition ? @battler : nil)
  end


I already did make the preparations to prevent this bug to happen, but I obviously didn't finish it.
Title: Re: [XP] Blizz-ABS
Post by: drahc on July 29, 2008, 10:37:44 am
Wow Cool. I never liked the Super attack animation anyway but the combos really makes me drool. hehehe.

Anyway you really are the best man coz you provide quick support on your script unlike others.  :evil:

Thanks.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on July 29, 2008, 12:48:58 pm
The hotfix gave me a new error.

"Script 'blizz 3' line 3786 NoMethodError Occurred

undefined `dead?' for nil:NilClass"

It happens if you have(this is what I got, I put these commands onto the big enemy itself) something like a variable as the first command, followed by a conditional branch using that same variable along with an enemy transform(which is suppose to duplicate into the smaller enemies) along with an enemy recover. The "else" part don't go anything in it though.

This is some of the code in it's current form that I changed to make it look like what you mentioned for the hotfix.

def battler
    return (@precondition ? @battler : nil)
  end
  def update
    # if outside of ABSEAL range
    unless self.update? && @precondition
Title: Re: [XP] Blizz-ABS
Post by: Valcos on July 30, 2008, 04:06:08 am
hey Blizz is it possible to use the abs for like a point and click shooter kinda thing? I havent been able to extract it i keep getting an error  :^_^': so just asking in advance.... not really sure how the abs works  :???:
Title: Re: [XP] Blizz-ABS
Post by: Ryex on July 31, 2008, 12:33:05 pm
Quote
but what im talking about is this one

http://www.youtube.com/watch?v=R0NDt_gvJ-E&feature=related (http://www.youtube.com/watch?v=R0NDt_gvJ-E&feature=related)

which i think is way different from XAS. Im not sure if he is a brazillian but thats what i heard from other forum.
Anyway thanks again for your time and gudluck with your project.

thanks again.


you do realize that that is a turn based abs you set what they do in the menu in a way it is kinda like FFXII
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 31, 2008, 07:03:38 pm
I will post a teaser topic for the release of v1.99 any moment. :3

@Sin86: Then nevermind for now. If it doesn't work, then there must be something else I edited before or a related bug that I fixed in my dev version already.

@Valcos: Maybe in a version after 2.0 because to add this to the current Blizz-ABS can be cvery bothersome and complicated.

@Ryex: Crap, you're right. xD
Title: Re: [XP] Blizz-ABS
Post by: Ryex on July 31, 2008, 07:16:44 pm
Quote from: Blizzard on July 31, 2008, 07:03:38 pm
@Ryex: Crap, you're right. xD


I know I am and your point is? XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 31, 2008, 08:02:15 pm
Blizz-ABS can't be really compared with that system. That's good, I don't want Blizz-ABS to own EVERY battle system out there. :rofl:
Title: Re: [XP] Blizz-ABS
Post by: Ryex on July 31, 2008, 09:32:52 pm
:rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:

I don't think you can escape that Bliz

Turn_Base == Fail
Title: Re: [XP] Blizz-ABS
Post by: drahc on July 31, 2008, 11:14:04 pm
ohh crap i never notice it too until i watch the other video.  :shy:
Well i guess you really practically owned every ABS i have tried Before.  :haha:

QuoteThat's good, I don't want Blizz-ABS to own EVERY battle system out there.


I like this one so humble...  :w00t: :clap:
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on August 01, 2008, 01:34:39 am
Oh ok, well about that bug that I pointed out with the hotfix. I understand that whatever it was you must of edited, try to see if you can find a way to make it where enemies can be activated by switches(we already got target circle bug down) in the next version. It would be a great feature for the ABS.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 01, 2008, 06:42:45 am
As I said, it was enough for me to change that little bit of code. Most probably there was an edit earlier somewhere which is required as well. In any case 1.99 will have it fixed.
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on August 01, 2008, 12:53:13 pm
 :^_^': Yet the question lies, how long ti'll 1.99 is out?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 01, 2008, 02:45:24 pm
Depends. I might finish it tomorrow or the day after tomorrow. I'm a bit busy these days. If not until sunday, you can expect it until wednesday. I can't wait to finish it already so I can finally continue working on my own game. (._.')
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on August 01, 2008, 02:59:26 pm
Not sure if this bug is being addressed in the 1.99 update (my head's a little slow today, so if it is forgive me) but I noticed a very strange bug.

I had a cutscene all nice and evented out, with graphic changes for poses, move routes, etc. But when I inserted the BlizzABS script, the graphic briefly flickers to the new graphic, then goes back to the event's first sprite. Furthermore, events don't actually move with their event commands, this is regardless of the pixel movement setting, or the repair movement command. Just thought I'd point it out, and I wonder if I'm the only one getting this bug (yes I have the latest version, at least the one linked to in the first post)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 01, 2008, 04:12:41 pm
I don't know, I didn't experience such a bug for a long time. I can take a look at it though. I did fix a bug where the set movement route wouldn't work right if there was only one command though. But it rather seemed that it was related to set movement speed than anything else. In any case, I will look into this.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on August 01, 2008, 04:50:05 pm
Alright, thanks. If you can't find a glitch, would you mind checking my project file?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 01, 2008, 04:57:54 pm
Sure thing. If you still have that bug yoyu can send me that map and your Scripts.rxdata. Wait first for v1.99, though.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on August 01, 2008, 05:14:03 pm
Ok, I'll wait for 1.99 then. And I'm not sure if the maps and scripts would do it, simply because the scene utilizes lots of custom sprites for the poses, and voice acting.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 01, 2008, 05:18:39 pm
Hm... You can try to make a little demo instead which features the same bug.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on August 01, 2008, 11:01:02 pm
I have some ideas for v1.99, they aren't hard but may require damage display add-ons. How about instead of displaying '0' damage on a block, how about it displays block or parry instead? Also if you could this would be really cool, if you could make it where if you gain a state it pops up [], and in the []'s it displays the name of the inflicted state. This would make for some better understanding of combat instead of constantly staring at your HUD. Also if you could as an addition to Soul Rage in Blizz-ABS v1.99, you should make it pop up the ammount of experience gained on a kill/if Blizz-ABS is enabled, this way since you are taking out the EXP bar for SR that it could be displayed easily without having to access the menu, and if you could make it when you use a skill from your equipment in soul rage it displays the name of the group of skills that would involve soul-rage. If you could please do this few damage display add-ons it would make Blizz-ABS so much more simple to use, and make you look at HUD less, and focus on combat more.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 02, 2008, 08:15:40 am
Why should I display status effects? That's what animations are for. And by using the animation stack from Tons of Add-ons you can display all animations from all inflicted status effects.

You have the option FULL_DEFEND in 1.99 which can make you either block or use the normal damage reduction (only for attacks!) of 50%.

If you want to see what skills you have in SRS, you can just use the Scene_SoulRage plugin, that's what it is for.

About the EXP: Levels and EXP are not even crucial for display. In fact I was pretty much against putting the EXP in the HUD, they take too much of the players' attention since they update after every kill. -_- My original idea was a simple HUD with HP/SP and assigned hotkeys only. I'd actually like to remove the gold, status, name, level and EXP from the HUD, but people would start complaining. -_- Instead of the name I was displaying the "face" of the character by using a piece of the spriteset. But oh well...
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on August 02, 2008, 02:23:33 pm
QuoteI'd actually like to remove the gold, status, name, level and EXP from the HUD, but people would start complaining. -_- Instead of the name I was displaying the "face" of the character by using a piece of the spriteset. But oh well...


If you WILL do it, just in case, I'd totally go with the idea, b/c I feel the present HUD is too much in the way. I'd love it in fact.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 02, 2008, 02:56:56 pm
I just might. I'll see.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 03, 2008, 08:37:32 pm
Quote from: Blizzard on August 02, 2008, 08:15:40 am
You have the option FULL_DEFEND in 1.99 which can make you either block or use the normal damage reduction (only for attacks!) of 50%.


Is there somewhere, if not in your script, in the game's scripts where I would be able to change the damage reduction percent?
~TLarch
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on August 03, 2008, 09:34:02 pm
in a request i made, Blizzard pointed out to me a place in Game_Battler that you can minipulate that, just need to look at the script a bit to figure out how it get's fixed up, anyway, here's the link

http://forum.chaos-project.com/index.php?topic=1218.0

also while i'm here, i keep getting some strange bug, when i go to use a skill that has a range of 5 (i normaly always use that range for skills) the red circle shows up but it looks as if it's about the range of 1.5, and that's anoying cause i can still target enemies that are within the range i wanted, i'll post up a screenshot if i can find one
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 04, 2008, 06:04:13 am
That's a very unusual bug. Can you post the range configuration for skills and the skill's ID as well?
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on August 04, 2008, 07:49:46 pm
well to save time, i just chnage the return statement at the end of the list so the if a skill isn't in the list, it's normaly 5, that way i don't have to go though 100+ skills making them the same settings, also, i found another bug, when i have the lates version of tons, with no addons on, i get an error

in part 2 of Blizz-ABS on line 941 there's a ArgumentError
wrong number of arguments(1 for 0)

and on that line i have
          actor.refresh(true)

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 05, 2008, 06:42:37 pm
That's an impossible bug. O_o There is no refedinition of the Map_Actor class anywhere in Tons of Add-ons. Ok, change that line to this here:

begin
  actor.refresh(true)
rescue
  file = File.open('trace.txt', 'w')
  file.write(actor)
  file.close
  raise 'Blizz-ABS error found.'
end


Now try to call the bug again. The next time it happens your game will crash but generate a text file called trace.txt before that. Open that file and post the content here. You can change that piece of code back then.

EDIT: FINALLY! v1.99 IS OUT!
Title: Re: [XP] Blizz-ABS
Post by: Diokatsu on August 05, 2008, 07:03:26 pm
god blizz i feel sexier already! congrat to everyone who isn't me and gives a sh*t-doodle j/k
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on August 05, 2008, 07:29:53 pm
i'm back, here's what was in the trace.txt file

#<Game_Player:0x3c91c38>

EDIT: also, just downloaded and extracted 1.99, like how now the user manual is a help file, problem is that when i opened it, firstly i got a popup saying about an unknown publisher, that's fine (security thing) but when i opened it i get this on the page

  Navigation to the webpage was canceled
   
   What you can try:
     Retype the address.

then when i chnage to a differnt topic, it get a blank page, for everything, i checked them all
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 05, 2008, 08:44:20 pm
-_- Just great, somehow your Windows is being a total bitch. Anyway, here's the HTML version.

http://www.sendspace.com/file/vnn2zt

I think that error is coming up because you have a script below Blizz-ABS that modifies the Game_Player class. Are your scripts in the right order?
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on August 05, 2008, 09:08:22 pm
Woot, I got mentioned in the special thanks!  lol.  BTW, awesome job so far Blizz, can't wait for the ally AI to be implimented  :haha:

Edit:  By the by, found a minor bug with the Configure, the tooltips to describe the options is showing up as just a blank.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 05, 2008, 10:26:45 pm
That's weird. Does it happen with every tooltip?

EDIT: Crap, I think I know what's wrong. I use a different window skin. I must've set the text to a color that is in the original almost or exactly the same as the background. I'll fix that right away.

EDIT: I was right. The fixed version will be up within a minute.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on August 05, 2008, 11:10:17 pm
Got 2 errors, one of them has a message, the other does not.

The one with the message:

"Script 'Game_Party' line 131:TypeError Occurred.

nil can't be coerced into Fixnum"

This is in 1.99 and I did not even touch the Game_Party script at all. It happens when right when an enemy is almost dead and you are about to give it the final blow.

The one without the message:

If you try to walk onto an event thats player touched or event touched, its as if you can't walk on it at all. It's like an invisible wall is there, this is also in 1.99.

I did encounter an error with the config tool but then I reinstalled .net and it was fixed.
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on August 06, 2008, 12:18:04 am
I had a problem like that until I changed around the script order.  Make sure Tons is above Blizz-ABS if you're using, as well as Stormtronics.

I do have to say though, I'm highly impressed with the changes so far Blizz, they're pretty damn amazing.  I'm reworking my database to take advantage of some of the new features.




Also, found an error with opening saved configuration files.  If you have custom commands up, it doesn't change the display to accurately display the right commands.  However it doesn't reset them or anything, just displays them as the defaults.

Edit:  I was also wondering if there was a way for me to check to see if I was in the ABSEAL range of mobs.  I want to be able to set a common event to be able to change the music if there's enemies nearby, with a fade-in, then when the ABSEAL disables I can set up a fade-out with the memorized music.

Also, a suggestion for a possible future change:  Why not make enemy radii? I mean a radius around a monster that you can hit them in, that way you can have large sprites that don't feel awkward when you try to attack them.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on August 06, 2008, 04:03:42 am
It happens even if you already have Tons in first and the ABS second, you still get that error that I mention.
Title: Re: [XP] Blizz-ABS
Post by: Peter16321 on August 06, 2008, 06:19:54 am
hey blizzard i have tested u'r abs with all 3 parts of toon of add-on's as i started the game it all crushed it says (wrong argument (1 for 0)) so i deleted it after i was testing the enemies it crushed again by killing an enemie (Script is hanging)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 06:51:01 am
Peter, are your scripts in the right order? -_-

http://forum.chaos-project.com/index.php?topic=23.0

Quote from: Sin86 on August 05, 2008, 11:10:17 pm
"Script 'Game_Party' line 131:TypeError Occurred.

nil can't be coerced into Fixnum"

This is in 1.99 and I did not even touch the Game_Party script at all. It happens when right when an enemy is almost dead and you are about to give it the final blow.


It's a little mistake by me. It happens if your enemy doesn't drop gold. I'll fix that in a few minutes an put up a fixed version.

Quote from: Sin86 on August 05, 2008, 11:10:17 pm
If you try to walk onto an event thats player touched or event touched, its as if you can't walk on it at all. It's like an invisible wall is there, this is also in 1.99.


I just tried a few things with such events and I had no problems whatsoever. What event commands are you using? What did you set EVENT_LOCK to? And which pixel movement rate are you using?

Quote from: Phasedscar on August 06, 2008, 12:18:04 am
Also, found an error with opening saved configuration files.  If you have custom commands up, it doesn't change the display to accurately display the right commands.  However it doesn't reset them or anything, just displays them as the defaults.


I'll fix that as well. Yes, the display just doesn't get refreshed, nothing else.

Quote from: Phasedscar on August 06, 2008, 12:18:04 am
Edit:  I was also wondering if there was a way for me to check to see if I was in the ABSEAL range of mobs.  I want to be able to set a common event to be able to change the music if there's enemies nearby, with a fade-in, then when the ABSEAL disables I can set up a fade-out with the memorized music.


Sure. You can use "$game_map.events[ID].update?" which will return true or false depending on whether you have that event in range or not. But I rather suggest that you set the setting "Disable Blizz-ABS when enemies are out of ABSEAL range" and use "$game_temp.in_battle" because this should work seemlessly.

Quote from: Phasedscar on August 06, 2008, 12:18:04 am
Also, a suggestion for a possible future change:  Why not make enemy radii? I mean a radius around a monster that you can hit them in, that way you can have large sprites that don't feel awkward when you try to attack them.


I was already asked about that feature and most probably I will not. The problem is that for making that possible I first have to make enemy sizes which could increase lag heavily due to the passability check and most probably render Blizz-ABS incompatible with many other scripts. It's difficult to predict how exactly it would affect the system.
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on August 06, 2008, 07:23:37 am
I use the "Disable Blizz-ABS when out of ABSEAL range" anyway so that's not a problem.  Thanks for the code Blizzard.

Didn't realize that a request like that was already made, but just playing with ranges seems to work just fine.

Thanks again Blizz, awesome job!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 07:28:26 am
No problem. The fixed version is up, BTW.
Title: Re: [XP] Blizz-ABS
Post by: drahc on August 06, 2008, 11:14:57 am
Sorry but i got an error Blizz

Script 'Arrow Enemy' line 8:Type error Occurred
Undefined superclass 'arrow base'

Thanks in advance.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 12:23:14 pm
This has nothing to do with Blizz-ABS as Blizz-ABS doesn't even affect those scripts.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on August 06, 2008, 12:25:20 pm
I try downloading it and I can't even unzip it because it says it isn't a valid archive this time for some weird reason. Tried downloading the file again and it still didn't unzip.

As for the events. Lets say the player touch is a cave that you go into. You try to enter the cave but you are being blocked off of.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 12:40:51 pm
The uploaded file got corrupted and my host is being a bitch right now so I can't upload it again. -_-
Title: Re: [XP] Blizz-ABS
Post by: Rymdpotatis on August 06, 2008, 12:49:15 pm
I've played around with the new version of your ABS and it's awesome, the corpse system is very nifty!
I do have a question about it: Would it be possible to make a script, or an event that would allow looting, as in when you press a key and search the corpse a box pops up, showing what items the corpse has and there you can choose what you want to pick up.

Also, if it where possible to prevent corpses and dropped items from blinking that would be super.



I know I must be abnoxious with all my questions. >_>
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 04:38:30 pm
The Morrowind-like box would require a custom extra script. You can get more info on the corpse system in chapter 2.1. I'm not sure which subchapter it was, it should be after 10. Line 3749 in part 3 should be "sprite.select = 2". Remove that line to disable the blinking.
And it's "obnoxious". xD
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on August 06, 2008, 05:00:01 pm
Hey, me again. I almost got it all worked out.. But I'm having problems with adding attack sprites. I added running, sneaking, and jumping sprites just fine, no troubles. But my attack sprite won't work. I read that section in the manual at least 20 times.
I'm using the first default sprite (Arshes). It's named 001-Fighter01. The attack sprite for that same character is 001-Fighter01_atk0. The sprite set for the attack sprite is in Project>graphics>characters. With the _jmp _run and _snk sprites. But it won't work! When I hit the attack button in-game, a message comes up saying "Unable to find file Graphics/Characters/001-Fighter01_atk_." (which is weird, because when that message pops up, it freezes the game, but where my character should be, it shows the whole sprite set of the attack animation.. Meaning, it DID find it) I thought the extra _ on the end wasn't supposed to be there, so I changed the attack sprite set to "001-Fighter01_atk_", like it said, and it just said "Unable to find file Graphics/Characters/001-Fighter01_atk_.". So, I'm not sure what to do next.

My attack sprite set:
(http://i135.photobucket.com/albums/q133/mojobo1/001-Fighter01_atk0.png)

Thanks.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 06, 2008, 05:08:26 pm
All the weapon sprites have been bumped up a digit now.
So the sword was atk0 before and now it should be atk1
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 05:11:45 pm
And besides: Turn off weapon sprites. They are an enhanced feature of attackiing sprites. BTW, that sprite is awesome even though it is Arshes.
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on August 06, 2008, 05:17:32 pm
Oh, it probably says that right in the area that talks about the updates? I never read that because I figured it didn't matter if I never used the older versions.. Guess it does -_-.
But... I thought I tried naming it atk1 instead of 0, just to make sure.. Maybe not...
Maybe I'll just go try it out and see -.-

Edit: That isn't it.. It might be part of it, but it still doesn't work. It still gets the same message.
Anyway, it doesn't say its unable to find _atk1, it says its unable to find _atk0. Why?


Edit: Sorry, just saw Blizz's post:
I know, I have had it the other way, but I like it better with the attack sprite.. If I don't do it now, I will eventually. And since I have it almost figured out now, I might as well continue. But yeah, I know I can switch it back to the other way if I want.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on August 06, 2008, 06:12:09 pm
Found another error. If you remember the time when I set up an add variable and a conditional branch that equals an amount of variables and I said that I got some error after doing that, I get a new one. This time, it's a different error.

"Script 'Blizz 3' line 4534: NoMethodError Occurred.

undefined method `dead?' for nil:NilClass"

Here are the commands for that enemy where you get the error.

control variables [0042: enemy split] += 1
conditional branch: variable [0042: enemy split] = = 1
script: enemy transform(1, 41)
script: enemy_recover_all(1)
else
(nothing here)
branch end
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 06:35:54 pm
We'll sort this out. :3

@mojobo1: Then you need extra sprites. You need one sprite per weapon. Have you tried CoSLAL, the example game yet? It uses weapon sprites in order to demonstrate the correct usage.

I'll explain it quickly here.

You need a basic attack sprite for swords to whose filename you add "_atk1". Then you need a weapon-only spriteset where the weapon movement is displayed which you name exactly like the file I just mentioned and add "_ICONNAME" where ICONNAME the filename of the icon for that sword weapon is.

normal = xyz.png
sword attack base = xyz_atk1.png
specific sword = xyz_atk1_sword12.png
Title: Re: [XP] Blizz-ABS
Post by: drahc on August 06, 2008, 09:05:51 pm
Quote from: Blizzard on August 06, 2008, 12:23:14 pm
This has nothing to do with Blizz-ABS as Blizz-ABS doesn't even affect those scripts.


OK sorry for that one coz i think i screw up my scripts when i try to install the Blizz-ABS 1.99 version. Cant help it im too excited  :^_^':.

Anyway i have 1 more question, is it possible to have a different idle post for the character? Coz i notice when i try to turn on the animate char option on the config it plays the walking animation while the character is idle?

Thanks again blizz and your ABS rocks.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 09:08:47 pm
No, I haven't added idle sprites in this version to release it earlier. Since I doubt that I will include them in 2.0, don't expect them before 2.x.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on August 06, 2008, 09:12:48 pm
i fixed up that actor refresh problem i got, it was the order of the script, i had Tons bellow the ABS script.

however i have to ask this, i've looked over the entire manual and i can't find any section on the addions to the event name for \invisible, \hide and \box, infact, i only found out about \box from CoSLAL

also a suggetion for the Config program, maybe set up the skills, items and weapons section so you can select multiple items in the list and chnage them at the same time so if you have 300 skills and 100 of them are going to be the same settings, it'll be a hell lot easier to select the 100 that will be the same and chnage thme all at once than having to do it 100 times
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 09:20:58 pm
I was going to make copy-paste work, but I forgot for 1.99.

\box is mentioned in 1.4.x.x. (the part about the minimap), \hide is mentioned in 2.4.x. Enemy Health Bars and \invisible does not exist.
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on August 06, 2008, 09:47:43 pm
BTW, would "$game_temp.out_battle" work as a trigger for another conditional branch?
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on August 06, 2008, 10:22:22 pm
whoops, my bad spelling, i ment Invincible, and i though  \h (now \hide) was to make events not show up on the minimap (such as enemies who are invisible)
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on August 07, 2008, 02:34:28 am
;;<_< Now to wait for 2.00, for the Ally AI.
Title: Re: [XP] Blizz-ABS
Post by: Peter16321 on August 07, 2008, 05:27:34 am
hi again

i have downloaded the abs again and my scripts are in right order now but if i kill an enemie game crushed and says : script hanging

i am using default settings and it allso crushed ^^


THATS SO UGLY !!! xD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 07, 2008, 07:21:51 am
Quote from: Memor-X on August 06, 2008, 10:22:22 pm
whoops, my bad spelling, i ment Invincible, and i though  \h (now \hide) was to make events not show up on the minimap (such as enemies who are invisible)


The command is \immortal and yes, you are right. Except in the version history I haven't mentioned it anywhere else. I'll fix that when I release 2.0. \hide hides the Enemy Health Bar, it doesn't make enemies invisible. If you want invisible enemies, you have to use a dummy spriteset. \nomap is being used to hide them from the minimap.

Quote from: Phasedscar on August 06, 2008, 09:47:43 pm
BTW, would "$game_temp.out_battle" work as a trigger for another conditional branch?


"$game_temp.out_battle" doesn't exist, you have to use either "not $game_temp.in_battle" or "!$game_temp.in_battle". In any case, I posted in your topic about your problem already.

Quote from: Peter16321 on August 07, 2008, 05:27:34 am
hi again

i have downloaded the abs again and my scripts are in right order now but if i kill an enemie game crushed and says : script hanging

i am using default settings and it allso crushed ^^


THATS SO UGLY !!! xD


I wonder how you always manage to mess it up. :P Try Blizz-ABS only with a new project and see how it works.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on August 07, 2008, 09:43:25 am
I have an odd bug in V1.99 that you have to jump over parallel process events. By the way, nice job on V1.99, love the new features, such as corpses, and enemy hear radius. Also when disabling the key that activates the skill bar, so that it can't be seen on my cutscenes, it still shows up, but disables the key, I used the code you gave me a while a go for that, and it was working before to erase it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 07, 2008, 09:48:36 am
I don't. My parallel process events are just fine. They are passable when Through is on and impassable when it isn't.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on August 07, 2008, 09:50:40 am
Oh, I have to put through, got it.
Title: Re: [XP] Blizz-ABS
Post by: drahc on August 07, 2008, 10:02:45 am
It seems theres a bug when i try to go pass and event. My player cant walk pass that event even thou i set it to auto touch. I've tried using the v1.98 and its working so i think it's the new version that has a problem. BTW i use a new project to test it also and i still cannot pass thru an event.

Thanks in advance.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on August 07, 2008, 10:07:56 am
Drach: Blizzard already awnsered that, you have to make the event through.
Title: Re: [XP] Blizz-ABS
Post by: drahc on August 07, 2008, 09:07:23 pm
Quote from: diablosbud on August 07, 2008, 10:07:56 am
Drach: Blizzard already awnsered that, you have to make the event through.


oopps sorry i might have missed it. anyway thanks diablosbud and im gonna try it again after office hours.
Title: Re: [XP] Blizz-ABS
Post by: Rymdpotatis on August 08, 2008, 08:34:56 am
Perhaps it's just me, but as the monsters respawn everything pauses for a second.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 08, 2008, 09:52:31 am
That is because somebody wanted enemies not to be able to spawn on impassable events which is a major slowdown. >:( I had no idea how big. I will reverse that change now.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 08, 2008, 10:41:15 am
*cough and shifty eyes*
Sooo is the changed version up now?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 08, 2008, 11:01:36 am
Yes. I put it up immediately. In fact, I'm no even sure if they will respawn on impassable events due to some earlier changes in the system for v1.99. It might work this way just fine.
Title: Re: [XP] Blizz-ABS
Post by: shdwlink1993 on August 08, 2008, 09:27:26 pm
Uh, Blizz, ALL the links to the ABS are down... :O.o:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 08, 2008, 09:46:15 pm
They are deleting my files again! I will kill this host! :argh:
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on August 09, 2008, 03:45:56 pm
Are the files back on or is it still down?  :^_^;:
Title: Re: [XP] Blizz-ABS
Post by: shdwlink1993 on August 09, 2008, 04:07:03 pm
Unless I'm mistaken 1.99 is still up.

Hopefully :^_^':.
Title: Re: [XP] Blizz-ABS
Post by: Kukulkan on August 09, 2008, 10:17:04 pm
Hi there!

I'm new here ^^U as you can imagine I got here because of Blizz ABS script wich is pretty damn awesome, I've tested it and it works near perfectly, however, after reading the manual, there are some things I still don't understand...

Hope I get answered if you could be so kind.

1. Is there a way to move a Monster event or switch it with another? I tried it with conditional branchs and variables, but I can't seem to get them there, like if the script returned the events to their original locations.

2. Can I configure boss fights? Like, the boss (again) moves or does something after He gets 50% damage for example?

Love the forum hope to stay long n.n
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 09, 2008, 10:32:52 pm
You can set a move route to the event of a monster and it'll follow that route.

And do you mean switch the monster with another or switch its location?
Switching the monster requires you to rename the event.  I dunno how to on the top of my head; it's explained in the manual.
I'm pretty sure you can switch its location the same way you switch any event's location:  by using a map X and map Y variable.

Monsters follows the same actions as they are set in the Enemy tab of the database.  If you want a monster to heal itself when it reaches 50% HP, set the precondition of Heal to be 50% HP.
Title: Re: [XP] Blizz-ABS
Post by: Kukulkan on August 09, 2008, 11:09:08 pm
Thank you, understood that, I'm gonna give it a try

EDIT: I got another question, I tried making the enemy "talk" after he recieved 75% damage and it worked, then I wanted to move the enemy event to another place of the screen but it didn't work, he just stayed there, fixed

That's what I was talking about, I can't seem to set the event location of an enemy after he uses such an attack
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 10, 2008, 06:15:02 am
In other words, the "Change Event Location" command doesn't work for enemies? I'll look into that. BTW, does it work if the event is not running (no message box), if the only command is the Change Location command?

There are two way to change the enemy: Either use the transform battleflow command (3.2.1x) or rename the event (3.2.1x, right before the chapter about battleflor commands).
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on August 11, 2008, 03:22:45 pm
Alright, you said to make a demo if the problem persisted, so I did. just watch the cutscene, and you'll notice that pose changes don't work right, and neither does moving the people. Then take out the ABS scripts, and you'll see the cutscene working fine.

http://celenath.com/DR/DR_Ver_Alpha.zip

BTW, in that project, I'm getting another error. Go to the map "Resistance Camp: North" (by setting the start position there), and the game will crash when the enemy is supposed to die.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 13, 2008, 12:02:48 pm
Hey remember me? Hey I wanted to know is it possible to make a skill that would knock back an enemy a certain number of squares. I read the manual but I can't find anything about it :huh:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 13, 2008, 12:44:17 pm
No. Map Battlers are knocked back 1 square after any attack, that's all that there is.
Title: Re: [XP] Blizz-ABS
Post by: Cody64 on August 13, 2008, 08:07:28 pm
QuoteLine 3749 in part 3 should be "sprite.select = 2". Remove that line to disable the blinking.


I've removed that line, but my corpses still blink :S
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 13, 2008, 09:14:22 pm
Line 4261:

@select = 2 if @character.is_a?(Drop_Event)


Remove it as well.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 13, 2008, 09:21:31 pm
Hey Blizz,

As soon as I changed to ABS 1.99, my Transfer Player events don't work, and even without a graphic, they still act solid.

~TLarch

P.S.  I love the new manual setup.

Edit:  I created a new game with ABS and only put into it a transfer to the other side of the map.  Same result.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 14, 2008, 06:29:23 am
Well, I am not.

http://www.sendspace.com/file/6cx4pk
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 14, 2008, 09:00:44 am
Ugh.  Your's works fine of course.  I swapped out my code to make sure I pasted it right.  Then I swapped your game's code with my code.  Same result.   :???:

Here is my test game:  http://people.alfred.edu/~jam/BugProject1.zip (http://people.alfred.edu/~jam/BugProject1.zip)

(Space = Select, Arrows = Movement)

~TLarch
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 14, 2008, 09:44:12 am
How about making the event passable and trigger on touch? -_-
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 14, 2008, 05:00:50 pm
That works, but I've created over an 65 maps, all linked by these teleporting events.  Prior to 1.99, the (None) graphic allows the player to pass through without specifying it.  Why now?  How can I change it back?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 14, 2008, 05:38:39 pm
You'll have to change them all because this is a bug and shouldn't have happened. 65 maps isn't much. You should be done in less than 15 minutes. You can complain when you have over 400 maps to update, because it takes over two hours.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 14, 2008, 06:22:17 pm
 :<_<: okay.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 14, 2008, 07:28:56 pm
Look, every newer version will cause the same issue for you. It's better if you adapt.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 14, 2008, 08:03:46 pm
I know, which is why I'm not going back to 1.98.  Thanks anyway.  At least there is a way around it.  I'll let you know if there are any other problems.  Other than that, it works great.

~TLarch

Edit:  I apologize for posts that seem laced with attitude.  Been a long day, and you don't deserve that.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 15, 2008, 10:36:33 pm
*In a rather sheepish voice :^_^':*  How do I keep an enemy with a bow from firing at point blank?  I changed his range to 5 squares.

~TLarch
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 15, 2008, 10:44:24 pm
What do you mean? Can you explain it a bit better?
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 15, 2008, 10:47:30 pm
Will do.

Normally, an enemy stands back at a diagonal position, then comes in to attack, then darts back away.  I changed this one from having the attack of a sword to a bow.  He attacks in the same manner, only if I'm fast enough, I can see the arrow fly out.  I was wondering if I need to do something so the enemy keeps his distance when he fires arrows at me.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 15, 2008, 11:04:14 pm
Enemies try to have you in range, but not to go too much away. Usually the stay at the edge of having you in range. As soon as their delay timer has expired, they try to get you in range so they can shoot you. In other words, it can happen that they come too close.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 15, 2008, 11:12:04 pm
Okay, that makes sense.

I made the enemy pretty slow, and changed his range to 5.5 with the bow, to see if he would take his shot from 5 or 6 squares away, but at his slow speed, it still must walk up so that I am touching it before it takes a shot.  Made me curious to if I'm doing something wrong, and what other option I overlooked or had to check.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on August 16, 2008, 03:16:33 am
I was examining your scripts and noticed that there is a predefined method (or re-defined I guess) for calculating how long or how often states and slip damage should happen... however... I tried setting the duration of Venom to 5 turns (assuming it would deal 5 consecutive damages or stop after 5 seconds or something) however, it continued until I was dead.

I tried assigning the SP Regen skill ID in the Tons of Add-ons script to be a state that would... obviously regenerate SP over time... the game would not even allow my character to gain this status, even when told to by an event.

(By the way we spoke recently in an email about similar issues XD; but I felt it less painful to continue through this glorious place!)

Anyway, I am now(finally having updated my settings) using BlizzABS 1.99.

I suppose I should mention that this is formally a bug-report (or maybe troubleshooting issue?)

To put it simply, here are my problems:
    Status effects never end once gained
    SP Regen (and presumably HP Regen and SP Poison) do not work at all/cannot be gained



Is this a legit bug, or is it user(me XD) error?

EDIT:Oops, sorry, moving this to the proper Bug Report thread...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 16, 2008, 07:37:27 am
First problem: Have you set that status effects are "battle only"? If they are not "battle only", they do not wear off. And have you set the probability that the status effect wears off to 100%?

Second problem: Have you turned on that add-on in Tons of Add-ons and have you configured the script properly?
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on August 16, 2008, 01:34:31 pm
i cant pick up weapons when they are droped by an enemy, iv tried every button and looking through the script and i cant spot the problem. before anyone says i have not changed the script in any way and if tried it in two other prodjects and the same happens.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on August 16, 2008, 02:05:16 pm
Quote from: shadonking on August 16, 2008, 01:34:31 pm
i cant pick up weapons when they are droped by an enemy, iv tried every button and looking through the script and i cant spot the problem. before anyone says i have not changed the script in any way and if tried it in two other prodjects and the same happens.


Not my script, but I have an idea... Can you pick up dropped Items? If so, you could make an item that deletes itself and adds a weapon when picked up.... just a thought...


Oh, and Blizzard, you're a genius, I did forget to configure it >.<;


I'm also having trouble with my normal map passability... the game isn't recognizing some squares as solid while others of the same tile are solid... is there a way I need to set things up to fix this? (Right now, some, not all, of my floor tiles are impassable, while some, not all, of my walls are passable. I'm having to use events to make my walls at the moment >.<; )
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 16, 2008, 04:25:48 pm
Have you configured the different terrain tags in Blizz-ABS right? Also, consider that all 3 layers are used for passability. If one of them is impassable, the tile is impassable. Check all 3 layers.

@shadonking: Dropped stuff are normal event except that they blink. Just press the confirm button.
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on August 16, 2008, 09:18:09 pm
34 page of comments to read and I only glanced over 6 of them, supposing that means I could have looked right past it,  :ninja:however:

Its great that my party members can follow me, but fort he life of me I can't make them fight back. The menu has a grayed out option of AI control, but...err, I can't get it to work.
Is this option incomplete? I read that it was in development in like, 1.6 or something, that you expected it to be available in 1.9, and here I have 1.99, and its beyond my level of...figuring out. :'(

Also!

I'm trying to make a this game a blend of action-rpg and also having battles, though I choose to 'size down' my animations, leaving them really tiny INSIDE regular battle. I don't suppose there is a way to size it up for regular battles, to return for field fighting?

Questions questions... :shy:Sorry to pester you about this, mister Blizzard.


--JeR
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 16, 2008, 09:37:06 pm
Ally AI is coming in version 2.0 which won't come out for at least 2 months or so.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 16, 2008, 10:14:05 pm
Just like Aqua said. Also, you can turn off the animations. The problem is that making animations be half-sized on the map and normal size in normal battle would complicate things.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on August 17, 2008, 12:23:46 am
Quote from: Blizzard on August 16, 2008, 04:25:48 pm
Have you configured the different terrain tags in Blizz-ABS right? Also, consider that all 3 layers are used for passability. If one of them is impassable, the tile is impassable. Check all 3 layers.

@shadonking: Dropped stuff are normal event except that they blink. Just press the confirm button.


I'm not sure exactly how to setup the BlizzABS passability... but what's strange is that the passability issues only happen on one map... most of the tiles I'm having issues with are only one layer deep, all from the same square in the tileset, but some of them register as solid and some don't... I'm gonna try remaking the map a second time, just in case its some strange data error on that map...

I don't know if it matters or not, but its a custom tileset... If I still have issues, I'll take a snapshot of it for better illustration.


Also, Suggestion:
      Allowing for multi-hit skills or attacks while using B-ABS...(I noticed it in Tons')
      Not specifically a skill that executes more than once, but more like a single attack that displays 2+ damage counters... (Like for characters that dual-wield, they don't slash just once per attack, but twice.)

(And I am constantly coming up with new things to add, I could probably compile a very large list, but I also understand you have to have time, and you have to get party AI working XD; )
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 17, 2008, 07:42:37 am
Passability doesn't have to be set up specifically in Blizz-ABS. Have you checked your tileset? Maybe you have a tile that is not passable in one direction. Or maybe you have ane event using a tile as graphic. Try resetting all terrain tags on the tileset and try again.

Multi-Hit is pointless in Blizz-ABS. I mean how is it supposed to work?! The player freezes until he has repeated the move X times? You can just press the button X times. As for the damage display, it would be easier to make an add-on that displays more than one damage number. -_-

Don't bother, I won't add most stuff anyways. ;p
Title: Re: [XP] Blizz-ABS
Post by: Satoh on August 17, 2008, 06:54:05 pm
Quote from: Blizzard on August 17, 2008, 07:42:37 amAs for the damage display, it would be easier to make an add-on that displays more than one damage number. -_-



I may not have been absolutely clear, but that was what I meant... you press the button once, but the character/enemy/skill can be setup to display damage/ X, X times...

Just an aesthetics thing...

For instance instead of a character with a machinegun doing a solid 200 damage per attack, he could do one attack, but display 10 damage counters worth 20 damage, still the same amount of damage, but it gives more (visual) diversity in the types of characters there are.

And believe me, if I knew any more about ruby scripting than I do, I'd do it myself, along with any number of other things, and submit them here. Unfortunately I still have a long way to go before I can match your scripting efficiency...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 17, 2008, 07:41:35 pm
I know exactly what you mean. It was me who was not perfectly clear. Problem is that something like that would increase lag as well. But oh well, I might just add it anyway. I need to remodel the damage display handling anyway.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on August 18, 2008, 12:20:03 am
Quote from: Blizzard on August 17, 2008, 07:41:35 pm
I know exactly what you mean. It was me who was not perfectly clear. Problem is that something like that would increase lag as well. But oh well, I might just add it anyway. I need to remodel the damage display handling anyway.


When you said remodel, it gave me another idea...(in case you haven't noticed that happens to me a lot.)

Anyway, I don't know how practical or difficult it would be, but for the aesthetics, you could add an option for diagonal sprites if the 8 direction movement is flagged ON. (not that it really needs it, but it would make a nice smooth walk/run/etc sequence... aside from the aesthetics though, it would be useless...)

And just so I don't come off wrong, I'm not nitpicking, just making (potentially...?) helpful suggestions.

Also, I'd like to state that almost all I know about ruby, I learned while trying to figure out what your code does. If I ever get a handle on ruby, you can bet I'll release a few expansions to the Blizz-ABS system...

I think it has the potential to be the ultimate add-on for RMXP.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 18, 2008, 05:22:53 am
No, it's ok. Somebody asked already for 8 direction sprites and I'm not sure how compatible it would be with the other sprite systems. I'll see about that.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 21, 2008, 01:38:20 pm
I set the blizz abs controls so page down is q like it normally is but I'm having a problem. I have a conditional so that if L (Q) is pressed it will call a common event but it won't work when I'm using the blizz abs, but it works fine without the abs :???:
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 21, 2008, 01:40:39 pm
Use this in the conditional:

Input.trigger?(Input::Key['Q'])
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 21, 2008, 03:24:09 pm
Thanks, that works perfectly!
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on August 21, 2008, 10:25:25 pm
Maybe these are just configuration problems on my behalf, but I'm having control issues if I switch buttons around with the custom controlling, namely one being that if I move the run button and jump button to something other than their default, I cannot run and jump.

i.e.
I move buttons around so that the 'J' is for jump, and run is 'N' or something, and whenever I run and try to jump, I just come to a complete halt and jump in place.
:P Is this all me? Or something more?

--JeR
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 21, 2008, 10:27:28 pm
Did you check that the keys are not already in use?

And... are you holding the moving keys first before you jump?
Title: Re: [XP] Blizz-ABS
Post by: Kukulkan on August 21, 2008, 11:49:21 pm
Hi again!

Having troubles with set event location again  :'(

I can't seem to make an enemy change it's location, ergo the function isn't working properly...

Edit:

Tried using the battleflow commands, but neither Name change or enemy transform helped me. Kept getting script syntax errors...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 22, 2008, 05:40:26 am
You haven't typed the commands properly. Copy-paste them from the manual and you will see that you will get no syntax error. Then edit the command so it works how you need it to work. I will fix the bug with set event location in the next version.

Quote from: jragyn00 on August 21, 2008, 10:25:25 pm
Maybe these are just configuration problems on my behalf, but I'm having control issues if I switch buttons around with the custom controlling, namely one being that if I move the run button and jump button to something other than their default, I cannot run and jump.

i.e.
I move buttons around so that the 'J' is for jump, and run is 'N' or something, and whenever I run and try to jump, I just come to a complete halt and jump in place.
:P Is this all me? Or something more?

--JeR


Have you set up the "No Jump Terrain Tags" right? Somebody else once had the same issue and it was all his fault. I can't remember what he did wrong, though. You are using v1.99, right?
Title: Re: [XP] Blizz-ABS
Post by: Kukulkan on August 22, 2008, 09:16:35 am
QuoteI will fix the bug with set event location in the next version.

That would be greeeat n.n

Well I wrote the command just as it was on the manual

$game_map.rename_event(EVENT_ID, 'NEW_NAME')

Event ID- 1
New Name Trax \\e[9] \a[01000001]

$game_map.rename_event(001, 'Trax \\e[9] \a[01000001]')

Works perfectly if I just call for the script.

EDIT:

Seems to work fine, I've been using the "set move route" with no problems it even allows me to do almost every command...but...

:'(

I get the error whenever I try to change the name and the graphic of an event. (but maybe tha'ts because of the name change), and I still can't change the enemy's location...I get 2 bugs






Oh well, thanx anyway, guess I'll have to figure out what to do till the bug is fixed ^^U, maybe movingthe event for a while and then changing the name.
[/list]
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 22, 2008, 09:53:10 am
It's probably again the in_battle flag. -_- BTW, the new command for AI is \ai['SETTING'] and not \a['SETTING'] anymore.
Title: Re: [XP] Blizz-ABS
Post by: Kukulkan on August 22, 2008, 10:10:22 am
oh, typho error

¿In_battle_flag? Please forgive me if I don't get it...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 22, 2008, 11:41:19 am
Quote from: Blizzard on August 22, 2008, 05:40:26 am
I will fix the bug with set event location in the next version.


Quote from: Blizzard on August 22, 2008, 09:53:10 am
It's probably again the in_battle flag.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 23, 2008, 05:03:00 pm
Hey I have a problem with the jump. It works fine, but is thre a way to stop the player from jumping into the middle of the water say? Like If I have a small, I want the player to be able to jump it, but i don't want to able to jump into an ocean. And also, when you do jump into the middle of something, you're able to jump back out, it kinda looks dumb, jumping in water... :P
Screenshot: ShowHide

(http://img148.imageshack.us/img148/8948/47117751wy5.png)


^------- I don't want that happening :P
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 23, 2008, 05:08:51 pm
No Jump Tag will prevent you from landing in the water.

Just add the same tag to every water tile as the one you set up in the config.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 23, 2008, 06:14:16 pm
Alright that stopped me from landing on the water but now I can't jump over the smaller parts :(
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 23, 2008, 07:13:48 pm
Don't add the tag to water tiles, add them to empty impassable tiles which you then scatter over the water tiles. Also, you can't jump into water if it's not passable. O.o;
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 24, 2008, 10:04:08 am
Okay, well, I found this

$game_system.caterpillar = 
POSSIBLE_VALUE

So, I changed POSSIBLE_VALUE to true and it enabled caterpillar but when I change it to false it disables caterpillar, but freezes the game :( I wanted to disable the HUD for cutscenes as well so I changed it to
$game_system.hud = 
POSSIBLE_VALUE

Same thing happened again, it will disable the HUD but it freezes the game... :???:
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 24, 2008, 10:09:41 am
Try putting them on one line.

$game_system.caterpillar = false


$game_system.hud = false
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 24, 2008, 11:16:03 am
They are on the one line in the actual game, I dunno why it came out like that in the post :P
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 24, 2008, 11:23:18 am
Do you have the script on an autorun event without ending it?

If you do, then that's what is causing the freezing.  Just add an erase event and it should be fine.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 24, 2008, 12:23:49 pm
Quote from: Hellfire Dragon on August 24, 2008, 11:16:03 am
They are on the one line in the actual game, I dunno why it came out like that in the post :P


And exactly that's what's freezing it. It really should be

SETTING =
true/false


and not

SETTING = true/false

Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 24, 2008, 01:33:31 pm
Okay, that's works for the HUD but the caterpillar still freezes up when I disable it :???:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 24, 2008, 04:45:26 pm
I have no problems when I use

$game_system.caterpillar =
true/false
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 24, 2008, 05:19:38 pm
Mmm...the only other script I'm using with the Blizz ABS is Berans' Ipod script... :???:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 26, 2008, 08:41:07 am
Somebody reported a problem with v1.99.

EDIT: Redownload the fixed version. ;_;
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 26, 2008, 12:31:39 pm
SO, um what's this fix?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 27, 2008, 06:06:29 am
Quote from: TLarch on August 13, 2008, 09:21:31 pm
Hey Blizz,

As soon as I changed to ABS 1.99, my Transfer Player events don't work, and even without a graphic, they still act solid.
...
Edit:  I created a new game with ABS and only put into it a transfer to the other side of the map.  Same result.


This has been fixed. I noticed that events without graphic behave differently with 2 different mapping styles. When using Blizz-ABS, it would enforce the standard of the second mapping style which I use and most people don't. Sorry, TLarch. ;_;
I also fixed the "Set Event Location" event command bug. In fact I fixed the problem with any event command not working. I has to reupload it again, because the former bug hasn't been fixed fully yesterday. And I fixed a glitch with item drops, they are now more precise.
Title: Re: [XP] Blizz-ABS
Post by: Rymdpotatis on August 29, 2008, 03:44:20 pm
Hm, I'm getting an error at line 3611 in part 3. Code:
      @id = $game_map.events.keys.max + 1

Saying: NoMethodError occured. Undefined method + for NilClass.

Could it be that one of my other scripts are messing something up?

Visible equipment script:
#==============================================================================
# ? Visual_Equipment
# Written by Rataime
#
# Edit below
#
# Note : If you have a custom Window_SaveFile, check the one at the end of the scrîpt,
# add the added lines to yours, and delete the whole Window_SaveFile class here
#==============================================================================
def equip_update(light=false)

$visual_equipment=Array.new
$visual_equipment[0]=light
for i in 0..3
  $visual_equipment[i+1]=[]
end

#===================================================
# ? EDIT HERE !
#===================================================   

#If weapon n°33 is equiped, add the charset tpl_helmet_1.png (I don't have a weapon charset ><)
#add_weapon_sprite(33,"tpl_helmet_1")

#If weapon n°6 is equiped, add the charset tpl_helmet_1.png
add_armor_sprite(1,"roguelike Skullcap")

add_armor_sprite(2,"roguelike Vikinghelmet")
add_armor_sprite(3,"roguelike chainmail")
add_armor_sprite(4,"roguelike bluecape")
add_armor_sprite(5,"rogue woodenbuckler")
add_armor_sprite(6,"roguelike steelshield")
add_armor_sprite(7,"rogue studdedbuckler")
add_armor_sprite(8,"roguelike templarshield")
add_armor_sprite(9,"rogue beholdershield")
add_weapon_sprite(1,"roguelike sword")
add_armor_sprite(10,"roguelike redgreenshhield")
add_armor_sprite(11,"rogue goldenshield")
add_armor_sprite(12,"roguelike skullshield")
add_armor_sprite(13,"roguelike dragonscaleshield")
add_armor_sprite(14,"rogue demonshield")
add_armor_sprite(15,"rogue vampireshield")
add_armor_sprite(16,"roguelike mysticshield")
add_armor_sprite(17,"rogue steelbuckler")
add_armor_sprite(18,"rogue orcshield")
add_weapon_sprite(2,"roguelike sabre")
add_weapon_sprite(3,"roguelike bone")
add_weapon_sprite(4,"roguelike mace")
add_weapon_sprite(5,"roguelike axe")
add_weapon_sprite(6,"roguelike waraxe")

#===================================================
# ? Visual_equip functions
#===================================================
RPG::Cache.clear
@game_party = $game_party
@game_party = $game_party2 if $visual_equipment[0]
for i in 0...@game_party.actors.size
  for img in $visual_equipment[i+1]
bitmap = RPG::Cache.character(@game_party.actors[i].character_name, @game_party.actors[i].character_hue)
if img!=true and img!=false
  add_equip(bitmap,img,i)
end
  end
end
end

  def add_equip(sprite,to_add,character)
  @game_party = $game_party
  @game_party = $game_party2 if $visual_equipment[0]
  bmp = Sprite.new
  bmp.visible =false
  bmp.bitmap = RPG::Cache.character(to_add,@game_party.actors[character].character_hue)
  color = bmp.bitmap.get_pixel(0, 0)
  x=sprite.width
  y=sprite.height
  if $visual_equipment[0]
x=x/4
y=y/4
  end
  for i in 0..x
for j in 0..y
  color_get=bmp.bitmap.get_pixel(i, j)
  if color_get!=color
sprite.set_pixel(i, j ,color_get)
  end
end
  end

  bmp=nil

  end

  def add_weapon_sprite(id,sprite)
@game_party = $game_party
@game_party = $game_party2 if $visual_equipment[0]
for i in 0...@game_party.actors.size
  if @game_party.actors[i].weapon_id==id
$visual_equipment[i+1].push(sprite)
  end
end
  end

  def add_armor_sprite(id,sprite)
@game_party = $game_party
@game_party = $game_party2 if $visual_equipment[0]
for i in 0...@game_party.actors.size
  if @game_party.actors[i].armor1_id==id or @game_party.actors[i].armor2_id==id or @game_party.actors[i].armor3_id==id or @game_party.actors[i].armor4_id==id
$visual_equipment[i+1].push(sprite)
  end
end
  end

#===================================================
# ? CLASS Scene_Equip edit
#===================================================

class Scene_Equip

  alias visual_update_right update_right

  def update_right
if Input.trigger?(Input::B)
  equip_update
  $game_system.se_play($data_system.cancel_se)
  $scene = Scene_Menu.new(2)
  return
end
visual_update_right
  end

end

class Interpreter

  alias visual_command_319 command_319

  def command_319
actor = $game_actors[@parameters[0]]
if actor != nil
  actor.equip(@parameters[1], @parameters[2])
end
equip_update
return true
  end

end

class Game_Character
  attr_accessor :character_hue
end

class Game_Actor < Game_Battler
alias visual_setup setup
  def setup(actor_id)
visual_setup(actor_id)
@character_hue = (@character_hue+1)%256
  end
end

class Scene_Load
  alias visual_read_save_data read_save_data
  alias visual_on_cancel on_cancel

  def on_cancel
equip_update
visual_on_cancel
  end

  def read_save_data(file)
visual_read_save_data(file)
equip_update
  end
end

class Scene_Save
  alias visual_on_decision on_decision
  alias visual_on_cancel on_cancel

  def on_cancel
equip_update
visual_on_cancel
  end

  def on_decision(file)
equip_update
visual_on_decision(file)
  end
end

class Scene_Title
  alias visual_command_new_game command_new_game

  def command_new_game
visual_command_new_game
equip_update
  end

end

class Window_SaveFile < Window_Base

  def initialize(file_index, filename)
super(0, 64 + file_index % 4 * 104, 640, 104)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@file_index = file_index
@filename = "Save#{@file_index + 1}.rxdata"
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
  file = File.open(@filename, "r")
  @time_stamp = file.mtime
  @characters = Marshal.load(file)
  @frame_count = Marshal.load(file)
  @game_system = Marshal.load(file)
  @game_switches = Marshal.load(file)
  @game_variables = Marshal.load(file)
  @self_variables = Marshal.load(file)#added
  @game_screen = Marshal.load(file)#added
  @game_actors = Marshal.load(file)#added
  $game_party2=@game_party= Marshal.load(file)#added
  @total_sec = @frame_count / Graphics.frame_rate
  file.close
end
equip_update(true)#added
refresh
@selected = false
  end

end



Fog of War
#==============================================================================
# ** Fog of War
#------------------------------------------------------------------------------
# Version 2.0, 2005-11-21
# by Wachunga
#==============================================================================
=begin
0.8 - original release
0.85
- added colour parameter to map names
- fixed bug where map grids overlapped
0.9
- switched over to a tilemap (from a sprite)
- now more compatible with minimap scripts (but they'll have to take
extra tilemap into account)
1.0
- switched over to an autotile instead of using a custom tileset
* edges looks nicer, but gradual fading had to be removed
* colour parameter no longer possible (set by autotile)
- move event (including jumping and speed changes) bug fixed
- teleportation bug fixed
- some optimization
- made compatible with Cogwheel's Pixel Movement script
(see http://www.rmxp.net/forums/index.php?showtopic=24716 for details)
1.01
- fixed bug when teleporting from map without fow to a map with fow
2.0
- now two independent types of fog of war:
* static, which never returns (i.e. typical RTS "terrain" fog)
* dynamic, which returns once out of visual range and can optionally
hide map events (i.e. typical RTS "unit" fog)
- now using a compact version of Near's Dynamic Maps script
- fog of war is now above weather and normal fog
- added support for much larger visual ranges (0 - 9)
- added support for option to set up fog of war from a call script event
command
- optimization

A map specified as having "fog of war" (fow) has tiles that are (fully or
partially) obscured until the player gets within visual range. The amount of
fow to disappear as the player moves depends on the visual range specified.
Gamers with experience playing Real Time Strategy games like Warcraft, Age of
Empires, etc. should be quite familiar with the concept.

This script supports two kinds of fog of war: static and dynamic.

Static fow is the kind that typically hides terrain in RTS games. It covers
the entire map until the player explores the area, discovering the underlying
terrain. Once static fow disappears from an area of the map, it stays gone
indefinitely (even if loading a saved game, leaving the map and returning
later, going to the menu, etc).

Dynamic fow is identical to the static kind except that it doesn't stay gone
forever: as soon as the player leaves visual range of an explored tile,
dynamic fow covers it again. This kind of fow is typically used to hide enemy
units in RTS games.

SETUP:

There's no need to add the autotile via the database. Just place the
file in the autotile folder, import it, and change the FOW_AT_NAME constant
to the appropriate filename. To change the colour of the fog of war you must
create a new autotile. (However, opacity is customizable by constants below.)

To indicate a map is to have either (or both) of these kinds of fog of war,
include <fow> in its name (via "Map properties"). To enable both static and
dynamic fow, you can either add nothing more (since it's the default), or
add <s><d> (or <d><s>). To enable one or the other, just add the appropriate
one (e.g. <s> for static, <d> for dynamic). You may also optionally specify a
visual range between 0 and 9 in the map name (e.g. <5>), noting that 3 is
the default. Here are some example map names:
"your-map-name <fow><2>" (defaults to static&dynamic on; range specified as 2)
"your-map-name <fow><s>" (only static fow is on; range defaults to 3)
"your-map-name <fow><d><8>" (only dynamic fow is on; range specified as 8)

Alternatively, fog of war can be setup via a call script event command using
the fog_of_war global method. Detailed instructions are just before
the method itself.

Finally, an edited version of Near Fantastica's Dynamic Maps script needs
to be below this one. You may find it at the following URL:
http://www.rmxp.net/forums/index.php?showtopic=24716

The ranges work as follows:
range = 0 reveals just the square on which the player stands

range = 1 is the same as range 0 plus four adjacent tiles
i.e. @
@P@
@

range = 2 is the same as range 1 plus eight additional tiles
i.e. @
@@@
@@P@@
@@@
@

range = 3 (default) is the same as range 2 plus twelve additional tiles
i.e. @
@@@
@@@@@
@@@P@@@
@@@@@
@@@
@

etc.

Note: I've taken great pains to optimize this script as much as possible
(which unfortunately reduces the readability of the code). There shouldn't be
much visible effect on frame rate.

=end

#------------------------------------------------------------------------------
# filename of the fog of war autotile (used for both):
FOW_AT_NAME = 'FOG'
# the opacity of static (non-returning) and dynamic (returning) fog of war
# (value between 0 and 255)
# note that static fow appears on top of its dynamic counterpart (if both on)
FOW_STATIC_OPACITY = 255
FOW_DYNAMIC_OPACITY = 100
# whether or not dynamic fow hides map events
FOW_DYNAMIC_HIDES_EVENTS = true
# default range of fog of war (if not specified in map name)
FOW_RANGE_DEFAULT = 3
#------------------------------------------------------------------------------
# internal constants - no need to edit
FOW = 0b00
REVEALED = 0b01
# tiles with no surrounding fog are flagged "SKIP" for efficiency
SKIP = 0b10
#------------------------------------------------------------------------------

=begin
Setup fog of war.

This method is an alternative to using the default map name method, and
is designed to be called from a call script event command. This allows
fog of war to be dynamically enabled or disabled during gameplay.

Parameters:
static - if true, static fow enabled
dynamic - if true, dynamic fow enabled
(if both of the above are false, fow is totally disabled)
range (optional) - the visual range of the player
* default is FOW_RANGE_DEFAULT
reset (optional) - if true, fow for this map resets entirely (i.e. previously
explored areas are covered again)
* default is false

Sample calls:
fog_of_war(true,true,5) - enable both static and dynamic fow with range of 5
fog_of_war(false,false,3,true) - disable and reset both types of fow
=end
def fog_of_war(static, dynamic, range = FOW_RANGE_DEFAULT, reset = false)
if static == nil or dynamic == nil
print 'Two true/false parameters are required in call to fog_of_war.'
exit
elsif range < 0 or range > 9
print 'Invalid range in call to fog_of_war (only 0-9 is valid).'
exit
end
$game_map.fow_static = static
$game_map.fow_dynamic = dynamic
$game_map.fow_range = range
if reset
$game_map.fow_grid = nil
end
if not $game_map.fow_static and not $game_map.fow_dynamic
$game_map.fow = false
$scene.spriteset.fow_tilemap.dispose
# set all events back to visible
for i in $game_map.events.keys
$game_map.events[i].transparent = false
end
else
# static or dynamic fow (or both) are on
$game_map.fow = true
if $game_map.fow_grid == nil # only if not already defined
$game_map.fow_grid = Table.new($game_map.width, $game_map.height, 2)
for i in 0...$game_map.fow_grid.xsize
for j in 0...$game_map.fow_grid.ysize
$game_map.fow_grid[i,j,1] = $game_map.fow_grid[i,j,0] = FOW
end
end
end
if $game_map.fow_dynamic
$game_map.fow_revealed = $game_map.fow_last_revealed = []
end
$scene.spriteset.initialize_fow
end
end

class Game_Map
attr_accessor :fow
attr_accessor :fow_static
attr_accessor :fow_dynamic
attr_accessor :fow_grid
attr_accessor :fow_range
attr_accessor :fow_revealed
attr_accessor :fow_last_revealed

alias wachunga_fow_gm_setup setup
def setup(map_id)
wachunga_fow_gm_setup(map_id)
@fow = false
@fow_dynamic = false
@fow_static = false
@fow_grid = nil
@fow_range = nil
# get any tags from the map name
tags = $game_map.map_name.delete(' ').scan(/<[A-Za-z0-9_.,]+>/)
if not tags.empty? and tags[0].upcase == ('<FOW>')
tags.shift # remove FOW tag
@fow = true
if @fow_grid == nil # only if not already defined
@fow_grid = Table.new(@map.width, @map.height, 2)
for i in 0...@fow_grid.xsize
for j in 0...@fow_grid.ysize
@fow_grid[i,j,1] = @fow_grid[i,j,0] = FOW
end
end
end
# check if types of fog of war specified
while not tags.empty?
case tags[0].upcase
when '<S>'
@fow_static = true
when '<D>'
@fow_dynamic = true
else
x = tags[0].delete('<>').to_i
@fow_range = x if x >= 0 and x <= 9
end
tags.shift
end
# if <FOW> tag found but neither static nor dynamic specified, assume both
if @fow and not @fow_static and not @fow_dynamic
@fow_static = true
@fow_dynamic = true
end
# if no range specified, set to default
if @fow_range == nil
@fow_range = FOW_RANGE_DEFAULT
end
@fow_revealed = @fow_last_revealed = [] if @fow_dynamic
end
end

def map_name
return load_data('Data/MapInfos.rxdata')[@map_id].name
end

=begin
Updates the map's grid which keeps track of one or both of the following
(depending on what is enabled for the current map):
1) which tiles have been "discovered" (i.e. no static fog of war) based on
where the player has already explored
2) which tiles are currently not covered by dynamic fog of war (i.e. not in
visual range)
=end
def update_fow_grid
px = $game_player.x
py = $game_player.y
x = px - @fow_range
start_y = py
y = start_y
count = 1
mod = 1
# loop through all tiles in visible range
until x == (px + @fow_range+1)
i = count
while i > 0
if valid?(x,y)
if @fow_static
@fow_grid[x,y,1] |= REVEALED
end
if @fow_dynamic
@fow_grid[x,y,0] = REVEALED if @fow_grid[x,y,0] == FOW
@fow_revealed.push([x,y])
end
end
y -= 1
i -= 1
end
if x == px
mod = -1
end
x += 1
start_y += 1*mod
y = start_y
count += 2*mod
end
if @fow_dynamic
if @fow_last_revealed != []
# make dynamic fog return once out of visual range
for t in @fow_last_revealed - @fow_revealed
@fow_grid[t[0],t[1],0] = FOW
end
end
@fow_last_revealed = @fow_revealed
@fow_revealed = []
end
end

end

#------------------------------------------------------------------------------

class Spriteset_Map

attr_reader :fow_tilemap

alias wachunga_fow_ssm_initialize initialize
def initialize
initialize_fow if $game_map.fow
wachunga_fow_ssm_initialize
end

=begin
Initializes fog of war.
=end
def initialize_fow
@fow_tilemap = Tilemap.new
@fow_tilemap.map_data = Table.new($game_map.width, $game_map.height, 3)
@fow_tilemap.priorities = Table.new(144)
@fow_autotiles = Hash.new(0)
j = 48 # starting autotile index
for i in Autotile_Keys
@fow_autotiles[i] = j
j += 1
end
# add duplicates
for i in Duplicate_Keys.keys
@fow_autotiles[i] = @fow_autotiles[Duplicate_Keys[i]]
end
if $game_map.fow_static
for m in 0...$game_map.fow_grid.xsize
for n in 0...$game_map.fow_grid.ysize
# reset SKIP flag
$game_map.fow_grid[m,n,1] &= ~SKIP
end
end
at = Bitmap.new(96,128)
at.blt(0,0,RPG::Cache.autotile(FOW_AT_NAME),\
Rect.new(0,0,96,128),FOW_STATIC_OPACITY)
@fow_tilemap.autotiles[0] = at
# set everything to fog
for x in 0...$game_map.width
for y in 0...$game_map.height
@fow_tilemap.map_data[x,y,2] = 48 # fog
end
end
# set to highest priority
for i in 48...96
@fow_tilemap.priorities[i] = 5
end
end
if $game_map.fow_dynamic
bm = Bitmap.new(96,128)
bm.blt(0,0,RPG::Cache.autotile(FOW_AT_NAME),\
Rect.new(0,0,96,128),FOW_DYNAMIC_OPACITY)
@fow_tilemap.autotiles[1] = bm
# unlike tilemap for static, set everything to clear
for x in 0...$game_map.width
for y in 0...$game_map.height
@fow_tilemap.map_data[x,y,1] = 0
end
end
# set to highest priority
for i in 96...144
@fow_tilemap.priorities[i] = 5
end
end
$game_map.update_fow_grid
update_fow_tilemap
update_event_transparency if $game_map.fow_dynamic
end


=begin
Updates the (static and/or dynamic) fog of war tilemap based on the map's
underlying grid.
=end
def update_fow_tilemap
if $game_map.fow_static
checked = Table.new($game_map.width,$game_map.height)
for j in 0...$game_map.width
for k in 0...$game_map.height
checked[j,k] = 0
end
end
end
dx = ($game_map.display_x/128).round
dy = ($game_map.display_y/128).round
# to increase performance, only process fow currently on the screen
for x in dx-1 .. dx+21
for y in dy-1 .. dy+16
# check boundaries
if not $game_map.valid?(x,y) then next end
if $game_map.fow_dynamic
if $game_map.fow_grid[x,y,0] == REVEALED
@fow_tilemap.map_data[x,y,1] = 0 if @fow_tilemap.map_data[x,y,1]!=0
else
@fow_tilemap.map_data[x,y,1]=96 if @fow_tilemap.map_data[x,y,1]!=96
end
end
if $game_map.fow_static
if $game_map.fow_grid[x,y,1] == REVEALED # (but not SKIP)
others = false;
@fow_tilemap.map_data[x,y,2] = 0 if @fow_tilemap.map_data[x,y,2]!=0
for i in x-1 .. x+1
for j in y-1 .. y+1
# check new boundaries
if not $game_map.valid?(i,j) then next end
if $game_map.fow_grid[i,j,1] == FOW
others = true # can't flag as SKIP because there's nearby fog
if checked[i,j] == 0
checked[i,j] = 1
# only fill if not already revealed
if @fow_tilemap.map_data[i,j,2] != 0
adj = check_adjacent(i,j,1,$game_map.fow_grid,REVEALED)
if adj != nil
@fow_tilemap.map_data[i,j,2] =
eval '@fow_autotiles[adj.to_i]'
end
end
end
end
end
end
if not others
# no adjacent static fog found, so flag tile to avoid reprocessing
$game_map.fow_grid[x,y,1] |= SKIP
end
end
end # fow_static
end # for
end # for
if $game_map.fow_dynamic
if $game_map.fow_static
for x in dx-1 .. dx+21
for y in dy-1 .. dy+16
# erase dynamic fow if static fow is above it anyway
if @fow_tilemap.map_data[x,y,2] == 48
@fow_tilemap.map_data[x,y,1]=0 if @fow_tilemap.map_data[x,y,1]!=0
end
end
end
end
# calculate autotiles for dynamic fow (around player)
px = $game_player.x
py = $game_player.y
tiles = []
x = px - ($game_map.fow_range+1)
y_top = py
mod_top = -1
y_bot = py
mod_bot = 1
until x == px + ($game_map.fow_range+2)
tiles.push([x,y_top]) if $game_map.valid?(x,y_top)
tiles.push([x,y_bot]) if $game_map.valid?(x,y_bot)
if x == px
mod_top = 1
mod_bot = -1
x+=1
next
end
y_top+=1*mod_top
y_bot+=1*mod_bot
tiles.push([x,y_top]) if $game_map.valid?(x,y_top)
tiles.push([x,y_bot]) if $game_map.valid?(x,y_bot)
x+=1
end
tiles.uniq.each do |t|
adj = check_adjacent(t[0],t[1],0,$game_map.fow_grid,REVEALED)
if adj != nil
@fow_tilemap.map_data[t[0],t[1],1] =
(eval '@fow_autotiles[adj.to_i]') + 48
end
end
end
end

=begin
Update event transparency based on dynamic fog.

Note that if a specific character is passed as a parameter then only
its transparency is updated; otherwise, all events are processed.
=end
def update_event_transparency(pChar = nil)
return if not FOW_DYNAMIC_HIDES_EVENTS
if pChar == nil
# check them all
for i in $game_map.events.keys
event = $game_map.events[i]
if $game_map.fow_grid[event.x,event.y,0] == FOW
event.transparent = true
else
event.transparent = false
end
end
else
# just check the one
pChar.transparent=($game_map.fow_grid[pChar.x,pChar.y,0]==FOW) ?true:false
end
end

# create a list of tiles adjacent to a specific tile that don't match a flag
# (used for calculating tiles within an autotile)
def check_adjacent(i,j,k,grid,flag)
return if not $game_map.valid?(i,j) or grid == nil or flag == nil
adj = ''
if (i == 0)
adj << '147'
else
if (j == 0) then adj << '1'
else
if (grid[i-1,j-1,k] != flag) then adj << '1' end
end
if (grid[i-1,j,k] != flag) then adj << '4' end
if (j == $game_map.height-1) then adj << '7'
else
if (grid[i-1,j+1,k] != flag) then adj << '7' end
end
end
if (i == $game_map.width-1)
adj << '369'
else
if (j == 0) then adj << '3'
else
if (grid[i+1,j-1,k] != flag) then adj << '3' end
end
if (grid[i+1,j,k] != flag) then adj << '6' end
if (j == $game_map.height-1) then adj << '9'
else
if (grid[i+1,j+1,k] != flag) then adj << '9' end
end
end
if (j == 0)
adj << '2'
else
if (grid[i,j-1,k] != flag) then adj << '2' end
end
if (j == $game_map.height-1)
adj << '8'
else
if (grid[i,j+1,k] != flag) then adj << '8' end
end
# if no adjacent fog, set it as 0
if (adj == '') then adj = '0' end
# convert to an array, sort, and then back to a string
return adj.split(//).sort.join
end

alias wachunga_fow_ssm_dispose dispose
def dispose
@fow_tilemap.dispose if @fow_tilemap != nil
wachunga_fow_ssm_dispose
end

alias wachunga_fow_ssm_update update
def update
if $game_map.fow
@fow_tilemap.ox = $game_map.display_x / 4
@fow_tilemap.oy = $game_map.display_y / 4
@fow_tilemap.update
end
wachunga_fow_ssm_update
end
end

#------------------------------------------------------------------------------

class Game_Character
alias wachunga_fow_gch_initialize initialize
def initialize
wachunga_fow_gch_initialize
@last_x = @x
@last_y = @y
end

alias wachunga_fow_gch_update_move update_move
def update_move
wachunga_fow_gch_update_move
if $game_map.fow
if $game_map.fow_dynamic and (@x != @last_x or @y != @last_y)\
and self != $game_player
# check if character entered/left player's visual range
$scene.spriteset.update_event_transparency(self)
end
end
@last_x = @x
@last_y = @y
end
end

#------------------------------------------------------------------------------

class Game_Player

def update_jump
super
# only update when about to land, not revealing anything jumped over
if $game_map.fow and @jump_count == 0
$game_map.update_fow_grid
$scene.spriteset.update_event_transparency if $game_map.fow_dynamic
$scene.spriteset.update_fow_tilemap
end
end

def update_move
if $game_map.fow and (@x != @last_x or @y != @last_y)
unless jumping?
$game_map.update_fow_grid
$scene.spriteset.update_event_transparency if $game_map.fow_dynamic
$scene.spriteset.update_fow_tilemap
end
end
super
end

end

#------------------------------------------------------------------------------

class Scene_Map
attr_reader :spriteset
end

=begin
Autotile in column 2:

row\col| 1 2 3 4 5 6 7 8
---------------------------
1 | 48 49 50 51 52 53 54 55
2 | 56 57 58 59 60 61 62 63
3 | 64 65 66 67 68 69 70 71
4 | 72 73 74 75 76 77 78 79
5 | 80 81 82 83 84 85 86 87
6 | 88 89 90 91 92 93 94 95

The function to return the index of a single tile within an autotile
(given by at_index) is (at_index-1)*48 + col-1 + (row-1)*8
(where row, col, and at_index are again NOT zero-indexed)
=end

=begin
The following array lists systematic keys which are based on adjacent
walls (where 'W' is the wall itself):
1 2 3
4 W 6
7 8 9
e.g. 268 is the key that will be used to refer to the autotile
which has adjacent walls north, east, and south. For the Castle Prison
tileset (autotile #1), this is 67.

(It's a bit unwieldy, but it works.)
=end

Autotile_Keys = [
12346789,
2346789,
1246789,
246789,
1234678,
234678,
124678,
24678,

1234689,
234689,
124689,
24689,
123468,
23468,
12468,
2468,

23689,
2689,
2368,
268,
46789,
4678,
4689,
468,

12478,
1248,
2478,
248,
12346,
2346,
1246,
246,

28,
46,
689,
68,
478,
48,
124,
24,

236,
26,
8,
6,
2,
4,
0 ]

# many autotiles handle multiple situations
# this hash keeps track of which keys are identical
# to ones already defined above
Duplicate_Keys = {
123689 => 23689,
236789 => 23689,
1236789 => 23689,
34689 => 4689,
14689 => 4689,
134689 => 4689,
14678 => 4678,
34678 => 4678,
134678 => 4678,
146789 => 46789,
346789 => 46789,
1346789 => 46789,
23467 => 2346,
23469 => 2346,
234679 => 2346,
123467 => 12346,
123469 => 12346,
1234679 => 12346,
12467 => 1246,
12469 => 1246,
124679 => 1246,
124789 => 12478,
123478 => 12478,
1234789 => 12478,
146 => 46,
346 => 46,
467 => 46,
469 => 46,
1346 => 46,
1467 => 46,
1469 => 46,
3467 => 46,
3469 => 46,
4679 => 46,
13467 => 46,
13469 => 46,
14679 => 46,
34679 => 46,
134679 => 46,
128 => 28,
238 => 28,
278 => 28,
289 => 28,
1238 => 28,
1278 => 28,
1289 => 28,
2378 => 28,
2389 => 28,
2789 => 28,
12378 => 28,
12389 => 28,
12789 => 28,
23789 => 28,
123789 => 28,

1247 => 124,
2369 => 236,
147 => 4,
247 => 24,
14 => 4,
47 => 4,
1478 => 478,
3478 => 478,
4789 => 478,
134789 => 478,
14789 => 478,
13478 => 478,
34789 => 478,
1234 => 124,
1247 => 124,
1249 => 124,
12347 => 124,
12349 => 124,
12479 => 124,
123479 => 124,
1236 => 236,
2367 => 236,
2369 => 236,
12367 => 236,
12369 => 236,
23679 => 236,
123679 => 236,
12368 => 2368,
23678 => 2368,
123678 => 2368,
12348 => 1248,
12489 => 1248,
123489 => 1248,
1689 => 689,
3689 => 689,
6789 => 689,
13689 => 689,
16789 => 689,
36789 => 689,
136789 => 689,
12689 => 2689,
26789 => 2689,
126789 => 2689,
23478 => 2478,
24789 => 2478,
234789 => 2478,

12 => 2,
23 => 2,
27 => 2,
29 => 2,
123 => 2,
127 => 2,
129 => 2,
237 => 2,
239 => 2,
279 => 2,
1237 => 2,
1239 => 2,
1279 => 2,
2379 => 2,
12379 => 2,


14 => 4,
47 => 4,
34 => 4,
49 => 4,
147 => 4,
134 => 4,
347 => 4,
349 => 4,
149 => 4,
479 => 4,
1347 => 4,
1479 => 4,
1349 => 4,
3479 => 4,
13479 => 4,

16 => 6,
36 => 6,
67 => 6,
69 => 6,
136 => 6,
167 => 6,
169 => 6,
367 => 6,
369 => 6,
679 => 6,
1369 => 6,
3679 => 6,
1367 => 6,
1679 => 6,
13679 => 6,

78 => 8,
89 => 8,
18 => 8,
38 => 8,
138 => 8,
789 => 8,
178 => 8,
189 => 8,
378 => 8,
389 => 8,
1789 => 8,
3789 => 8,
1378 => 8,
1389 => 8,
13789 => 8,

1468 => 468,
3468 => 468,
13468 => 468,

2467 => 246,
2469 => 246,
24679 => 246,

2348 => 248,
2489 => 248,
23489 => 248,

1268 => 268,
2678 => 268,
12678 => 268,

148 => 48,
348 => 48,
489 => 48,
1348 => 48,
1489 => 48,
3489 => 48,
13489 => 48,

168 => 68,
368 => 68,
678 => 68,
1368 => 68,
1678 => 68,
3678 => 68,
13678 => 68,

234 => 24,
247 => 24,
249 => 24,
2347 => 24,
2349 => 24,
2479 => 24,
23479 => 24,

126 => 26,
267 => 26,
269 => 26,
1267 => 26,
1269 => 26,
2679 => 26,
12679 => 26,
}



Dynamic Map
#================================
# ? Dynamic Maps
#================================
# ?By: Near Fantastica
# Date: 05.09.05
# Version: 1
#================================

# updated 2005-11-07 by Wachunga
# generalized to work for modified versions of Game_Map,
# e.g. even if more instance variables are added

module Map
#--------------------------------------------------------------
@map_data = {}
#--------------------------------------------------------------------------
def Map.set_map(map, map_id)
@map_data[map_id] = map
end
#--------------------------------------------------------------------------
def Map.data(map_id)
return @map_data[map_id]
end
end

class Game_Map
#--------------------------------------------------------------
alias dm_orig_setup setup
def setup(map_id)
save_map(@map_id)
if Map.data(map_id) == nil
dm_orig_setup(map_id)
else
load_map(map_id)
end
end
#-----------------------------------------------------------
def load_map(map_id)
$game_map = Map.data(map_id)
end
#--------------------------------------------------------------
def save_map(map_id)
return if map_id == 0
Map.set_map(self.dup, map_id)
end
end

Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 29, 2008, 04:32:29 pm
Quote from: Rymdpotatis on August 29, 2008, 03:44:20 pm
Hm, I'm getting an error at line 3611 in part 3. Code:
      @id = $game_map.events.keys.max + 1

Saying: NoMethodError occured. Undefined method + for NilClass.


I don't see that line anywhere in any of the Blizz-ABS scripts...
Title: Re: [XP] Blizz-ABS
Post by: Rymdpotatis on August 29, 2008, 04:53:15 pm
Humm, odd.


Edit:
I downloaded the scripts again, got rid of mine and now it works..How very odd.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 29, 2008, 06:26:18 pm
I did a few updates and critical big fixes on v1.99. The last update was 2 days ago. BTW, Aqua, the item drop is now more precise. :P

EDIT: Just say the Visual Equipment script works with Blizz-ABS. O_O
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 29, 2008, 06:30:39 pm
Yeah, I know.  :)

Hehe... I'm having a little bit of trouble with some Blizz-abs stuff with my plug-in like... how when I use
actor.damage = 'Text Here'

it displays twice...

But other than that and a few small~ish things...  I'll be able to release this plug-in soon on here :P
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 29, 2008, 06:39:05 pm
When I remodel the damage display in v2.x, this shouldn't be happening anymore. There's also a glitch which will disappear as well. >:3 Creating a custom damage display (i.e. numbers fyling around) will be very easy then.
Title: Re: [XP] Blizz-ABS
Post by: Kukulkan on August 30, 2008, 01:37:27 am
Thanx for fixing the "set event location" bug ^^


You are teh awesomenes blizz!
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on August 30, 2008, 05:15:52 pm
Blizzard: I am getting an error with the latest version of 1.99 (just downloaded it now), here is my configuration:
Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-ABS by Blizzard
# Version: 1.99
# Auto-Generated Configuration Script
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                                    PART 1
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Copy-paste this auto-generated script into the script slot instead of Part 1
# of the default Blizz-ABS script.
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# BlizzABS
#------------------------------------------------------------------------------
#  This is the master control, configuration, utility and battle process
#  module for Blizz-ABS.
#==============================================================================

module BlizzABS
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Control
  #----------------------------------------------------------------------------
  #  This module provides in-game control configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Control
   
    CUSTOM_CONTROLS = true
    DISABLE_DEFAULT = true
    UP = "Key['W']"
    LEFT = "Key['A']"
    DOWN = "Key['S']"
    RIGHT = "Key['D']"
    PREVPAGE = "Key['N']"
    NEXTPAGE = "Key['P']"
    CONFIRM = "Key['E']"
    CANCEL = "Key['Q']"
    ATTACK = "Key['K']"
    DEFEND = "Key['L']"
    SKILL = "Key['J']"
    ITEM = "Key['I']"
    SELECT = "Key['O']"
    HUD = "Key['Z']"
    HOTKEY = "Key['X']"
    MINIMAP = "Key['M']"
    RUN = "Key['Shift']"
    SNEAK = "Key['Ctrl']"
    JUMP = "Key['Space']"
    TURN = "Key['U']"
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Config
  #----------------------------------------------------------------------------
  #  This module provides Blizz-ABS configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Config
   
    # 2.1. # Basic Configuration
    MAX_PARTY = 4
    CATERPILLAR = true
    ANIMATED_IDS = []
    HEAL_ON_LVLUP = true
    DISABLE_ABS_MODE = 0
    MENU_COLOR_TINT = 1
    ITEM_TIME = 30
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('005-System05', 80, 100)
    DROP_GOLD = 'ibag'
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('005-System05', 80, 100)
    PICKUP_ON_TOUCH = false
    EVENT_LOCK = 40
    FULL_DEFEND = false
    CORPSES = true
    EMPTY_CORPSES = true
    DIRECT_HOTKEYS = false
   
    # 2.2. # Movement Configuration
    PIXEL_MOVEMENT_RATE = 2
    REPAIR_MOVEMENT = true
    EIGHT_WAY_MOVEMENT = true
    NORMAL_SPEED = 4
    RUN_SPEED = 5
    SNEAK_SPEED = 3
    JUMPING = 2
    NO_JUMP_TAGS = [6]
    ALLOW_JUMP_TAGS = [5]
    NO_FLOOR_TAGS = [7]
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILTY = true
    ABSEAL_AUTOKILL = false
    FACTOR = 1
    DISABLE_ANTILAG_IDS = []
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = true
    HUD_POSITION = 0
    HUD_TYPE = 2
    MINIMAP = true
    HOTKEYS = true
    ENEMY_HEALTH_BARS = 255
    MATCH_HEALTH_BAR_WIDTH = false
    WEAPON_DATA_MODE = [2, 2]
    SKILL_DATA_MODE = [2, 2, 2]
    ITEM_DATA_MODE = [2, 2, 2]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '00000001'
    AI_DELAY_TIME = 40
    AI_MEMORY_COUNT = 80
    VIEW_RANGE = 5
    HEARING_RANGE_RATIO = 40
    RESPAWN_TIME = 0
    WALL_TAGS = [4]
    NO_ENEMY_TAGS = [3]
   
    # 2.6. # Animation Configuration
    ANIMATIONS = true
    SMALL_ANIMATIONS = true
    DISPLAY_LVLUP = true
    LVLUP_ANIMATION_ID = 101
    FLEE_LOOP_ANIMATION_ID = 0
    CALL_HELP_ANIMATION_ID = 0
   
    # 2.7. # Sprite Control Configuration
    ACTOR_ACTION_SPRITES = false
    ENEMY_ACTION_SPRITES = false
    ACTOR_SKILL_SPRITES = false
    ENEMY_SKILL_SPRITES = false
    WEAPON_SPRITES = false
    RUNNING_SPRITES = false
    SNEAKING_SPRITES = false
    JUMPING_SPRITES = false
    ACTOR_SPRITE_Y_OFFSET = 0
    ENEMY_SPRITE_Y_OFFSET = 0
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Weapons
  #----------------------------------------------------------------------------
  #  This module provides weapon configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Weapons
   
    def self.type(id)
      return SWORD
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.charge(id)
      return [0, 0]
    end
   
    def self.consume(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Skills
  #----------------------------------------------------------------------------
  #  This module provides skill configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Skills
   
    def self.type(id)
      return [DIRECT, 0.0]
    end
   
    def self.range(id)
      return 1.0
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.charge(id)
      return [0, 0]
    end
   
    def self.trap(id)
      return 10
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Items
  #----------------------------------------------------------------------------
  #  This module provides item configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Items
   
    def self.type(id)
      return [DIRECT, 0.0]
    end
   
    def self.range(id)
      return 5.5
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.charge(id)
      return [0, 0]
    end
   
    def self.trap(id)
      return 10
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Enemies
  #----------------------------------------------------------------------------
  #  This module provides enemy configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Enemies
   
    def self.type(id)
      return SWORD
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.charge(id)
      return [0, 0]
    end
   
    def self.enemy_set(id)
      return ''
    end
   
    def self.delay(id)
      return nil
    end
   
    def self.memory(id)
      return nil
    end
   
    def self.perception(id)
      return nil
    end
   
    def self.ai(id)
      return nil
    end
   
    def self.destruct(id)
      return 0
    end
   
    def self.respawn(id)
      return 0
    end
   
  end
 
end
I haven't changed anything in Part 2, or 3 so it has to be an error that was caused by my configuration conflicting with the other scripts. The error occurs everytime I kill an enemy, and the error message is "Script 'Blizz-ABS Part1' 3640: NoMethodError occurred. undefined method 'size' for #<RPG::Weapon:0xa89d538>". Could you please help me solve this error?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 30, 2008, 05:22:25 pm
There's no line 3640 in part 1... o.o
Also, what other scripts are you using?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 30, 2008, 05:29:23 pm
The error happens because instead of an array of items only one item is passed onto the dropped item event. I can't think of a script possibly making this error except if you use part 2 from an older version because in older versions there was really only one item passed to the dropped item event. All I can do is ask you if you have the scripts in the right order and if you REALLY have copied both parts and are not using any older pieces of the script because you didn't even say which other scripts you are using. -_- Or you put them all into one slot.

EDIT: Beat me to it, Aqua. xD It's part 3, BTW.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on August 31, 2008, 08:18:56 pm
I don't have them all in one slot, and this is the order they are in inside the script editor.

Part1
Part2
Part3

Is that the proper order? Also you were saying that it was because one item was being dropped, what do you mean do I have to use a multi-item dropper because I am planning on using the one from tons of addons because I need one for my game anyway?
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on August 31, 2008, 08:24:14 pm
That seems to be the proper order...Now the only problem may be if the script has some version inconsistencies. Now, I just peeped in to say that...I feel so naughty. ;_;

The Multi-Item dropper from TOA "probably" only works for the Battle_Scene (aka DBS and etc.) and not the ABS. That's what I'm assuming...just an assumption.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 31, 2008, 08:31:23 pm
http://forum.chaos-project.com/index.php?topic=23.0 (http://forum.chaos-project.com/index.php?topic=23.0)
Make sure your scripts are in the right order ^^^^

And multi-drop from Tons works with Blizz-ABS flawlessly... :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 31, 2008, 08:33:41 pm
I second Aqua on that. It even works flawlessly with the corpse system. :D

@diablosbud: Upload your Scripts.rxdata and I will take a look at it.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 01, 2008, 10:28:09 am
Hey, this ABS is great, but for some reason when my game starts my guy can't move and I can't access the menu.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on September 01, 2008, 11:52:13 am
Custom controls overridden the default controls for RMXP. Try WASD as your arrow keys and H as the selection button. Now, you can config this using the B-ABS Config application so then you can make it to your liking. Config the controls, save the configuration, generate the configuration script from the .exe, and paste that into Part 1. This is probably the case...D:
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 01, 2008, 12:08:44 pm
I don't think so. I did all you told me to do prior to replying. He still won't move.

EDIT: I fixed it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 01, 2008, 12:11:12 pm
Part 1 lines 34-55
What do you have...?

This is mine:
Spoiler: ShowHide
    CUSTOM_CONTROLS = true
    DISABLE_DEFAULT = true
    UP = "Key['W'], Key['Arrow Up']"
    LEFT = "Key['A'], Key['Arrow Left']"
    DOWN = "Key['S'], Key['Arrow Down']"
    RIGHT = "Key['D'], Key['Arrow Right']"
    PREVPAGE = "Key['Q']"
    NEXTPAGE = "Key['E']"
    CONFIRM = "Key['H'], Key['Enter']"
    CANCEL = "Key['F'], Key['Esc']"
    ATTACK = "Key['K'], Key['Space']"
    DEFEND = "Key['8']"
    SKILL = "Key['J']"
    ITEM = "Key['I']"
    SELECT = "Key['O']"
    HUD = "Key['Z']"
    HOTKEY = "Key['X']"
    MINIMAP = "Key['C']"
    RUN = "Key['M']"
    SNEAK = "Key['.']"
    JUMP = "Key[',']"
    TURN = "Key['U']"
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 01, 2008, 12:48:47 pm
for some reason i cant pick up items any more, i even have pick up on touch on but that doesnt work.

this happend last time and then after about 2 weeks it fixed itself.

wierd :huh:
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 01, 2008, 01:07:18 pm
How would I go about editing the HUD? I would go into the script and do it from what I see, but I don't want to screw the script up. There is just somethings I want added and removed, and some picture support as well.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 01, 2008, 01:12:41 pm
Quote from: shadonking on September 01, 2008, 12:48:47 pm
for some reason i cant pick up items any more, i even have pick up on touch on but that doesnt work.

this happend last time and then after about 2 weeks it fixed itself.

wierd :huh:


That happened to me before but I'm not exactly sure how I fixed it... sorry

Quote from: Morality on September 01, 2008, 01:07:18 pm
How would I go about editing the HUD? I would go into the script and do it from what I see, but I don't want to screw the script up. There is just somethings I want added and removed, and some picture support as well.


Part 3, line 4811

That's where the HUD class is
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 01, 2008, 01:33:58 pm
what did you want to do with the HUD.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 02, 2008, 10:43:56 am
Your best bet is to find a scripter that can make you a custom HUD or create a script that alters Blizz-ABS HUD to your likings.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 02, 2008, 02:40:23 pm
Well I am a novice scripter and can probably interpret it enough to do some editing.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 02, 2008, 03:03:20 pm
i wouldent, it would be safer and easyer to disable it and script a different one. that way you cant ruin the abs script.

just ask for a script request for a HUD script and there are good scripters that will make what you need.

this is an incredbly helpful site dont be scared of asking.

Fantasist made me a HUD script and its great, you should ask him.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 02, 2008, 05:27:55 pm
That's true, you should copy-paste the class in a new slot and start editing. You could also take the slight HUD edit that I did in the CRLS compatibility plugin to see how you can do it the best way.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 03, 2008, 05:51:54 pm
Well, because I am a risk taker, I did. I was successful. All I did was add a bar that runs off two variables Energy and MaxEnergy. The only thing, is that this number cannot exceed 100. I have a common event set to set it back to 100 if it ever goes over and back to 0 if ever goes under, yah dah yah dah. However when I go over to test if it works right, the bar I have set for EN extends out of it's reach. So I was just wondering if their is a way to prohibit this.  :haha:
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 03, 2008, 06:03:58 pm

self.bitmap.gradient_bar(x+40, y, w, c1[0], c1[1], c1[2], rate/100.0)


I'm assuming that your bar code looks something like that.  You just need to add a /100.0 after the rate so it'll draw the bar correctly.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 03, 2008, 06:06:30 pm
That didn't quite do it. That just removed the fill. Here is my bar code:
  #----------------------------------------------------------------------------
  # draw_en
  #  Draws the Energy display.
  #----------------------------------------------------------------------------
  def draw_en
    # set current variables
    @en, @maxen = $game_variables[1], $game_variables[2]
    # set fill rate
    rate = (@maxen > 0 ? @en.to_f / @maxen : 0)
    # draw gradient bar
    self.bitmap.gradient_bar_hud(@en_x+32, @en_y+3, 114, rate/100.0, 1)
    # set font color depending on how many HP left
    self.bitmap.font.color = @en == 0 ? knockout_color :
        @en <= @maxen / 4 ? crisis_color : normal_color
    # draw HP
    self.bitmap.draw_text_full(@en_x+38, @en_y, 48, 20, $game_variables[1].to_s, 2)
    # set color
    self.bitmap.font.color = normal_color
    # draw "/"
    self.bitmap.draw_text_full(@en_x+86, @en_y, 12, 20, '/', 1)
    # draw max HP
    self.bitmap.draw_text_full(@en_x+98, @en_y, 48, 20, $game_variables[2].to_s)
  end
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 03, 2008, 07:04:59 pm
You don't need the "/100.0" if you already used @en.to_f / @maxen.
Let's see, @en is the current energy, @maxen the maximum. It's drawing a gradient bar width 144, color type 1 at position @en_x+32, @en_y+3. I don't see anything wrong. Are you sure that you have limited those variables right? Also, if you are using a common event parallel process, have you turned on the precondition switch for it?
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 04, 2008, 06:17:17 pm
The variables are working fine, I can't see anything wrong with them.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 04, 2008, 06:35:56 pm
Then add this line just before the line with the gradient drawing call
p [@en, @maxen].inspect

and tell me what you get in the window.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 04, 2008, 06:56:43 pm
"[100,100]"
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 04, 2008, 07:08:26 pm
Then the drawing should make a bar that is filled up to 100% if you use "rate = @en.to_f / @maxen" and then just "rate" in the gradient bar call. :uhm:

EDIT: I just tried it and I have no problems with it. O_o Can you give me a screenshot of your problem? (Press PrintScreen during the game, open Paint and paste the image into it, then upload it on imageshack.us and post the image link you get here in spoilers).
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 04, 2008, 07:40:27 pm
Ok, here is the screenie:
CLICK ME! (http://img139.imageshack.us/my.php?image=barproblemeb1.jpg)

I have another question, or questions rather, but how would I go about disabling sprint/jump/sneak through a script call in an event. I need it so that if the Stamina(SP) is too low that the player cannot perform those actions. Thanks for your help thus far, Blizz, I appreciate it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 04, 2008, 08:03:33 pm
*cough*

From the Manual: ShowHide
3.2.8. Blizz-ABS Controls Manipulation
If you need to disable Blizz-ABS controls during the game for some special occasions, you can call an event Call Script command and use following syntax to change this value even during the game:
$game_system.blizzabs = POSSIBLE_VALUE

POSSIBLE_VALUE is either true, false or nil. This command will completely override Disable ABS. If you set it to true, Blizz-ABS controls will be available whatever occasion might be (i.e. during the execution of an event). If you set this option to false Blizz-ABS controls will be disabled whatever occasion might be (i.e. a map full of enemies). If you set it to nil, the Blizz-ABS itself will take over the availability of the controls again. This option is initially nil. You can also disable only specific buttons. Use an event Call Script command and use following syntax to change the availability of one of the buttons during the game:
$game_system.attack_button = POSSIBLE_VALUE
$game_system.defend_button = POSSIBLE_VALUE
$game_system.skill_button = POSSIBLE_VALUE
$game_system.item_button = POSSIBLE_VALUE
$game_system.select_button = POSSIBLE_VALUE
$game_system.hud_button = POSSIBLE_VALUE
$game_system.hotkey_button = POSSIBLE_VALUE
$game_system.minimap_button = POSSIBLE_VALUE
$game_system.turn_button = POSSIBLE_VALUE
$game_system.running_button = POSSIBLE_VALUE
$game_system.sneaking_button = POSSIBLE_VALUE
$game_system.jumping_button = POSSIBLE_VALUE

POSSIBLE_VALUE is either true or false. If you don't use running, sneaking or jumping, it is recommended that you don't ever turn those buttons on. If the skill and/or item button is disabled and the Direct Hotkeys option is being used, skills and/or items will not be activated when pressing a number key.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 04, 2008, 09:12:43 pm
If I see right, the color of the bar extra is slightly different... Try adding a "return" right at the start of your method and look if something else draws a bar. You might have another script part messing with yours.

If you still can't make it work, make a short demo, upload it on sendspace and post the download link here, I'll fix the problem.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 05, 2008, 02:52:36 pm
Where do I put 'return'?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 05, 2008, 03:09:33 pm
Right under "def whatever".
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 05, 2008, 03:17:58 pm
That got rid off the bar and left the white background.  :O.o:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 05, 2008, 03:23:39 pm
I know. And that extra piece of bar that's going out of the white bar rectangle is gone as well? Alright, can you make a short demo? Upload it on sendspace.com and post a download link here, I'll try to find the problem.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 05, 2008, 04:16:43 pm
Here is a demo for you:
CLICKY (http://cid-859703fd91aa6af4.skydrive.live.com/self.aspx/Public/MirageXP.exe)

Talking to the soldiers near the fire will delete HP, stamina, energy, etc. and one guy gives you energy, and another gives items. Standard test map.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 05, 2008, 04:38:41 pm
As I thought, it's your event. -_- It doesn't update before the script draws the bar. Just add "@en = @maxen if @en > @maxen" right under "def draw_en". -_- And next time please a SMALL demo.

It also seems that you haven't read this topic yet: http://forum.chaos-project.com/index.php?topic=23.0
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 05, 2008, 04:54:28 pm
Ok, now for some reason the bar is fixed but the value doesn't return to 100.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 05, 2008, 04:55:53 pm
Err, my bad. Put it under the first line in the method.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 05, 2008, 05:32:11 pm
  def draw_en
    # set current variables
    @en = 100 if @en > @maxen


This gives me a method '>' error.

Edit: When I enter and exit a menu it goes back too 100.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 05, 2008, 05:37:59 pm
1. Not
@en = 100 if @en > @maxen

but
@en = @maxen if @en > @maxen


2. Under the first line in the method, the first line being:

@en, @maxen = $game_variables[1], $game_variables[2]

which results in
@en, @maxen = $game_variables[1], $game_variables[2]
@en = @maxen if @en > @maxen


3. http://forum.chaos-project.com/index.php?topic=23.0
Your scripts are not in an order that is considered safe.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 05, 2008, 06:09:53 pm
That is exactly what I have. :huh:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 05, 2008, 06:48:34 pm
Actually your scripts are not in the right order because I saw tons of scripts that are not mine below Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 05, 2008, 06:56:39 pm
Talking about that line in Sprite_HUD. And it doesn't really matter anymore because I removed the text, which was what was fucked up. So thanks for your help, I fixed the script order and stuff too.
Title: Re: [XP] Blizz-ABS
Post by: lynchking on September 05, 2008, 10:19:28 pm
Hey, just wondering if there is a way to make your level up's more detailed. Like having it say what stats/skills you learn?  If anyone would have the propecr scripts to fit in with my current ABS Set up, that would be awesome. Any help eppreciated.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 06, 2008, 05:26:13 am
You need custom script for that. And there was a discussion why this is a very bad idea: http://forum.chaos-project.com/index.php?topic=117.msg33635#msg33635
Title: Re: [XP] Blizz-ABS
Post by: Rymdpotatis on September 06, 2008, 09:03:52 am
I've read the user manual but I still don't quite understand skills. I understand what the different def self's do, but I can't seem to link it to my skills nor give them graphics.

  module Skills
   
    def self.type(id)
      return [DIRECT, 0.0]
    end
   
    def self.range(id)
      return 1.0
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.charge(id)
      return [0, 0]
    end
   
    def self.trap(id)
      return 10
    end
   
  end



An example would be nice so that I could see how I should set things up, for example a classic magic missile that basically just shoots in the direction your looking.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 06, 2008, 09:12:52 am
3.6. of the manual.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 06, 2008, 06:44:58 pm
Quote from: lynchking on September 05, 2008, 10:19:28 pm
Hey, just wondering if there is a way to make your level up's more detailed. Like having it say what stats/skills you learn?  If anyone would have the propecr scripts to fit in with my current ABS Set up, that would be awesome. Any help eppreciated.


iv only got one character in my game would it still bad to have this.

i dont want the stats shown but just the new skills that have just been learnt. is that possible.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 06, 2008, 06:54:50 pm
It is possible, but I am not making it.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 06, 2008, 06:58:18 pm
ok i'll post a request.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 06, 2008, 08:29:37 pm
When my character shoots I get an error that says I don't have a character named 'item_044'. What's that?

EDIT: Fixed it.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 07, 2008, 10:28:49 am
Not to rush anything or anything like that but I'm curious as to how progress towards 2.0 is going Blizz? Just out of curiosity.

And also I was wondering if there is a different way to have an animation for unarmed than 'spriteblah_atk1.png'? because I've noticed that atk1 is for sword and unarmed as well.  :???: just curious. Love this ABS. It easily trumps mo's. Hands down.

Keep it up and I'm anxiously await 2.0 +
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 07, 2008, 10:48:55 am
2.0 will hopefully come out in 2 months or so...
Blizz is gonna finish up CP first before he works on it.

Now about the unarmed animation...
Quote from: Blizz-ABS Manual
3.5.1. self.type
In this method you can define which type your weapons will be. The options you have are:
1. sword / axe / claws / unarmed / etc. (damages in close front)
2. spear / lance (damages only in front)
3. flail (distant weapon, does not damage close enemies, front)
4. boomerang (returning projectile weapon, front)
5. bow and arrow / gun / shuriken (non-returning projectile, NO consumption)
6. bow and arrow / gun (non-returning projectile, consumes AMMUNITION)
7. shuriken (non-returning projectile, consumes ITSELF)


No, sword and unarmed (along with axe, claws, and etc.) count as weapons that damage in close front so they use the same animation.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 07, 2008, 10:53:54 am
Whoa thats a long time.  :P guess I'll just have to wait until then.

And grr I was wondering about that because what if unarmed has no weapon equipped but I don't have weapon sprites on either y'know? Then it just looks rather foolish to be swinging around a sword [[for example]] and it not do any damage.
:/

Thank you for the info! greatly appreciated. :D
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on September 07, 2008, 11:05:11 am
If the 0 damage is really being an issue, you can always change the default battle algorithms to make it so there's actually damage inflicting with your weapons...Here's a link:

http://forum.chaos-project.com/index.php?topic=1754.0

I'm a giant mundane on this subject and it's not really helping at all, but oh well, least I can do I suppose.

And :welcome: by the way.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 07, 2008, 11:29:30 am
No hahah  :^_^': I've already changed the algorithm for the damage. I was just curious as to wondering if there was a way to have a seperate animation.

Lets say like when I'm unarmed I have a kick animation
'spriteblah_atk0' [[0 for like unarmed animations or whatever]]

but when I have lets say Broad sword equipped it'd be
'spriteblah_atk1'

I was curious as to if I could do that but seeing as how its not possible then well grr.
Lol

Because yeah it just looks foolish to me to have a sword swinging animation [[I'm not using the default RTP]] and it be the same for an unarmed animation as well y'know?

Oh and thank you. :) I've lurked around here for quite a while now I was just to shy to register I guess?  :shy: I like this community it seems very mellow and helpful.

Greatly appreciated. I think I'll like it here.

Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 07, 2008, 11:35:13 am
Well, you could turn on weapon sprites on, make char_atk1.png a blank png, and have the character sprite using weapons/kicking in char_atk1_weapon/kicking.png
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 07, 2008, 11:55:23 am
Y'know that just might work! :) I never thought about that.

Thank you so much! Greatly appreciated.

But if I don't have a weapon equipped wouldn't it still search for a weapon no?

because I think I may have tried this and it was like "unable to find spriteblah_atk1_" and thats it. :/ I'll check it out though!

EDIT: oh and while this may seem rather stupid of me I was wondering what the Animated player thing does. I've read the manual about 6 times to figure it out but nothing immediately comes to mind.

Would it be like an idle animation for if the player isn't moving or is it just like say I have misc sprites in my party. Like they're there for a rescue kinda mission would that mean that I wouldn't have to make like a 'civ_jmp' spriteset for them or what? I'm kinda confused by that.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 07, 2008, 12:05:33 pm
Quote from: Blizz-ABS Manual:  2.1. Basic Configuration
2.1.3. Animated Actors
When a party member is standing, his spriteset will be animated if he was added to the list of animated actors (i.e. a floating party member). This mainly applies and makes sense if the Caterpillar option is turned on, but it can also just animate the party leader.


Yeah, it's basically idle animation.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 07, 2008, 12:41:32 pm
lol damn I missed that completely. Hahaha :D thank you. I'd be completely lost I think.

Another question on this though. I'm looking at the guide but its not saying anything about how I'd switch what I'd want it to do. So like if i'd want my character to breathe instead of constantly walk how would I go about changing that?

Would it be like 'spriteblah_idle' Or something like that?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 08, 2008, 08:38:04 am
I haven't implemented "sprite_idl" yet. For now it only animates the character. i.e. if you have a floating character, it would look pretty stupid if he suddenly would stop in the air. As Aqua said, it's basically "Stop Animation" like in the events turned on for party members.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 08, 2008, 08:50:44 am
Ahhh very good. :]

So I have no real need for this as of yet?

Thanks so much Blizzard! Greatly appreciated.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 08, 2008, 11:14:06 am
iv just got the visiual equipmet script and it looks great but there is one or two little problem.

it looks wierd with the blizz abs becuase when you run it just doent look right and when you make the amour look like running but then it always swiches armour when running, the attack sprites also do not look good when attacking etc etc.

is there a way to mod this script to fit with the sprites that blizz abs uses.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 08, 2008, 12:13:57 pm
Don't ask me, you should ask the maker of the script.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 08, 2008, 12:25:26 pm
Rataime made it.

here is the script

Spoiler: ShowHide
Quote#==============================================================================
# ? Visual_Equipment
# Written by Rataime
#
# Edit below
#
# Note : If you have a custom Window_SaveFile, check the one at the end of the scrîpt,
# add the added lines to yours, and delete the whole Window_SaveFile class here
#==============================================================================
def equip_update(light=false)

$visual_equipment=Array.new
$visual_equipment[0]=light
for i in 0..3
  $visual_equipment[i+1]=[]
end

#===================================================
# ? EDIT HERE !
#===================================================   

#If weapon n°33 is equiped, add the charset tpl_helmet_1.png (I don't have a weapon charset ><)
#add_weapon_sprite(33,"tpl_helmet_1")

#If weapon n°6 is equiped, add the charset tpl_helmet_1.png
add_armor_sprite(6,"tpl_helmet_2")

add_armor_sprite(7,"tpl_helmet_3")
add_armor_sprite(20,"tpl_armor_white")
add_armor_sprite(15,"tpl_armor_blue")
add_armor_sprite(21,"tpl_armor_cape")

#===================================================
# ? Visual_equip functions
#===================================================
   RPG::Cache.clear
   @game_party = $game_party
   @game_party = $game_party2 if $visual_equipment[0]
   for i in 0...@game_party.actors.size
     for img in $visual_equipment[i+1]
      bitmap = RPG::Cache.character(@game_party.actors.character_name, @game_party.actors.character_hue)
      if img!=true and img!=false
        add_equip(bitmap,img,i)
      end
     end
   end
end

  def add_equip(sprite,to_add,character)
  @game_party = $game_party
  @game_party = $game_party2 if $visual_equipment[0]
  bmp = Sprite.new
  bmp.visible =false
  bmp.bitmap = RPG::Cache.character(to_add,@game_party.actors[character].character_hue)
  color = bmp.bitmap.get_pixel(0, 0)
  x=sprite.width
  y=sprite.height
  if $visual_equipment[0]
   x=x/4
   y=y/4
  end
  for i in 0..x
   for j in 0..y
     color_get=bmp.bitmap.get_pixel(i, j)
     if color_get!=color
      sprite.set_pixel(i, j ,color_get)
     end
   end
  end

  bmp=nil

  end

  def add_weapon_sprite(id,sprite)
   @game_party = $game_party
   @game_party = $game_party2 if $visual_equipment[0]
   for i in 0...@game_party.actors.size
     if @game_party.actors.weapon_id==id
      $visual_equipment[i+1].push(sprite)
     end
   end
  end

  def add_armor_sprite(id,sprite)
   @game_party = $game_party
   @game_party = $game_party2 if $visual_equipment[0]
   for i in 0...@game_party.actors.size
     if @game_party.actors.armor1_id==id or @game_party.actors.armor2_id==id or @game_party.actors.armor3_id==id or @game_party.actors.armor4_id==id
      $visual_equipment[i+1].push(sprite)
     end
   end
  end

#===================================================
# ? CLASS Scene_Equip edit
#===================================================

class Scene_Equip

  alias visual_update_right update_right

  def update_right
   if Input.trigger?(Input::B)
     equip_update
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Menu.new(2)
     return
   end
   visual_update_right
  end
      
end

class Interpreter

  alias visual_command_319 command_319

  def command_319
   actor = $game_actors[@parameters[0]]
   if actor != nil
     actor.equip(@parameters[1], @parameters[2])
   end
   equip_update
   return true
  end

end

class Game_Character
  attr_accessor :character_hue
end

class Game_Actor < Game_Battler
alias visual_setup setup
  def setup(actor_id)
   visual_setup(actor_id)
   @character_hue = (@character_hue+1)%256
  end
end

class Scene_Load
  alias visual_read_save_data read_save_data
  alias visual_on_cancel on_cancel

  def on_cancel
   equip_update
   visual_on_cancel
  end

  def read_save_data(file)
   visual_read_save_data(file)
   equip_update
  end
end

class Scene_Save
  alias visual_on_decision on_decision
  alias visual_on_cancel on_cancel

  def on_cancel
   equip_update
   visual_on_cancel
  end

  def on_decision(file)
   equip_update
   visual_on_decision(file)
  end
end

class Scene_Title
  alias visual_command_new_game command_new_game

  def command_new_game
   visual_command_new_game
   equip_update
  end

end

class Window_SaveFile < Window_Base

  def initialize(file_index, filename)
   super(0, 64 + file_index % 4 * 104, 640, 104)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $fontface
   self.contents.font.size = $fontsize
   @file_index = file_index
   @filename = "Save#{@file_index + 1}.rxdata"
   @time_stamp = Time.at(0)
   @file_exist = FileTest.exist?(@filename)
   if @file_exist
     file = File.open(@filename, "r")
     @time_stamp = file.mtime
     @characters = Marshal.load(file)
     @frame_count = Marshal.load(file)
     @game_system = Marshal.load(file)
     @game_switches = Marshal.load(file)
     @game_variables = Marshal.load(file)
     @self_variables = Marshal.load(file)#added
     @game_screen = Marshal.load(file)#added
     @game_actors = Marshal.load(file)#added
     $game_party2=@game_party= Marshal.load(file)#added
     @total_sec = @frame_count / Graphics.frame_rate
     file.close
   end
   equip_update(true)#added
   refresh
   @selected = false
  end

end


do you know where to find him
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 08, 2008, 12:54:17 pm
Nope. I think he's hanging out at rmxp.org, though.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 08, 2008, 01:43:14 pm
k, thanks

i'll place a post for him there
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 08, 2008, 01:52:33 pm
Hey wasn't there a way to change an events name with the call script with the blizz abs? i can't find anything about it...there's also no search function in the html help manual... :(
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 08, 2008, 02:07:02 pm
I know, I know. I wasn't able to add a search index yet. It's somewhere in chapter 3.2..
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 08, 2008, 02:13:19 pm
i nether spotted that, thaks

that will be really really useful
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 08, 2008, 02:23:58 pm
Yay I found it :haha:
$game_map.rename_event(EVENT_ID, 'NEW_NAME')


So where it says EVENT_ID, do you mean the name of the event or it's actual ID? Like if I named an event 'chicken'(it's actual event ID being 001) and wanted to change it to \e[4], would I use 001 (or just 1) or 'chicken'?

EDIT: NVM I got it 8)
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on September 09, 2008, 01:51:06 am
Quote$game_map.rename_event(EVENT_ID, 'NEW_NAME')


Would I be correct in assuming that this follows general programming conventions where a string [which is usually used for the letters that make up a name] is always enclosed in single or double quotes while a number variable name is not enclosed in quotes which usually indicates that it represents or stores a numeric value? Thus EVENT_ID can be seen to be a variable name representing a numeric value while 'NEW_NAME' can be seen to be an actual string.

Another question if I am on the right track here. Is the above line of code considered a Function in RGSS? Could the syntax be defined thus: functionName(argument1, argument2)? Is $game_map the class of the object from which the function rename_event inherits certain values to be used by it's predefined methods acting upon whatever is passed to it in parenthesis?
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 10, 2008, 03:56:25 pm
is it coming up with any error message
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 10, 2008, 04:45:05 pm
Nope, it just simly does nothing, but the delay after attacking skill seems to be taking affect :uhm:
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 10, 2008, 05:42:12 pm
that is odd, looks like blizz will have to help you here
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 10, 2008, 05:43:17 pm
Do you have action/weapon sprites enabled?

Animations != weapon/skill/action sprites...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 11, 2008, 03:48:46 am
Just like Aqua said. You need to turn on Actor Action Sprites so sprites are even used and Weapon Srpites to use the same unique extra sprites like CoSLAL does.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 11, 2008, 11:35:50 am
Isn't there a way to do it so that you don't need to have guy_atk1 etc? I just want the charset for the weapon to shoot out, not to animate the charset. I would if I could sprite or had someone who was wiling to do them for me cause I really don't have time or the ability to do it, well no time to learn to do it anyway...yeah, so is it possible?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 11, 2008, 12:05:50 pm
Obviously turn off the option for Actor Action Sprites. :P
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 11, 2008, 12:47:09 pm
In the abs config it doesn't let you use weapons sprites unless you have actor action animations enabled :huh: Well I guess I'm going manual config then :haha:

EDIT: Still not working...
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 11, 2008, 01:36:06 pm
I have a question about setting up a Critter's AI system. I have read the manual tons of times but I need help setting up this scenario:

Joe is a Critter
The Bear is an Enemy
Billy is our actor

I would like to have Joe mess with the Bear and only the Bear.
But when Billy comes to help Joe as long as Billy doesn't not hurt Joe. Then Joe will not attack Billy but only the Bear. Finally once Billy and/or Joe defeat the Bear, Joe goes back to a neutral state, and leaves Billy alone. How would I go about setting this up?

Joe is set up like this.

Joe\c[4]\[10000000]
The Bear works fine it's just Joe's crazy ass.

Also is there a way to remove the name, hp bar, and sp bar from the HUD? I only want to see the current item and skill equipped because I'm using another HUD. Thanks in advance.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 11, 2008, 01:40:57 pm
By default, you as player can attack enemies and critters. Line 236 in Part 2 should be:
PlayerNegative = [2, 3, 4, 5]

Change it to:
PlayerNegative = [2, 4, 5]

Now the player shouldn't be able to attack passive critters.

I suggest that you rather edit your custom HUD as it would unconsistent if you were using two HUDs. Best is you ask somebody to add the hotkey information to your HUD.

@HD: Obviously you can't use Weapon Sprites if you have no Action Sprites. What do you want?! Weapons that swing around while the actor doesn't move at all?! Well, that won't work.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 11, 2008, 01:43:27 pm
While thats greatly appreciated [[thank you!]] I would like for passive critters to not attack the player unless the player attacks them first.

Is there a way to not have the critter go all crazy? Because it switches to attack mode whenever I'm even near it. I just want to talk to it and its like, "Grahhh you're an enemy DIE!" not really but you get what I'm saying?

Oh and at the HUD is there a way that I could simply just move the location of that part?
I'll have to look into it and see. I'm not a scripter though. :[
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 11, 2008, 01:45:09 pm
@Blizz no you see I want, like an arrow to shoot out but I don't want the characters to animate... for now anyway until I get some charset for that, but that won't be for a while...

EDIT: I just realized, arrows/other trowing weapons don't have anything to do with those animations setting do they?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 11, 2008, 01:52:56 pm
Since when are projectile sprites action sprites? :P EDIT: Correct. :P

@Makasu: Yeah, I know. But you can't separate the attack on critters and enemies. You have to be able to either attack critters along with enemies or not at all. Removing the 3 from that array will make the player unable to attack passive critters.
The positions of the HUD elements are defined in the method "create_positions" (part 3, line 4850). The "draw_SOMETHING" methods handle the drawing of those elements. The main calls for those methods are in the method "update". There are also a few minor calls like "draw_basic" which draw the static template on the sprite first.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 11, 2008, 02:12:42 pm
Okay I get what you're saying now. But lets say there is text on the critter. How would I go about making it work so that if I press the action button it would display the text? Or is that not possible?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 11, 2008, 02:21:22 pm
Not yet. So far enemies and critter's event codes are run upon death. I will add custom triggers in Blizz-ABS v2.0. Then you will be able to use any of the 5 default triggers and additional triggers like "on death", "on weapon (ID) use", "on skill (ID) use", "on item (ID) use", "on status (ID) inflict" and a few others if more come to my mind.

I'm also playing with the idea to implement a full custom alignment system which can be configured by the user. i.e. you can create "guards" which will attack you if you attack "NPCs". Or "Defenders" which will attack enemies on sight. In fact this would open a big range of possibilities like creating 3 (or even more) differently aligned groups which attack each other one of them being the player and his party. The main problem here is not the system itself but how to make it work in the configuration application so it can be configured with maximum ease. I would, of course, leave the currently existing 5 groups (party, enemies, critters, aggressive critters, lifeless objects) as default configuration.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 11, 2008, 02:24:25 pm
Alrighty! Thanks for the response. Greatly appreciated. But is it true that we have to wait two months for 2.0 to release? :[ but I guess great things take time eh? Hah.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 11, 2008, 02:28:11 pm
I have to find a new flat right now and right after a job. I also want to finish the beta of my game, the new skin for the forum and the homepage. In around 4 weeks I have college exams again which is practically the time where I never do anything besides college. So yes, don't expect anything within the next 2 (probably 3? >.< ) months.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 11, 2008, 03:14:46 pm
QuoteSince when are projectile sprites action sprites? :P EDIT: Correct. :P

...

Well I'm getting confused. Okay, the projectiles aren't showing up, that's what I meant in the first place... :roll:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 11, 2008, 04:13:42 pm
Have you tried the example game yet? It has normally working projectile sprites.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 11, 2008, 04:40:38 pm
The Manual: ShowHide
The spritesets for non-consuming, self-consuming and returning projectile weapons need to be named the same as the weapon's icon file. Spritesets are auto-animated all the time.


example:
icon file name - FlameBow.png
projectile spriteset name - FlameBow.png


Are you sure you have them named like that?
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 11, 2008, 05:28:17 pm
@Blizz&Aqua
Yes :ninja:
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 11, 2008, 07:51:36 pm
Okay one more question is there a way to slow down the enemy speed?

I mean I don't want them to have the same speed as the player for like a zombie I'm making. Is this a possible feature?

EDIT:
Nevermind I got it. My mistake.
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 14, 2008, 09:06:03 am
I'm getting an error when my enemies have the Action's attribute enabled.  it says:

In Blizz ABS v1.99 Part 2: line 3151(may not be the same line as the original, because I've done a ton of edits, although not with the AI)

undefined method 'hp' for nil:NilClass

For reference, here are lines around 3151:

# find all allies in memory
      ai.mem.each {|a| allies.push(a[0]) if positive.include?(a[0].AI_data.basic)}
      # find all enemies in memory
      ai.mem.each {|a| enemies.push(a[0]) if negative.include?(a[0].AI_data.basic)}
      # find all allies who need healing
      to_heal = allies.find_all {|b| b.battler.hp < b.battler.maxhp}
      # if decided to heal
      if (heal.size > 0 && to_heal.size > 0 && (ai.healer || rand(3) == 0) &&
          rand(5) == 0)


line 3151 is:     to_heal = allies.find_all {|b| b.battler.hp < b.battler.maxhp}

I get this error when I am fighting a group of 2 or more enemies, and one of them dies.  this happens about 70% of the time.
So basically, the update of you AI is trying to see if it can heal any allies, then crashes when it finds a dead ally.


Also, I tried redownloading to see if I had the latest fix, but the file is corrupted again :/
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 15, 2008, 08:44:35 am
I will look into that. It's possible that the enemy AI doesn't remove dead allies when the player kills them.
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on September 16, 2008, 01:13:07 am
Great ideas Blizz - I can already think of tons of killer uses for those features. Have you ever played any of the Fallout games? I really liked the Karma/Reputation system they used. Karma was similar to Alignment except it was measured more like hit points which could be lost or gained.

Characters started at zero which is neither positive nor negative - i,e, neutral. When the character does something that could be considered unlawful or evil Karma points are extracted. When Karma goes below zero and becomes a negative number this effects how various NPCs react. Townsfolk tend to have more positive Karma and thus react negatively to negative Karma while Raiders, Slavers and Criminal elements tend to have more negative Karma and thus react negatively to a positive Karma.

Then there is Reputation which is more specific. Naturally the stigma of negative reputations are nearly impossible to get rid of. For example if the character kills a child in a town he earns the reputation as a child-killer and the extreme hatred that reputation carries with it follows the character everywhere he or she goes like a curse. There are positive reputations as well like Heavy Weight champion of the New Reno boxing circuit or Saviour of the wasteland.

Word of the character's celebrity or heroic status travels fast. But while it can open many doors for the character that would otherwise remain closed it too can also be a curse as the character's anonymity is comprimised thus making it much harder to blend in to a crowd or go unnoticed when situations demand a low profile. I never tried to lose a good reputation so I don't know if that is possible or how difficult it would be. But that is of course up to the game designer in this case.

Obviously Critters or creatures of extremely low intelligence would remain neutral as far as Karma is concerned and the character's karma or rep would have no effect on the critter's reaction no matter how positive or negative.

Quote from: Blizzard on September 11, 2008, 02:21:22 pm
Not yet. So far enemies and critter's event codes are run upon death. I will add custom triggers in Blizz-ABS v2.0. Then you will be able to use any of the 5 default triggers and additional triggers like "on death", "on weapon (ID) use", "on skill (ID) use", "on item (ID) use", "on status (ID) inflict" and a few others if more come to my mind.

I'm also playing with the idea to implement a full custom alignment system which can be configured by the user. i.e. you can create "guards" which will attack you if you attack "NPCs". Or "Defenders" which will attack enemies on sight. In fact this would open a big range of possibilities like creating 3 (or even more) differently aligned groups which attack each other one of them being the player and his party. The main problem here is not the system itself but how to make it work in the configuration application so it can be configured with maximum ease. I would, of course, leave the currently existing 5 groups (party, enemies, critters, aggressive critters, lifeless objects) as default configuration.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 16, 2008, 07:49:24 am
My system would actually be more advanced and different. It would feature more than just "good and evil" as you can make 10 different groups hating each other. But on the other side you wouldn't have stuff like reputation, although I think the system could be enhanced in some way to support it. In any case if I ever make this, it will be after v2.0.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 22, 2008, 06:23:00 pm
Just out of curiosity [[off topic]] have you happened to glance at the newest version of XAS 3.0 ? I figured it would give you some ideas of things you could add in 2.0 if possible. So just a heads up you should look into it!

http://www.atelier-rgss.com/Index.html

I'm not sure how links work here.
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on September 23, 2008, 06:05:52 am
I am stuck. I've been trying to do something using Blizz-enabled events [enemies] that normally would be a simple matter in RMXP. All I want to do is have an event using the Blizz /e[ID] syntax but somehow keep Blizz from activatating it until another event turns a certain trigger on. For the trigger I need to use a non-Blizz event that only looks like the enemy but its really just to hold some text and some conditional q&a stuff before triggering the enemy to appear and self-destructing.

My attempts so far have failed. Seems like I tried everything but every time Blizz seems to override the condition I set on an enemy and goes ahead and gives it life before the trigger event has a chance to be triggered. I must be missing something. Probably something really simple right under my nose I'm sure.

Also when you set an event to erase itself at the end of its processing does any triggers it turned on before that stay turned on?
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 23, 2008, 08:51:59 am
do not give the event an id of an enemy, just call it some thing else and in the manual you can find a extra feature there to change names of events in game.

you can use this to rename the event into an enemy within the game.

i havnt got the manual on me at the moment but im sure you can find it in there if you look.

example of how it wounld work.

you have named an event statue so it will not be an enemy but if you click it you can have messages and all the other things events do but at the end of the event proccess there could be a call script part in there (i think that is what it uses) to run the part of blizzards script that changes a certian events name from statue to monster/e[ID] making it into an enemy.

i hope that made sense.
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on September 23, 2008, 11:12:48 am
Awesome! Yep, made perfect sense. I was certain there was something like that in there I just needed to know what to look for. Thank you so much.  :D
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on September 23, 2008, 11:37:40 am
Aha! There it is. It's in section 3.2.12. Renaming Events
Spoiler: ShowHide

QuoteIn Blizz-ABS you can rename events during the game and apply different behavior with just one command. To rename an event, simply use a Call Script Event Command wih the following syntax:
$game_map.rename_event(EVENT_ID, 'NEW_NAME')
EVENT_ID is the ID of the event that should be renamed, NEW_NAME is the new name of the event which's effect will be applied to the event immediately. Keep in mind that you have to use \\ (double backslash) if you want \ (backslash) to appear in the event's name. i.e. suddenly turning an event into an enemy would need a new name looking like '\\e[45]'. Keep in mind that those renamings are temporary and reset after you re-enter the map.


A search tool built into the HTML Help File would be nice. I didn't think of looking under Utilities for it until it was the last place to look.  :<_<:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 23, 2008, 01:21:10 pm
I know, I know. I'm sorry, but I didn't have time to create a search index in the manual yet. I was trying to get v1.99 out as soon as possible so I could finally continue working on my game. I will most probably add a search index with v2.0 or even before that.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 23, 2008, 02:41:02 pm
@joe

no prob im glad i was able to help.
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on September 23, 2008, 08:02:17 pm
No worries Boris - I was only teasing  :evil:. I remember you mentioning something about adding it a while back.
Title: Re: [XP] Blizz-ABS
Post by: Galatea on September 27, 2008, 11:09:55 pm
Hey Blizz, after i download the Blizz-ABS 1.99 everytime i
unzip it,it triggers an error. i think the zipped file has a problem?  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on September 27, 2008, 11:43:09 pm
Chances are the host is being an arsefrookle when it's coming to the Blizz-ABS v1.99 files, corrupt downloads everywhere...

Here, try this alternate link for Blizz-ABS; I'm sure it will work...Unless the file I uploaded is corrupt or your thing is jacked up.

By the way, welcome back Galatea. o.o

http://www.sendspace.com/file/tsskes
Title: Re: [XP] Blizz-ABS
Post by: Galatea on September 28, 2008, 01:21:58 am
Oh my, thank you Mr.starrodkirby86,(whew, thats a long name) i got 1.99 now!
yeah i am kinda old member haha you should not call me a senior. haha btw
thx again dude!  :D
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on September 28, 2008, 06:06:11 pm
I hate to ask this cause I know I read about it somewhere here before. I was wondering what would be the best way to change the main Player Char's sprite set to coincide with something like the effects of time, physical growth and experience. I'd like to show for example a slightly bulkier sprite for a character that increases to higher levels as a fighter. If anyone has ever played the old arcade game Altered Beast you'll understand what I am visualizing.

And also I'd like to show when a player becomes physically disabled or maimed, such as losing arms or legs or walking with a limp, or a glowing green aura after becoming overexposed to radiation or gamma rays. Or maybe even use a 50% transparent copy of the original sprite to indicate an invisibility spell or predator-like camouflage technology. Or we could have a fat char lose weight and become slim and fit like one of the early Leisure Suit Larry games when Larry works out enough times.

I was thinking of permanent or semi-permanent change of all the character's relevent spritesets at once. So that the change is reflected in the idle/walking sprite, the attack sprites, the item sprite, the skill sprites, the jumping sprite, the sneaking sprite, etc. At first I thought something like the name change thing might work, but it isn't that simple with the main character is it?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 28, 2008, 06:50:33 pm
Eventing
3rd Page
1st Column, Last option
Change Actor Graphic
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on September 28, 2008, 07:34:59 pm
Damn!  Thanks :bow: Aqua. I thought I might be overlooking  :_): something that simple. I do tend to over complicate things.
Title: Re: [XP] Blizz-ABS
Post by: Lost King on September 28, 2008, 09:48:32 pm
Hello everyone. I come with a question. I recently got my hands on this script and implimented it in my game, its amazing by the way, but I think I've encountered a problem. I set up all my enemies and whatnot and when I run the game and go near one it runs away without trying to attack. I don't have any of the enemies set to passive and the default attributes for them are Action and Observer. Is there a particular code I need to add to event names apart from the \e[ID]? Or do the enemies just sense my level 1 character's might and tremble in fear? Note: They do attack back from time to time, and they're all set to the sword attack style so they should be able to attack me when I'm right next to them, right?

Also, for the other member's in my party, is there any way to set it so that they will attack enemies when I'm attacking one too? I've got caterpillar activated and I read about when they're in follow mode and assumed you could switch them out of follow mode into attack mode perhaps.

Thanks in advance.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 28, 2008, 10:03:12 pm
Add full power to enemies and they should be more vicious.

And the Ally AI is coming out in 2.0 so you just gotta wait.
Title: Re: [XP] Blizz-ABS
Post by: Lost King on September 28, 2008, 10:12:11 pm
I'll try out the full power attribute. And that's good to know about the Ally thing, still have a lot to make in my game anyway.

EDIT: The Full power attribute seems to be working.

I've got another question. Is there \ command that you can add to events to disable jumping over them? I'm sure it's probably listed in the help file somewhere, but there's a lot to read. This was the only problem I encountered when using the jump function, and I'd like to still be able to use it.

Welcome to the forums, Lost King. Now I just have to tell you there's a double posting rule (No double posting within 24 hours)...So yeah. Have fun, good luck with B-ABS. ~Love, Starrodkirby86
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 28, 2008, 10:40:08 pm
Lol someone asked this on the IRC yesterday and this is my answer...

Best way to do it is to add a NoJump tile under the event(s) you wish to not be able to jump over.
Title: Re: [XP] Blizz-ABS
Post by: Lost King on September 28, 2008, 11:24:37 pm
I'll see what I can do with it. Thanks for all the help so far, very appreciated.

And sorry about the double post thing, wasn't sure if it was a rule.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 29, 2008, 08:59:03 am
No problem. Now you know so don't repeat the mistake. :)

Also, regarding the enemies' attack delay: Enemies have a delay counter which can be set up globally or for each enemy (by database ID) individually. It's the "AI Delay Time" option (2.5.2. in the manual) where it is explained in general. You can find out more about enemy ID specific setup under 3.8.6. (which is merely a redirection to a few other chapters that explain it all including 2.5.2.). The full power attribute generally forces the AI Delay Time to 0 for that enemy.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on October 07, 2008, 11:46:35 am
i was just wondering if we could get an update on how2.0 is coming
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 07, 2008, 01:46:42 pm
Right now not at all. I'm a bit busy with life. I just got a job and I have exams next week. Also, I plan on continuing the work on my own game to finally release the first beta before working on 2.0. But after I am done with CP, I'll get to work on 2.0 right away.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 07, 2008, 05:32:34 pm
Great. About how long do you think this finishing of CP will take?
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on October 07, 2008, 06:31:50 pm
Have you been not reading the forum content around here lately!? D: Just kidding.

I'm believing CP would be finished within the next two months or so. Expect a 2008 release lodged, unless Blizzard is extremely busy or something unexpected happens (DART HACKS BLIZZARD'S COMPUTER).

I would also expect a 2008-2009 release of Blizz-ABS 2.0 . This is all assumption and theory...So yeah.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 08, 2008, 05:42:35 am
That's about the same time I expect it all. CP Beta 1 needs another 15-20 days of intensive work, but since I rarely have a full day of free time at my disposal, IDK how long it will take. Blizz-ABS 2.0 should be out around Christmas or New Year since I have loads of free time during that time.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on October 08, 2008, 09:26:30 am
oh lol i was just wondering school & jobs more important lol need the mula
Title: Re: [XP] Blizz-ABS
Post by: Musicmuse on October 11, 2008, 05:16:31 pm
So...

I'm not sure if this is common knowledge or not, and I've read through the manual to try to find the answers.

I'm using the latest version of BlizzABS (1.99), and I'd like to integrate my own battle spritesets to spice things up a bit.  However, I'm just unsure of how a battle spriteset is layed out.  Is it 4X4 frames like a normal sprite except with battle "poses"?  This is what I'm guessing, but I'm not sure.

Thanks in advance for the help.  This forum is amazingly welcoming, I can already tell.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on October 11, 2008, 05:19:25 pm
The easiest way to see the correct format on how to do the battle sprites is to look in the Blizz-ABS demonstration game, Chronicles of Sir-Lag-a-Lot. As I mentioned in earlier posts, I'm a mundane at Blizz-ABS related situations, so this may not be the best piece of advice, but I'm sure it'll help you definitely to view the resources used in Lag-a-Lot.

It should be 4x4 though. Don't jump head first in without a little research (Like, do what I said above first :P)

And indeed this place is welcoming. XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 12, 2008, 07:17:31 am
I haven't added custom numbers of frames or diagonal movement so far. I might never add them. But I will add idle sprites.
Title: Re: [XP] Blizz-ABS
Post by: Nazurin on October 12, 2008, 07:57:43 am
Is there any way for an event to be executed upon the death of the enemy?

I'm trying to have a switch be set off when all of the enemies within a square are killed >__<
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 12, 2008, 08:26:30 am
The enemy's own event code is executed when you kill it. :P You could use a variables which you reset to 0 (with a parallel process that deletes itself right after) when you enter the map. Each enemy increases the variable upon death. The use an auto-start event that has the number of enemy and that variable as precondition. That should do it.
Title: Re: [XP] Blizz-ABS
Post by: Nazurin on October 12, 2008, 08:31:27 am
Gah, apologies for this, but I'm a little new to RPG Maker XP, could you outline that in a more simplified way?

Do you mean, that whatever is inside the event data is executed upon the death of the enemy, or is there more to it?

And also, many thanks for the quick reply!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 12, 2008, 08:41:12 am
Quotewhatever is inside the event data is executed upon the death of the enemy


Yes, that's what I meant. Maybe it was me who misunderstood you, though. If you have more questions, just ask.
Title: Re: [XP] Blizz-ABS
Post by: Nazurin on October 12, 2008, 11:37:58 am
Slight problem, my current situation is this:

When you enter the arena, blockages come around the area, forcing you to fight the boss, and once the boss is beaten, the event inside of it is supposed to lower the bars. Except, when I beat the boss, the game just freezes. It might be because I'm using lots of events, I don't know.

Have any ideas?
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on October 12, 2008, 11:41:48 am
How does the game freeze? It may be because a stray Autostart Event hasn't been erased completely yet. It shouldn't be the fact that there are lots of events, if you have below 100 or even 50 I'm sure nothing should malfunction.

You can always do a switch function in relations to the blockages, and when the boss is defeated, the switch changes and the blockages disappear, or something like that. You need multiple event pages for those blockages though.

Sorry for any bad wording or misunderstandings put here, I'm not in an RMXP mood right now, I'm in a Pokemon mood. :P I know you're a newbie in RPG Maker XP or at least you claim to be so, but you're not that ignorant compared to many other users. XD
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 12, 2008, 01:09:13 pm
i had this problem for a while, check if the enemy has a second page. that sometimes causes problems if not create a new enemy thats the identical (not not copy and paste) then delete the old enemy event. then try agian. this fixed my game.

if not, SRK is right about it being the blockages making it freeze.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 13, 2008, 04:53:26 am
O.o; Can you give me more details on that? It might be a bug in Blizz-ABS. Best would be if you can put together a small demo with a few maps that simulate that problem.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 13, 2008, 11:58:14 am
if that message is aimed at me, i have no idea what happend when it did start freezing so i have no clue to create that problem agian to show it.
but at least its easy to fix and iv only had the problem once.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 13, 2008, 12:03:23 pm
It was aimed at both of you, but mainly at you, DL. It's probably something related to RMXP. Whenever I find a problem in Blizz-ABS, I try the same thing in a project without Blizz-ABS to see what's really the cause of it.
Title: Re: [XP] Blizz-ABS
Post by: Nazurin on October 13, 2008, 03:41:59 pm
http://www.megaupload.com/?d=GMYHF4GV

one map demo, of my actual boss room, excuse the terrible mapping and possibly terrible events, but this is the one that freezes.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 13, 2008, 04:38:15 pm
@ blizzard to be honest i think it was an error on my part becuase it was just that event that was making it freeze as soon as i got rid of it it worked great.

by the way i cant wait till v2.0 comes out. it sounds great.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 14, 2008, 03:58:25 am
Quote from: Nazurin on October 13, 2008, 03:41:59 pm
http://www.megaupload.com/?d=GMYHF4GV

one map demo, of my actual boss room, excuse the terrible mapping and possibly terrible events, but this is the one that freezes.


You only put up the Game.exe file. O_o
Title: Re: [XP] Blizz-ABS
Post by: Nazurin on October 14, 2008, 01:25:58 pm
Apologies, is this (http://vortecks.co.cc/nazurin/Freeze%20Test.rar) better?
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 14, 2008, 01:41:20 pm
there is a bit of a problem with it, the audio files are empty and the graphic files to. so they wont play becuase there is so much stuff missing.

but from what i can see without testing it is that the dragon is on auto start, that might cuase the problem you have.
Title: Re: [XP] Blizz-ABS
Post by: Nazurin on October 14, 2008, 02:07:59 pm
Without Autorun/Parallel Process on, it wont change the switch, and with them on, it will freeze. What can I do?
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 14, 2008, 03:10:34 pm
Parallel Process wont make it freeze, have you tried using it.

ok parallel process will make it freeze. i got test play working now and it is that thats making it freeze, you have to find some other way of making the switch change without using auto start or parallel process. i havent got much time to help any more but im sure some one else will help you find a way.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 14, 2008, 06:07:05 pm
I don't think using parallel process or autorun makes the game freeze, as I use them in my game (which uses the Babs) quite a bit.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 14, 2008, 06:23:46 pm
Autorun will make it freeze because it'll keep autorunning...  They are usually used for cutscenes to prevent the player from moving.

Parallel process should NOT make it freeze unless you're doing something totally wrong.  They are usually used for background events.

Lemme look at the demo and I'll get back on your problem.

Edit:

Okay event ID 1,
page 1 Move Player Up once, turn on switch 48,
delete page 2,
page 3 with condition of switch 48 action button

Have the dragon on action button as the event code will activate when it dies.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 14, 2008, 06:25:45 pm
well for some reason in his demo it does freeze, weird i know. :wacko:

i think the way that he has made the blockage is what is causing it to freeze
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 15, 2008, 08:38:22 am
Your enemy is on autorun. -_-
Title: Re: [XP] Blizz-ABS
Post by: Tery Buster on October 15, 2008, 10:34:11 am
Hey, having a problem here...
Every time I put your script in one of my projects (no matter with release) the game keeps pressing the debug key, I still can work in the title menu (with the SE of button press all the time), but when I get in the map the menu window open.

My dll is RGSS102J.dll, could it be a incompatibility with the 102J too?
I have no other custom scripts in my project...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 15, 2008, 10:45:25 am
Hm... Yes, it's possible that it doesn't work with RGSS102J.dll either.
But I have experienced the same problem without Blizz-ABS in my own game. I have a laptop and F9 is the play/pause function key so when I press Fn+F9 it sometimes happens that F9 gets locked and keeps calling the debug menu. I can usually fix it by either closing the project and reopening it or by pressing F9 during the game. Try that. If it doesn't work, you might wanna try it with RGSS102E.dll instead.
Title: Re: [XP] Blizz-ABS
Post by: Tery Buster on October 15, 2008, 10:51:54 am
What the ...
I've tried:
Pressing F9: didn't work
Pressing all from F1 to F12 (who knows? x.x): Didn't work
Downloaded the rgss102e.dll from http://www.dll-files.com: after all, didn't work x.x
Shall I try installing the English version of RMXP?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 15, 2008, 10:55:53 am
O_O Maybe it's your Windows... Do you have by any chance a program that could be doing this? if not, yes, try installing the English version even though this should make no difference. Sounds to me a bit like the walking bug where the player would always keep walking into one direction.
Title: Re: [XP] Blizz-ABS
Post by: Tery Buster on October 15, 2008, 10:59:33 am
I'll try the script in another computer...

EDIT: By the way, while I try it in my coal-powered computer can you tell me how did you combined many charsets into one (like in the attack animation, where you put char and weapon togeter)? I tried to find the exact lines, but seems kinda large script to seek in x.x
Note: I need this command 'coz I'm trying to make a script for char customizing, like in these mmorpg's, where the player could build up his own char choosing like, skin tone, gender, hair, and also, would be easy to display the equips this way...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 15, 2008, 11:14:43 am
Should be in Sprite_Character where I analyze and compare the @current_sprite and @weapon_sprite variables. Then I create a copy of the original bitmap (important!) and load the other bitmaps which I pasete onto it using the blt (short name for blocktransfer) command from the Bitmap class.
Title: Re: [XP] Blizz-ABS
Post by: Tery Buster on October 15, 2008, 11:17:14 am
-Well, the problem happens in this my computer only, I don't know why coz my other computer has the same version and RMXP there runs under 102J.dll also...



-I'll look further in Sprite_Character to see how it works, but seems wonderfull...

EDIT: HAHA, got the problem causer, was my anti-virus... running very well at the moment
I'd like to say... NICE SCRIPT MAN!
Really wonderful, I think I'll spend these days gathering resources while I wait for the 2.0, is is coming soon?
What will be new?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 15, 2008, 11:48:09 am
For 2.0 I am only planning to add the new Ally AI and some minor extras which are missing. I also want to update the documentation properly. Other extra features will come in future versions.
v2.0 won't be out for some time. I'm currently busy with college, life, job and the beta version of my own game. I think I should be able to pull it off around the holidays around New year. I have to see yet.

BTW, you can use the "Modify" option to edit your post, you don't have to multi-post. :)
Title: Re: [XP] Blizz-ABS
Post by: Tery Buster on October 15, 2008, 11:53:23 am
 :^_^':
Orkut's fault...
x.x
sorry.

Edit:
hey, when you do "RPG::Cache.character(@character_name + @weapon_sprite, 0)", this do something like... 001-Fighter01.png + axe.png?
so if I did something like... @char_bitmap = RPG::Cache.character(@character_name + @chest_sprite + @weapon_sprite + @helmet_sprite + @boots_stripe, 0) would give me all sprites together?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 15, 2008, 02:42:18 pm
Yes.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 16, 2008, 09:13:01 am
im getting an error when i try using a trap as an explosion.

the error is

spright character ? 72 ??? type error

no implicit conversion from nil to integer
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 16, 2008, 10:45:31 am
Wow, the first bug after quite some time. I'll look into it when I work on v2.0.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 16, 2008, 11:55:42 am
ok, i'll wait.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 16, 2008, 12:14:27 pm
That happens when you don't specify what the explosion animation is
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 16, 2008, 01:03:12 pm
i know i can change the victim animation but where is the exposion animation
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 16, 2008, 03:35:22 pm
In the range...

RANGE, EXPLOSION RADIUS, EXPLOSION ANIMATION

I might be totally wrong... because I don't have access to RMXP right now, but I think that's what it is...

I'll edit this post when I do have access if I /am/ wrong.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 16, 2008, 03:46:24 pm
it goes range, victim animation,trap time.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 16, 2008, 03:49:17 pm
Oh wait... it's in skill type

    def self.type(id)
      return [DIRECT, 1.0, explosion id]
    end
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 16, 2008, 05:21:16 pm
you do it in RMXP, I think
Title: Re: [XP] Blizz-ABS
Post by: Zeldaknight on October 17, 2008, 12:05:43 am
No, sorry, had a problem but it was just me being dumb lol!
Title: Re: [XP] Blizz-ABS
Post by: ali madan on October 17, 2008, 03:02:43 am
hi guys, I was just wondering... Does this scripts give you the avalibility to use the self switch on enemies (If they die a switch\self switch opens??? If yes how can I do it? If no when is Blizz doing?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 17, 2008, 04:14:52 am
Event code of enemies is executed upon their death. Just add a command to trigger the switch in the the enemy's event command window and it will be triggered when you kill him. If you want to use enemy transformations, I suggest that you rather use the transformation battleflow command. Should be chapter 3.2.12 or somewhere close to that in the manual.
Title: Re: [XP] Blizz-ABS
Post by: Galatea on October 17, 2008, 04:48:50 am
I got a problem here.
Spoiler: ShowHide
(http://i37.tinypic.com/2nulkl0.jpg)

everytime i use a Skill that is A Shooting/Trust a error pops up.
I dunno whats the problem.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 17, 2008, 04:55:26 am
Same as shadonking on the last page. You have specified an explosion range but not an animation ID.
Title: Re: [XP] Blizz-ABS
Post by: fugibo on October 17, 2008, 07:34:13 am
Hey Blizz,

If you'd give me some explanation of the layout of the config file, I can make a Gtk+2 Ruby script for it, which will make it more portable, if you'd like. Also makes for a nice RAD tool, Ruby does.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 17, 2008, 07:48:13 am
thanks Aqua, its working now.

i just need some good charsets of things to use as bombs. any one got any ideas where to find some
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 17, 2008, 08:55:37 am
Quote from: WcW on October 17, 2008, 07:34:13 am
Hey Blizz,

If you'd give me some explanation of the layout of the config file, I can make a Gtk+2 Ruby script for it, which will make it more portable, if you'd like. Also makes for a nice RAD tool, Ruby does.


There is no real fixed format for the file and the order of the data is important so you would have to update it with each version. I didn't have time to implement an actual dynamic format. I might revamp it so it fully works with Marshal format later.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 17, 2008, 05:55:22 pm
where in the manual is the bit that tells you about beams as skills. iv looked through it but i cant find the section (if there is one)
Title: Re: [XP] Blizz-ABS
Post by: ali madan on October 18, 2008, 03:19:15 am
hi again... Sorry blizzard but I didn't get it! Maybe making a tutorial with some screenshots  will make it easier for me and any body have the same question! And may I have the updated version of the manual? :???:

(Sorry for all of these question but, it's the first time to me to use (Blizz-ABS)...) :shy:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 18, 2008, 07:35:40 am
I'm sorry, but I completely fail to understand what's so complicated in reading.

Quote from: Blizzard on October 17, 2008, 04:14:52 am
Event code of enemies is executed upon their death. Just add a command to trigger the switch in the the enemy's event command window and it will be triggered when you kill him.


(http://img370.imageshack.us/img370/9609/snap251cv7.th.png) (http://img370.imageshack.us/img370/9609/snap251cv7.png) (http://img48.imageshack.us/img48/1449/snap252im3.th.png) (http://img48.imageshack.us/img48/1449/snap252im3.png)

You can get the newest version from the first post which has the newest version of the manual included. The post was damaged during the move as it seems so I restored it.
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 18, 2008, 03:51:01 pm
Ok, i'm a 100% noob to scripting and I decided to try some ABS out and I hear you're the best abs scripter and i was shown this thread, i've downloaded the 1.99 ver that comes with the 3 part script.  Can you give me the break down on how i go about makeing the scripts work and where in the heck i put them in the script window of my game?  Thanks
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 18, 2008, 04:14:54 pm
Read the manual.

Section 1 will tell you where to put it along with this thread (http://forum.chaos-project.com/index.php?topic=23.0)

The other sections will teach you how to do stuff.

Also, you might wanna use the config app to generate a part 1 with all the settings you want.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 19, 2008, 06:27:13 am
Also, follow the link in the first post leading to the thread of the example game. It is easier to see how everything works on an entire game. Just keep in mind that the example game uses an outdated version of the script which means that the most recent version is capable of much more.
Title: Re: [XP] Blizz-ABS
Post by: ali madan on October 19, 2008, 08:29:29 am
thanks alot!!! It's the best and the easiest abs in the whole world
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 19, 2008, 08:46:48 am
Exactly that is what I am trying to make this ABS be like. :)
Title: Re: [XP] Blizz-ABS
Post by: Galatea on October 19, 2008, 10:15:23 pm
Ok its working now.
thx aqua and blizz!  :haha:
Title: Re: [XP] Blizz-ABS
Post by: ozoke on October 23, 2008, 11:37:58 am
hiya,
this is a great script but im gettin an error randomly after using a skill
heres the error
(http://img390.imageshack.us/img390/2118/40082434zf8.png)

and heres the section of code it refers to

        # if instant skill
        if ai.act[2] == SUMMON || ai.act[2] != SHOOT &&
            (skill.scope == 0 || skill.scope == 2 || skill.scope == 4 ||
            skill.scope == 6 || skill.scope == 7)
          # instant execution


im not using any other scripts that could confilct with BABS.
does any1 know why im gettin this error, if its a stupid mistake on my behalf sorry.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on October 23, 2008, 11:57:28 am
What action are you taking immediately before the error appears?

It could simply be an undocumented error, or something that only happens when specific conditions are met...
Title: Re: [XP] Blizz-ABS
Post by: ozoke on October 23, 2008, 12:03:12 pm
nothing realy. i can play through a little test and not use a skill and its fine, but then if i use a skill, at some point after using it i get the error.

EDIT
it only happens when i change the skills in the database, im probably just editing the skills wrong. (new to rmxp)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 23, 2008, 03:56:14 pm
You must be using an older version of Blizz-ABS since this seems to me as the bug I fixed a couple of versions before. Try upgrading to the most recent version frist.

EDIT:

If you are using Blizz-ABS v1.99, then Tons of Add-ons v6.6 and higher will not work properly! Put this code RIGHT BELOW PART 3 of Blizz-ABS to prevent a crash. Since Tons of Add-ons v6.6. and higher doesn't have Death Roulette anymore, Blizz-ABS v1.99 will not be able to use it.

Spoiler: ShowHide
module BlizzABS
 
  def self.skillitem_process(ch, object)
    case object
    when RPG::Skill
      skill, d, time = true, Skills.range(object.id), Skills.trap(object.id)
      type, charge = Skills.type(object.id), Skills.charge(object.id)
    when RPG::Item
      skill, d, time = false, Items.range(object.id), Items.trap(object.id)
      type, charge = Items.type(object.id), Items.charge(object.id)
    end
    charge[0] == 2 if ch.is_a?(Map_Enemy) && charge[0] == 3
    if charge[0] != 0 && !ch.charging?
      ch.setup_charge(object, charge)
      return false
    end
    return true if object.scope == 0
    if object.scope == 7
      if skill
        ch.skill_effect(ch, ch.battler, object)
        self.check_special_skills(ch.battler, [ch], object)
      else
        ch.item_effect(ch, object)
      end
      return true
    end
    d = 1 if d < 1
    case object.scope
    when 1 then enemy, dead, all = true, false, false
    when 2 then enemy, dead, all = true, false, true
    when 3 then enemy, dead, all = false, false, false
    when 4 then enemy, dead, all = false, false, true
    when 5 then enemy, dead, all = false, true, false
    when 6 then enemy, dead, all = false, true, true
    end
    target_all = death_roulette = false
    if $tons_version != nil && $tons_version >= 4.5 && skill
      if $tons_version >= 6.02 &&
          $game_system.TARGET_EM_ALL && FULL_TARGET_IDS.include?(object.id)
        target_all = all = true
      end
    end
    ai = ch.AI_data
    if ch.is_a?(Map_Actor)
      group = (((ch == $game_player || ch.restriction != 3) == enemy) ?
          ai.negative : ai.positive)
    else
      group = (((ch.restriction == 3) == enemy) ? ai.positive : ai.negative)
    end
    if ch == $game_player && (charge[0] == 0 || charge[0] != 0 &&
        !ch.charging?) && (target_all || type[0] == HOMING ||
        type[0] == DIRECT || type[0] == BEAM && all)
      handling = 0
    else
      handling = ((type[0] == SHOOT || type[0] == HOMING ||
          type[0] == TRAP) ? 1 : 2)
    end
    case handling
    when 0
      range = [ch.real_x/4+16, ch.real_y/4+16, d*32, 0]
      screen = Rect.new($game_map.display_x/4, $game_map.display_y/4, 640, 480)
      targets, other = [], []
      $scene.spriteset.character_sprites.each {|sprite|
          battler = sprite.character
          if battler.is_a?(Map_Battler) && !battler.is_a?(Map_Remote)
            self.set_target(battler, dead, group, type, all, target_all, screen,
                range, targets, other)
          end}
      available = $scene.spriteset.character_sprites.find_all {|sprite|
          targets.include?(sprite.character)}
      return false if available.size == 0
      available.sort {|a, b| b.y > a.y ? 1 : b.y < a.y ? -1 : (b.x <=> a.x)}
      $game_temp.select_data = [ch, object, other, available]
      return false
    when 1
      case type[0]
      when SHOOT
        if all
          projectype = (skill ? REMBreakSkill : REMBreakSkill)
        else
          projectype = (skill ? REMNormalSkill : REMNormalItem)
        end
        targets = [d]
      when HOMING
        range = [ch.real_x/4+16, ch.real_y/4+16, d*32, 0]
        targets, other = [], []
        screen = Rect.new($game_map.display_x/4, $game_map.display_y/4, 640, 480)
        ($game_map.battlers + BlizzABS.player.actors).each {|battler|
            self.set_target(battler, dead, group, type, all, target_all, screen,
                range, targets, other)}
        projectype = (skill ? REMInitSkill : REMInitItem)
      when TRAP
        targets, other = [], []
        projectype = (skill ? REMTrapSkill : REMTrapItem)
      end
    when 2
      if type[0] == DIRECT
        range = [ch.real_x/4+16, ch.real_y/4+16, d*32, 0]
      elsif !all
        range = case ch.direction
        when 2 then Rect.new(ch.real_x/4, ch.real_y/4+16, 32, d*32)
        when 4 then Rect.new(ch.real_x/4+16-d*32, ch.real_y/4, d*32, 32)
        when 6 then Rect.new(ch.real_x/4+16, ch.real_y/4, d*32, 32)
        when 8 then Rect.new(ch.real_x/4, ch.real_y/4+16-d*32, 32, d*32)
        end
        this = nil
        $scene.spriteset.character_sprites.each {|spr|
            if spr.character == ch
              this = spr
              break
            end}
        if this != nil
          sprite = Sprite.new($scene.spriteset.viewport1)
          begin
            sprite.bitmap = RPG::Cache.character(object.icon_name, 0)
            w1, h = sprite.bitmap.width, sprite.bitmap.height
          rescue
            w1, h = 24, d*32
            sprite.bitmap = Bitmap.new(w1, h)
            b = Cache.image(16)
            (0...h).each {|i|
                a = (i < h/2 ? i**2*2 : (h-i-1)**2*2)
                a = 255 if a > 255
                sprite.bitmap.blt(0, i, b, Rect.new(0, 0, b.width, b.height), a)}
          end
            w2 = case ch.direction
            when 6 then 16-w1/2
            else
              w1/2+16
            end
          case ch.direction
          when 2
            sprite.angle, sprite.ox = 0, w1/2
            sprite.x, sprite.y, sprite.z = this.x, this.y, this.z+1
          when 4
            sprite.angle, sprite.ox, sprite.oy = 270, w2, w1/2+16
            sprite.x, sprite.y, sprite.z = this.x-w1-16, this.y, this.z-1
          when 6
            sprite.angle, sprite.ox, sprite.oy = 90, -w2, -w1/2+16
            sprite.x, sprite.y, sprite.z = this.x+16, this.y, this.z-1
          when 8
            sprite.angle, sprite.ox, sprite.oy = 180, w1/2, h+16
            sprite.x, sprite.y, sprite.z = this.x, this.y-h-32, this.z-32
          end
          Cache.beams.push([sprite, 20])
          beam = true
        end
      end
      screen = Rect.new($game_map.display_x/4, $game_map.display_y/4, 640, 480)
      targets, other = [], []
      ($game_map.battlers + BlizzABS.player.actors).each {|battler|
          self.set_target(battler, dead, group, type, all, target_all, screen,
              range, targets, other)}
    end
    if targets.size == 0 && projectype != REMTrapSkill &&
        projectype != REMTrapItem
      return (beam == true)
    end
    if $full_reflection_system != nil && $full_reflection_system >= 3.0 &&
        targets[0].is_a?(Map_Battler) && skill && !beam && !death_roulette &&
        !BlizzCFG::BREAK_REFLECT.include?(object.id) &&
        projectype != REMTrapSkill && projectype != REMTrapItem
      BlizzCFG.reflection_effect_blizzabs(ch, targets, other, object)
    end
    targets = [targets[rand(targets.size)]] if !all && !beam || death_roulette
    if projectype != nil
      explode = (type[1] > 0 ? type[1, 2] : nil)
      if projectype == REMTrapSkill || projectype == REMTrapItem
        proj = Map_Trap.new(object.icon_name, ch, object.id, d, time,
            projectype, group, dead, explode)
        Cache.remotes.push(proj)
      else
        targets.each {|target|
            proj = Map_Projectile.new(object.icon_name, ch, object.id, target,
                projectype, group, dead, explode)
            Cache.remotes.push(proj)}
      end
    elsif skill
      targets.each {|target|
          dam = (target.battler.damage.is_a?(Numeric) ?
              target.battler.damage : 0)
          target.skill_effect(ch, ch.battler, object)
          target.battler.damage += dam if target.battler.damage.is_a?(Numeric)}
      self.check_special_skills(ch.battler, targets, object)
    else
      targets.each {|target| target.item_effect(ch, object)}
    end
    return true
  end
 
  def self.check_special_skills(battler, targets, skill)
    if $tons_version != nil && $tons_version >= 6.4
      if $game_system.ABSORB_HP_SP
        damages = 0
        if SKILL_IDS_HP.include?(skill.id)
          targets.each {|target|
              if target.battler.damage.is_a?(Numeric)
                damages += target.battler.damage
              end}
          battler.hp += damages
          battler.damage = -damages
        elsif SKILL_IDS_SP.include?(skill.id)
          targets.each {|target|
              if target.battler.damage.is_a?(Numeric)
                damages += target.battler.spdamage
                target.battler.damage = nil
                target.check_spdamage
              end}
          battler.sp += damages
        end
      end
      if $game_system.SP_DAMAGE_SKILL && SPKILL_IDS.include?(skill.id)
        targets.each {|target|
            if target.battler.damage.is_a?(Numeric)
              target.battler.damage = nil
              target.check_spdamage
            end}
      end
      battler.hp = 0 if $game_system.DESTRUCTOR_SKILL && battler.set_to_die
      if $game_system.BLUE_MAGIC_SKILL && BLUE_MAGIC_IDS.include?(skill.id)
        targets.each {|target| target.battler.damage = nil}
        target = targets[rand(targets.size)]
        if rand(100) < skill.hit
          if target.battler.is_a?(Game_Enemy)
            ids = []
            target.battler.actions.each {|act|
                ids.push(act.skill_id) if act.kind == 1}
          elsif target.battler.is_a?(Game_Actor)
            ids = target.battler.skills.clone
          end
          if ids.size > 0
            newskill = $data_skills[ids[rand(ids.size)]]
            if battler.skills.include?(newskill.id)
              target.battler.damage = "#{newskill.name} known"
            else
              target.battler.learn_skill(newskill.id)
              target.battler.damage = "#{newskill.name} learned"
            end
          else
            target.battler.damage = 'None available'
          end
        else
          target.battler.damage = 'Miss'
        end
      end
    end
  end
 
end

class Scene_Map
 
  def initialize_selection
    user, object, sprites = $game_temp.select_data[0, 2] + [$game_temp.select_data[3]]
    case object.scope
    when 1 then enemy, dead, all = true, false, false
    when 2 then enemy, dead, all = true, false, true
    when 3, 7 then enemy, dead, all = false, false, false
    when 4 then enemy, dead, all = false, false, true
    when 5 then enemy, dead, all = false, true, false
    when 6 then enemy, dead, all = false, true, true
    end
    if $tons_version != nil && object.is_a?(RPG::Skill) &&
        ($tons_version >= 6.02 && $game_system.TARGET_EM_ALL &&
        FULL_TARGET_IDS.include?(object.id))
      all = true
    end
    sprites.each {|sprite| sprite.z += 1000000}
    @index = 0
    Graphics.freeze
    tone = $game_screen.tone
    $scene.spriteset.viewport1.tone = Tone.new(tone.red-32, tone.green-32,
        tone.blue-32, tone.gray)
    $game_system.se_play($data_system.decision_se)
    @win = Window_Help.new
    @win.z, @win.opacity = 10000, 192
    r = BlizzABS::Skills.range(object.id)*32
    r = 32 if r < 32
    @ranges = [Sprite.new(@spriteset.viewport1),
               Sprite.new(@spriteset.viewport1)]
    @ranges[0].z = @ranges[1].z = 950000
    color = (object.scope < 3 ?
        Color.new(255, 0, 0, 96) : Color.new(0, 128, 255, 96))
    if BlizzABS::Skills.type(object.id)[0] == BlizzABS::BEAM && all
      @ranges[0].bitmap = Bitmap.new(640, 480)
      @ranges[1].bitmap = Bitmap.new(638, 478)
      @ranges[0].bitmap.fill_rect(0, 0, 640, 480, Color.new(255, 255, 0, 160))
      @ranges[0].bitmap.fill_rect(1, 1, 638, 478, Color.new(0, 0, 0, 0))
      @ranges[1].x = @ranges[1].y = 1
      @ranges[1].bitmap.fill_rect(0, 0, 638, 478, color)
    else
      @ranges[0].bitmap = Bitmap.new(r*2+32, r*2+32)
      @ranges[1].bitmap = Bitmap.new(r*2+32, r*2+32)
      @ranges[0].x, @ranges[0].y = user.screen_x, user.screen_y
      @ranges[1].x, @ranges[1].y = user.screen_x, user.screen_y
      @ranges[0].ox, @ranges[0].oy = r+16, r+32
      @ranges[1].ox, @ranges[1].oy = r+16, r+32
      @ranges[0].bitmap.draw_circle(0, 0, r.to_i+16, Color.new(255, 255, 0, 160))
      @ranges[0].bitmap.draw_circle(1, 1, r.to_i+15, Color.new(0, 0, 0, 0))
      @ranges[1].bitmap.draw_circle(1, 1, r.to_i+15, color)
    end
    if all
      sprites.each {|sprite| sprite.select = 1}
      @win.set_text('All', 1)
    else
      sprites[0].select = 1
      @win.set_text(sprites[0].character.battler.name, 1)
    end
    @ranges[1].color.set(255, 255, 0, (16-Graphics.frame_count%32).abs * 8)
    Graphics.transition
  end
 
  def process_selection
    case $game_temp.select_data[1].scope
    when 1 then enemy, dead, all = true, false, false
    when 2 then enemy, dead, all = true, false, true
    when 3, 7 then enemy, dead, all = false, false, false
    when 4 then enemy, dead, all = false, false, true
    when 5 then enemy, dead, all = false, true, false
    when 6 then enemy, dead, all = false, true, true
    end
    object, sprites = $game_temp.select_data[1], $game_temp.select_data[3]
    if $tons_version != nil && object.is_a?(RPG::Skill) &&
        ($tons_version >= 6.02 && $game_system.TARGET_EM_ALL &&
        FULL_TARGET_IDS.include?(object.id))
      all = true
    end
    @ranges[1].color.set(255, 255, 0, (16-Graphics.frame_count%32).abs * 8)
    sprites.each {|sprite| sprite.update_select}
    if !all
      @win.set_text(sprites[@index].character.battler.name, 1)
      if Input.repeat?(Input::LEFT) || Input.repeat?(Input::UP)
        $game_system.se_play($data_system.cursor_se)
        sprites[@index].select = 0
        @index = (@index+1) % sprites.size
        sprites[@index].select = 1
      elsif Input.repeat?(Input::RIGHT) || Input.repeat?(Input::DOWN)
        $game_system.se_play($data_system.cursor_se)
        sprites[@index].select = 0
        @index = (@index+sprites.size-1) % sprites.size
        sprites[@index].select = 1
      end
    end
    if Input.repeat?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      targets = false
    elsif Input.repeat?(Input::C)
      $game_system.se_play($data_system.decision_se)
      if all
        targets = []
        sprites.each {|sprite| targets.push(sprite.character)}
      else
        targets = [sprites[@index].character]
      end
    end
    return targets
  end
 
  def execute_selection(targets)
    Graphics.freeze
    $game_temp.select_data[3].each {|sprite|
        sprite.select = 0
        sprite.update_select
        sprite.z -= 1000000}
    $scene.spriteset.viewport1.tone = $game_screen.tone
    ch, object, other = $game_temp.select_data[0, 3]
    if targets != false
      case object
      when RPG::Skill
        skill = true
        type = BlizzABS::Skills.type(object.id)
        charge = BlizzABS::Skills.charge(object.id)
      when RPG::Item
        skill = false
        type = BlizzABS::Items.type(object.id)
        charge = BlizzABS::Items.charge(object.id)
      end
      if charge[0] == 0
        ch.set_usage_animation(object)
        if skill
          if $full_reflection_system != nil && $full_reflection_system >= 3.0 &&
              !BlizzCFG::BREAK_REFLECT.include?(object.id)
            BlizzCFG.reflection_effect_blizzabs(ch, targets, other, object)
          end
          if BlizzABS::Config::ACTOR_SKILL_SPRITES
            ch.setup_sprites("_skl#{object.id}")
          else
            ch.setup_sprites('_skl')
          end
          ch.set_action(ch.skill_penalty(object.id))
          ch.skill_consumption(object)
          projectype = BlizzABS::REMInitSkill
        else
          ch.setup_sprites('_itm')
          ch.set_action(ch.item_penalty(object.id))
          ch.item_consumption(object)
          projectype = BlizzABS::REMInitItem
        end
        ch.common_event_call(object)
        if type[0] == BlizzABS::HOMING
          explode = (type[1] > 0 ? type[1, 2] : nil)
          targets.each {|target|
              proj = Map_Projectile.new(object.icon_name, ch, object.id, target,
                  projectype, $game_player.AI_data.negative,
                  (object.scope == 5 || object.scope == 6), explode)
              BlizzABS::Cache.remotes.push(proj)}
        elsif skill
          targets.each {|target|
              dam = (target.battler.damage.is_a?(Numeric) ?
                  target.battler.damage : 0)
              target.skill_effect(ch, ch.battler, object)
              target.battler.damage += dam if target.battler.damage.is_a?(Numeric)}
          BlizzABS.check_special_skills(ch.battler, targets, object)
        else
          targets.each {|target| target.item_effect(ch, object)}
        end
      else
        ch.setup_charge(object, charge)
      end       
    end
    (@ranges + [@win]).each {|object| object.dispose}
    @ranges = @index = @tone = @win = $game_temp.select_data = nil
    Graphics.transition
  end
 
end
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 23, 2008, 06:38:42 pm
This is a question I'd ask on IRC, but it's down right now sooo...

Just to refresh my memory...

Would lots of dropped items on the map add to lag?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 23, 2008, 07:25:33 pm
Yes.
Title: Re: [XP] Blizz-ABS
Post by: ozoke on October 23, 2008, 07:32:09 pm
it was somet to do with the way i setup the skill, i reset the skills database and remade the skills and it works fine now.
as for the death roulette thing in tons 6.6 i just went through the roulette skill and deleted all the parts that said death and didnt get the problem for that any more. dont know if that will cause a problem with that skill if it was turned on but idont plan on using that one anyway.

thanks for the reply's though
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 23, 2008, 07:38:20 pm
Yeah, that's basically what I did in that patch, I removed the Death Roulette conditions.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 24, 2008, 12:57:52 pm
iv added that extra bit under part 3 and the skills are working now but it lags really bad when there are more then three enemies on the screen and it also lags when using skills. will Blizz 2.0 have this problem? if not it doesnt matter about the lag.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 24, 2008, 01:26:44 pm
No, it won't since I will test everything properly.
Title: Re: [XP] Blizz-ABS
Post by: ozoke on October 24, 2008, 09:09:55 pm
i found out what was causing me to get my error, just incase anybody else gets it it was cus of a mobs skill not mine. in the enemy databse i didnt notice that one of mobs had like a blank skill, the mob was trying to use it but it wasnt there.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on October 24, 2008, 10:02:35 pm
Lol I did that too with the amount of EXP given...
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 26, 2008, 07:10:11 pm
Ok here's what i did.  I downloaded your sample game and just copied the added on scripts you had on it into my game.  Then when I went and downloaded the 1.99 ver, I simply highlighted everything in "(Blizz-ABS) DEMO CONFIG" and deleted it.  I then inserted parts 1,2, & 3 one after the other.

Did i do something wrong? Cause now i get some message after i try to start the game that says about line 4608: SystemStackError occured

Stack level too deep
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 26, 2008, 07:12:21 pm
Um... get rid of ANY trace of the old version of Blizz-ABS from the sample game.

Only use the 3 parts from 1.99 and it should work fine.  (as long as the scripts are in the right order)
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 26, 2008, 07:32:32 pm
Quote from: Aqua on October 26, 2008, 07:12:21 pm
Um... get rid of ANY trace of the old version of Blizz-ABS from the sample game.

Only use the 3 parts from 1.99 and it should work fine.  (as long as the scripts are in the right order)


YAY that's what was wrong...OMG I'm like super happy now! Thank YOU!

I want to make my character able to switch from rod to gun or vice versa during battle, how do i do that?

And how do i go about making the gun shoot distant targets instead of me having to get close?
Title: Re: [XP] Blizz-ABS
Post by: ozoke on October 27, 2008, 06:16:08 am
using the config tool, go to the weapons option and change the range map squares to a higher figure than 1.5 for the weapon you want to increase the range for.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 27, 2008, 08:44:25 am
Also, for quick switching weapons on the map, you can get ANY script that does that (Blizz-ABS doesn't support it on the map). Blizz-ABS should work fine with it.
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 27, 2008, 02:30:44 pm
Lol thanks and one last thing then i'll stop bugging yall lol.....but how do i make the sprites i've made for my character that show her holding a shield....I noticed when i push defend with Sir-Lag-A-Lot he holds up a shield, so i made a sprite of my char similar to that, but i don't know how to get it to show the sprite when i push block.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 27, 2008, 03:07:18 pm
Name the defending spriteset the same as the original and add "_def" (without the double quotes) at the end. Also, turn on "Actor Action Sprites". This is all basically written in the manual.
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 27, 2008, 03:24:42 pm
Quote from: Blizzard on October 27, 2008, 03:07:18 pm
Name the defending spriteset the same as the original and add "_def" (without the double quotes) at the end. Also, turn on "Actor Action Sprites". This is all basically written in the manual.


And how do i turn it on?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 27, 2008, 03:25:43 pm
Part 1 of Blizz-ABS...

Last part of the Config section.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 27, 2008, 03:56:40 pm
Either use the configuration application and turn it on there (Animations & Sprites tab) or set the variables ACTOR_ACTION_SPRITES to true.
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 27, 2008, 04:09:46 pm
Quote from: Blizzard on October 27, 2008, 03:56:40 pm
Either use the configuration application and turn it on there (Animations & Sprites tab) or set the variables ACTOR_ACTION_SPRITES to true.

Ok thanks.  i set the ACTOR_ACTION_SPRITES to true.

I got everything ready that i can think of.  And i've basically got a good idea on how this script works.  Thank You.  ^^
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 28, 2008, 08:05:53 pm
hmm, hey Blizz i have a question ((yea another one))

How come when a character swings their weapon while facing down, they seem to like jump 3 or 4 blocks towards the top and then return to the normal spot O.o?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 28, 2008, 08:12:49 pm
You have to set the Y-Offset for Actors.  When the weapon reaches veeeery far, this is used to make the sprites work.

The Y-Offset of the weapon template from CoSLAL is 112.
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 28, 2008, 08:21:49 pm
Quote from: Aqua on October 28, 2008, 08:12:49 pm
You have to set the Y-Offset for Actors.  When the weapon reaches veeeery far, this is used to make the sprites work.

The Y-Offset of the weapon template from CoSLAL is 112.


ahh, ok thank you
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on October 28, 2008, 10:56:25 pm
Hey Blizz, it's been awhile since I last posted here. I found a new error in Blizz ABS part 2 version 1.99.

"Script 'Blizz 2' line 3143: NoMethodError occurred.

undefined method `hp' for nil:NilClass"

I believe this happens if you kill one enemy and that enemy is in the process of disappearing from the map while another enemy attacks you at the same time. Last time I got it was on an enemy that had an add variable event onto it.

UPDATE: In the new version of 1.99, replace 3143 with 3115.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 29, 2008, 08:39:43 am
Change the error giving line:

      to_heal = allies.find_all {|b| b.battler.hp < b.battler.maxhp}


to this one:

      to_heal = allies.find_all {|b| !b.dead? && b.battler.hp < b.battler.maxhp}


I'll add a full fix in the next version.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on October 29, 2008, 08:58:31 am
Hey Blizz, I looked through the manuals (I have 2 PDF's and a Word Document..) and didn't see anything pertaining to this... I hate to seem like a nublet if I've missed something, but is it possible to make NPC characters that can both be talked to and can still fight monters?

I tried creating a critter with an action button trigger to 'display text' but upon prodding said critter with my action button several times... I couldn't illicit a response from the apparent deaf-mute NPC.... >.>

Is it impossible or am I just doing something wrong?

Events are replaced when they are defined as enemies aren't they...? Which is why my event trigger didn't work? Is there a way to use the 'Monster Action' in the mob DB to make text? (as opposed to defining it in the event...)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 29, 2008, 09:00:42 am
Yeah, you technically can't speak to critters. You have the either transform them from event to critter or a more complicated way if you want to do vice versa. >_> I will fix this by adding custom triggers right after 2.0. I think that in 2.0 I will add ONLY the basic Ally AI. I will add the extra stuff regarding the AI later. And that means that 2.0 will be out soon. *waits for people going crazy after reading the last sentence*
Title: Re: [XP] Blizz-ABS
Post by: Satoh on October 29, 2008, 10:46:00 am
*is immune due to already being mostly insane*

But that's awesome still. I can't wait to have party members that are more useful than cancerous lumps!
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 29, 2008, 11:32:38 am
SOON!!!!!!! HOW SOON IS SOON? AHAHAHAAHAH, V2.0 WILL BE OUT SOON!!! AHAHHAHAHAHHA! (is that crazy enough? XD)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 29, 2008, 11:52:00 am
Depens on how long it takes for me to make it work. :P I'll skip CP Beta 1 for now since it shouldn't take long. I will promise nothing, though. Just wait and you will be surpised. :P
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 29, 2008, 01:09:47 pm
Yes, I can't wait to have party AI ^_^ Then blizzABS will pwn.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 29, 2008, 02:31:11 pm
so what new features will v2.0 have, i know there will be ally AI but what else will it have.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 29, 2008, 03:36:37 pm
Quote from: Blizzard on October 29, 2008, 09:00:42 am
I think that in 2.0 I will add ONLY the basic Ally AI. I will add the extra stuff regarding the AI later. And that means that 2.0 will be out soon. *waits for people going crazy after reading the last sentence*

Shadon:  Read ^ quote...


*goes crazy*  OMA!!! 2.0!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 29, 2008, 04:10:43 pm
 :oops:  thanks.
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 29, 2008, 04:12:54 pm
How do you make an intro with Abs?  I usually make my intros by making the char transparent and using a series of pictures on a black tileset.  But when I just tried that, the bar with the characters health and the clock for my environment system just blinked and nothing happened.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 29, 2008, 05:20:55 pm
On the starting map, make a parallel process event with the following script call


$game_system.hud = false
$game_system.hotkeys = false
$game_system.minimap = 0
$game_system.hud_button = false
$game_system.hotkey_button = false
$game_system.minimap_button = false


That will hide everything in the hud, and make it so the player can't turn them on. Make sure to, when you want the hud to function normally, execute the following code in a script call



$game_system.hud = true
$game_system.hotkeys = true
$game_system.minimap = 1
$game_system.hud_button = true
$game_system.hotkey_button = true
$game_system.minimap_button = true


If you want a list of all these functions, look in 3.2 utilities in the blizzABS user manual.
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 29, 2008, 05:33:28 pm
since you are updating now, let me drop my suggestions in here:

Bugfixes:
1.  Fix the passability check for jumping diagonally.  Run-jumping diagonally always jumps over those un-jumpable tiles and such.
2.  Fix the enemy hp bars:  When an enemy is removed from the map at the start from an erase event command or abs autokill, the hp bar stays.
3.  Fix the enemy attack update:  if i kill an enemy right before it is about to attack me, it dies, is removed from the map(visually), but the attack still hits me up to half a second later.
4.  This one is kinda a bug and kinda a suggestion, but if we mark enemies as through, then can you keep them that way (such as for flying enemies that can traverse water and cliffs)?

Suggestions (they can wait for a future release):
1.  Give each party member their own hotkey bar, because 10 slots shared by 4 people is not enough.  Or, just add more bars and switch between with Page up and Page down.
2.  I think we would all like to see the ability for enemy event code to be activated at different times in 2.01 if it won't be too much trouble.
3.  Being able to move while attacking/defending would be nice.

Well, theres my first round of stuff.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 29, 2008, 05:36:59 pm
Quote from: Blizzard on October 29, 2008, 09:00:42 am
I think that in 2.0 I will add ONLY the basic Ally AI. I will add the extra stuff regarding the AI later. And that means that 2.0 will be out soon. *waits for people going crazy after reading the last sentence*


I don't think he's going to update the features yet. Like he said, he's only adding ally AI on this release. (though he might do that thing with the hotkeys)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 29, 2008, 05:49:28 pm
Quote from: winkio on October 29, 2008, 05:33:28 pm
1.  Fix the passability check for jumping diagonally.  Run-jumping diagonally always jumps over those un-jumpable tiles and such.


I'll look into it.

Quote from: winkio on October 29, 2008, 05:33:28 pm
2.  Fix the enemy hp bars:  When an enemy is removed from the map at the start from an erase event command or abs autokill, the hp bar stays.


Could've reported that earlier. :P

Quote from: winkio on October 29, 2008, 05:33:28 pm
3.  Fix the enemy attack update:  if i kill an enemy right before it is about to attack me, it dies, is removed from the map(visually), but the attack still hits me up to half a second later.


Actually a killed enemy gets removed, he CAN'T harm you anymore after that. He doesn't update at all anymore. I'll look into it anyway.

Quote from: winkio on October 29, 2008, 05:33:28 pm
4.  This one is kinda a bug and kinda a suggestion, but if we mark enemies as through, then can you keep them that way (such as for flying enemies that can traverse water and cliffs)?


I can only make two: non-passable, passable on the map or passable everywhere. -_- I'll see what I can do.

Quote from: winkio on October 29, 2008, 05:33:28 pm
1.  Give each party member their own hotkey bar, because 10 slots shared by 4 people is not enough.  Or, just add more bars and switch between with Page up and Page down.


I'll think about it. This is an easy edit, I would add it in 2.0.

Quote from: winkio on October 29, 2008, 05:33:28 pm
2.  I think we would all like to see the ability for enemy event code to be activated at different times in 2.01 if it won't be too much trouble.


Might be in 2.0 already.

Quote from: winkio on October 29, 2008, 05:33:28 pm
3.  Being able to move while attacking/defending would be nice.


Same as above.


The main problem with adding new features and stuff is that I could be overcomplicating the system. I want to keep is simple, yet powerful.
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 29, 2008, 09:54:26 pm
agreed about the simple power.  One of my final projects before I release the demo of my game is going to be to gut your AI to my liking so that it will handle more enemies at once without lag (my game now involves MOBS of enemies).  On the down side of that, they will lose some depth, but oh well.  I definitely agree with not overcomplicating the system.

And killed enemies have harmed me consistently, sometimes even kill me.  i know this because I have done a test where the killed enemy flips a switch on when it executes its death code, I kill it, it kills me, but when I respawn (in my game, you can do that), the switch is on.  So yes, please look into that.

Oh, and by the one about the through enemies, I only meant for everywhere.  Don't need partial passabbility check.  If that's what you were saying.

Quote
Quote from: winkio on Today at 03:33:28 PM
2.  I think we would all like to see the ability for enemy event code to be activated at different times in 2.01 if it won't be too much trouble.

Might be in 2.0 already.

Quote from: winkio on Today at 03:33:28 PM
3.  Being able to move while attacking/defending would be nice.

Same as above.


nice.

I just didn't want to report those bugs earlier because you were already at 1.99, and you had made enough fixes, and you were working intently on your game beta.  And they weren't really urgent.

Thanks for all your effort. :)
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 30, 2008, 05:22:50 pm
OK i have this event that's supposed to move two sprites left 13 squares, but before it activates I have an event that pans the teh screen 32 squares up.  Now after the 32 squares and the wait timer ends the two sprites is supposed to move left, but for some reason they won't move.  They just stand still like something ubber stupid.  But strangely if I set the player start position in front of the sprites, the MOVE! So idk if this has something to do with the ABS, but could you guys telll me what's wrong.  I've been playing with Rpg Maker since 2000 version and I'm good at switches and events, but something is def wrong here.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 30, 2008, 05:35:46 pm
What kind of events are you trying to move?
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 30, 2008, 06:09:18 pm
If the events you are trying to move are not parallel process or autostart (which I assume they aren't either of those), then it is ABSEAL, the anti-lag system, that is deactivating those events until the player gets within range of them.  Try turning ABSEAL off for that map.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 30, 2008, 06:56:38 pm
Either that or disable ABSEAL for those events only by using \eal in their name. Also, if they are in the screen, they should be able to move. ABSEAL does not use the player's position as reference but the screen's position.
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 30, 2008, 07:46:48 pm
But if they are outside of processing range, then an autostart event happens and puts them in range, wouldn't they technically not have time to be re-enabled until the autostart event finishes?  Because autostart freezes everything else, right?

Also, there is still something I'm not quite understanding.  Maybe I'm just reading the manual wrong, but it seems that you can only make custom move routes and actions for enemies when they die or before they engage in battle.  is that correct?  If not, how do you set that up in battle?  If I am correct, then you definitely need to add that in battle.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 30, 2008, 08:19:41 pm
Just use custom move routes like for an NPC or whatever.
Title: Re: [XP] Blizz-ABS
Post by: Galatea on October 31, 2008, 04:17:03 am
I have a suggestion, is it possible that the Shields cant block 100% damage?
Example,
Wooden Shield = 50% Block
Silver Shied = 80% Block
Oricancon Shield = Perfect Block

Is it possible, and is it possible to implement in Blizz 2.0?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 31, 2008, 06:17:08 am
No, because that has nothing to do with the ABS. You need a custom script. The script should simply change the battle algorithms to change the damage factor, it will be applied to Blizz-ABS automatically.
Title: Re: [XP] Blizz-ABS
Post by: Galatea on October 31, 2008, 06:24:36 am
Ohh, that means its more suited for Tons of Add-ons?
And, is that idea possible?
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 31, 2008, 08:56:34 am
Also, my switches aren't working right. 

i.e.

Lets say i do a long convo and then a switch is supposed to activate after that convo that allows another event to be possible.

The other event even if i set it's conditions to that switch and set it to autorun, it still plays the event on it's prev page.

Idk what to do about that.


ok...here's another example.

Lets say that on a solid black screen there's supposed to be some text centered....after that text your teleported to another location (another map) where another event sets into motion and after that event a switch it triggered so that when you're sent back to the previous map, the same event that activated all that text...should now play it's second page.  But it doesn't and instead only plays it's first page.

Both events are all set to autorun.

also, what does \spc and \box do?
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 31, 2008, 09:51:28 am
@Galatea - yes, it is very possible.  Already been done in fact.  just put up a customized script request and I'll have one up for you.

EDIT: and here it is: http://forum.chaos-project.com/index.php?topic=2106.0 (http://forum.chaos-project.com/index.php?topic=2106.0)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 31, 2008, 09:56:06 am
@Vein: Are you sure that it's a problem with Blizz-ABS? Events are affected by Blizz-ABS in no way. The only way Blizz-ABS affects events is when marking them as respawn points, but that doesn't affect their behavior or their already existing information. Are you sure that you have used a switch and not a self switch? Have you tried the same event system without Blizz-ABS?

\spc and \box are for the minimap. \spc will make any event appear as marked red and box will force the square display in the minimap. i.e. an enemy with \box won't be displayed as arrow but as square.

@Galatea: Don't forget to put that script ABOVE Blizz-ABS then.
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 31, 2008, 11:56:12 am
I was just asking really, cause I remember you guys saying the anti lag will do something to the events.  I was just wandering if when my character leaves the screen is it like reseting them in some odd way or something.

i.e. tell me if i'm wrong here...

Event 001- Map 1 (Intro)

Page 1-
Teleport to Castle

Page 2- (Activated by Switch 1)


Event 001 - Map 2 (Castle)

Page 1-
Activate Switch 1
Teleport (Intro)

At this point page 2 should take affect, but it doesn't....page 1 repeats itself
Title: Re: [XP] Blizz-ABS
Post by: Galatea on October 31, 2008, 01:14:27 pm
I dont know if somebody reported this,
Im using blizzABS 1.99,

Re-enactment:
- I killed a enemy (at Map 1)
- It dropped a money of gold/item/etc (at Map 1)
- i didnt loot the drop (at Map 1)
- i proceed to the next map (Map 2)
- i go back to Map 1
- bump a error, (Map 1)

Spoiler: ShowHide
(http://i38.tinypic.com/1zd174o.jpg)
Thats everytime i didnt loot the drops and return to Map 1.


:^_^': sorry :n00b: here.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 01, 2008, 08:09:10 am
I'll look into that, Galatea.

@Vein:

Quote from: meHave you tried the same event system without Blizz-ABS?
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on November 01, 2008, 12:35:21 pm
Quote from: Blizzard on November 01, 2008, 08:09:10 am
@Vein:

Have you tried the same event system without Blizz-ABS?


I just tried that and the event worked fine on another project

Ok you know what blizz? I'm lost....cause that same project that i told you worked without blizz, well i first inserted the time environment script and it worked..

then after that, I inserted the ABS system into that project and the events worked....what is it about my original project that isn't working? it's really weird
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 01, 2008, 02:56:50 pm
Maybe it some other event that's interfering or some other script. Make a small demo of your game with the problematic maps, upload them at sendspace.com and post a download link here. I'll take a look at it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 02, 2008, 07:28:21 pm
Bug:  Hotkey 0 doesn't show the icon of the equipped skill/item.

Also...
Would it be possible to have

explosions to not affect the type of battler that used it (Player can't hit self or allies)
exploding projectiles explode when the max ranged is reached even if it hit no target
user-influenced projectile (projectile goes basically straight, but can swerve off its course with the user's input [like Din's Fire from Smash/Brawl])
have projectiles freeze the user until it either hits something or ends
sword type area of effect of projectiles (battler would shoot X arrows that would each hit each of the X squares of the end of the sword range)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 03, 2008, 06:17:42 am
I know and I fixed it long ago. This fix will be in 2.0.

Everything else is, of course, possible.

1. I wanted to avoid making that. It's an explosion after all.
2. Will see, because traps have that already.
3. User controlled projectiles, anyone? Do I REALLY have to repeat myself so often?
4. That's dumb and unreal.
5. No. Use a custom animation, that's all you get from me.

Ok, now seriously. There is AT LEAST a trillion of possible combinations of projectiles, affection areas, types, delays, freezing moments and everything else. I am NOT going to implement them. Especially not since not even 1% of the people would use them. Period. I can't possibly implement every stupid idea somebody has. This is a generic ABS. If you want extra mega super duper fancy customized features, make them yourself.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on November 03, 2008, 09:18:20 am
i like the idea of the explosions not damaging the hero, and exploding projectiles would be really cool.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 03, 2008, 09:37:12 am
ANY skill can explode. And explosions are EXPLOSIONS. They explode. Imagine an explosion hurting just enemies. I mean WTF?! Reality, anybody? Explosions are an EXTRA feature that I added. It was an ADDITION. NOT necessary. Skills can work WITHOUT IT JUST FINE. Now I remember again why I wanted to retire from RMXP.
Title: Re: [XP] Blizz-ABS
Post by: winkio on November 03, 2008, 11:58:54 am
Seriously people, he is updating to 2.0 just to put in the BASIC ALLY AI.  Don't bother him with extra stuff.  Bugs you can post, but don't ask him to revamp the system!  If you want extra features, add them yourself.  If you can't, ask someone else to make an add-on, but NOT BLIZZARD.  Do you even want him to release the next version soon or not?  The more crap you pile up on him, the longer its gonna take.  And I for one really want 2.0, so stop being so bothersome. >:(
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on November 03, 2008, 12:10:35 pm
i was just saying :<_<:

and i wasnt saying that he should put them into v2.0 just that i think they would be good to have.


any way sorry blizz if i annoyed you.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 03, 2008, 04:56:18 pm
Spoiler: ShowHide
3.  This might not be considered a user controlled projectile depending on how you'd define user controlled projectile.  I thought that a user controlled projectile will always face the direction that the user presses.  What I meant by user influenced projectiles is that if the user shoots it right, it will go right, could move up or down when the user's input, but can never move to the left.

4.  This could be used as a channelling of a spell projectile, preventing the user from moving.


I know that 2.0 was just basic ally AI and that other new features were gonna be implemented in 2.X.  I was just suggesting some features
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 03, 2008, 05:37:35 pm
3. I'm not gonna add it.

4. Charging skill, frame penalty, anyone?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 03, 2008, 06:02:51 pm
*face palm*
And here... I always thought frame penalty only affected the time that the skill could be used again.  Oops
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on November 03, 2008, 06:31:35 pm
Oh noes, all the requests have angered the blizz. I noticed one thing, though. If you learn to work with the system, just like in other ABS's, you can do just about anything with blizzABS. There is one thing that I found: common events and animations. If you know how to make animations, you could theoretically stick a bunch of sprite poses in it. I haven't experimented much, but if you combine that with the delay time for a spell, you could make a charging pose via animation, then a sequence of poses within the animation. Using this strategy, you could get all the graphic immersion you need!

That's more than any other ABS. The sheer functionality of blizzABS' system can easily pwn any ABS out there without lag. And with some intuition on our parts, we can match the graphical immersion of the rival ABS (you all know which one I mean).

Anyways, let's leave off the feature requests, lest we scare blizz away before he finishes the ally AI!
Title: Re: [XP] Blizz-ABS
Post by: winkio on November 03, 2008, 07:00:13 pm
ah yes, good old common events.  Easiest way to customize every last piece of the battle system you will ever want.  You could make the hero do backflips in between shooting user-controlled fireballs of increasing size and power if you wanted. :P
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on November 03, 2008, 07:03:11 pm
Exactly. Though the sprite handling does get in your way, at least it HAS advanced sprite handling, and you can just get away with animations (and possibly giving the actor a dummy graphic)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 04, 2008, 07:02:23 am
Finally somebody figured it out. xD To tell the truth, I'd love to create a generic sprite handling system that can easily support visual equipment, generic projectiles which can have custom movement routes, custom affection areas which you can put together yourself and custom alignment allowing you to create different groups ranging from enemy over neutral and ally to guard and NPC. And all you need is the config app where you have a nice interface provided for that. But to make this work is complicated. Not the generic system is, a good interface in the config app and a well thought presentation of the configuration in the script.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on November 04, 2008, 11:34:55 am
I think that the best thing to do would be a "custom sprite handeling button" wherein it'll call a common event when activated. So that multiple actors can use the same sprite, provide script utilities to make use of your sprite handling in it (aka, a script call that will change to (character_name)_Dark_Flame_Charge.png, but not animate unless commanded to change poses with other commands (maybe add an argument so we can specify exactly which pose in the sprite to switch to). True, that wouldn't be as easy as all the other configs, but just think about it as a system overide with a few utilities for advanced users.

But I want ally AI first :P
Title: Re: [XP] Blizz-ABS
Post by: Galatea on November 05, 2008, 11:57:21 am
Thats all we want. 2.0  :evil:
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on November 08, 2008, 10:32:12 pm
I noticed something very strange. This isn't an error message but it's very weird. On my computer, I can use the ABS quite well but on my friend's laptop, I was using the ABS there and things lag alot. Like for example, the K button is the main attack button and usually when I press it, it works very well but on that laptop it took me 3 presses to execute that move. Same goes with the Enter button, the J, the I and so on. I mean, I can hold them down for 3 seconds but thats pretty much it.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on November 08, 2008, 10:47:08 pm
Oh, I found a very minor bug. Actors that are animated (you know, the animated actors array) don't animate when you're using the turn button. Very MINOR bug, but since I found it, might as well point it out.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 09, 2008, 09:02:02 am
I'll fix it.

@Sin86: That's weird... In any case in 2.0 I will try to reduce the lag created by character sprites of enemies. There was an issue with animations and I had to avoid it by adding a second sprite for each character. =/ I will try to find a more sofisticated solution with offsets if anyhow possible. This will cut the required CPU time for the sprites in half.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on November 09, 2008, 09:25:37 am
Some people said that Blizz is working on a basic ally AI but I was looking through the help file for BABS and it says some stuff about allys, 'what allies are capable of' and stuff, but are allies set up for the abs yet? I couldn't see a way to set allies. And on the premenu what does AI Setup do? So can you use allies yet? And if so how do you set them up?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 09, 2008, 10:28:42 am
They can follow you around, can't they? That's considered game AI. :P
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on November 09, 2008, 10:46:33 am
Oh right, I thought it meant like they could attack on they're own on stuff, maybe a bit advanced yet? Oh well.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 09, 2008, 10:53:23 am
As I said, not until v2.0.
Title: Re: [XP] Blizz-ABS
Post by: Oskaliber on November 10, 2008, 11:01:30 am
Nice to see that Blizz-ABS is still updated. I had almost 2 years break with rmxp and wanted to try it again.

Got just one problem, when i put script and trying to run game there is:

"script 'abs3' line 4017: NoMethodError occurred.

undefined method `draw_text_shader_later' for #<Bitmap:0x41b9060>"

Sorry if this problem was already mentioned, i'm to tired to read all these stuff. Perhaps im doing something stupid, but i need to remind myself everything about rmxp.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 10, 2008, 11:46:39 am
You need to use the newest versions of my scripts. That error specifically is caused by an older version of Tons of Add-ons.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on November 10, 2008, 03:16:34 pm
Hey blizz I think I found a bug. I have a skill set on 'Only In Battle' have it set to charge. It works fine but when it's used and there is no enemies around the game just freezes up, you can't do anything. Also is that 'not available' sound thing supposed to play when you use a charged skill? The only other scripts I'm using are the StormTronics CMS - Hybrid Edition, UMS and ccoa's better weather script. I made a new project and tried with just the blizz abs and got the same bug
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 10, 2008, 04:19:17 pm
It's possible that it is a bug in Blizz-ABS. I'll look into it.
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on November 12, 2008, 09:51:01 am
Blizz you're amazing dude.  Scripts are like super complicated and you understand them like they're a primary language.
Title: Re: [XP] Blizz-ABS
Post by: filosofem on November 13, 2008, 10:11:19 pm
 Olá ...  alguem pode posta o link  do  ABS atual do Blizz ..  eu baixei , mas sempre da como esta conrupido
...... se alguen pude colocar um  Link do ABS dele aqui fico agradecido , ou até mesmo o proprio criador posta o link aqui  .. Obrigado






GopGlo translation
   
Hello ... Anybody can put a link on ABS current [/ b] of Blizz .. I downloaded, but as always in this conrupido
...... Algueña if I could put a Link of the ABS [/ b] I thanked him here, or even the creators themselves put the link here .. Thanks [/ b]
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 13, 2008, 10:21:51 pm
Clear your cache and redownload from the first page; it shouldn't be corrupted...

If it still is corrupted... then...
HERE (http://starrodkirby86.web44.net/Blizz-ABS_1.99.zip)
is a mirror.


Auto-translate:

Cancele seus esconderijo e redownload da primeira página; não deve corrupted... 
Se ainda corrupted... então...
AQUI (http://starrodkirby86.web44.net/Blizz-ABS_1.99.zip)
é um espelho.
Title: Re: [XP] Blizz-ABS
Post by: filosofem on November 13, 2008, 11:00:32 pm
   
Hi .. Now I can. download
but it has one, however. I did not see the demo, but some elements of configuration ... may min becomes Demo Game ready ??? :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on November 13, 2008, 11:14:22 pm
The demo does not come with the script, unfortunately. It is simply too much space.

However, you can download the demo here:

http://forum.chaos-project.com/index.php?topic=75.0

I hope you don't get a file corruption thing. XD

Just note that the demo is outdated and old. It does not have some of the new features in Blizz-ABS V. 1.99.
Title: Re: [XP] Blizz-ABS
Post by: Tazero on November 20, 2008, 03:09:06 am
JUst wondering is joystick compatibility going to be in 2.0? I want my game to be more of "Hey this is Jstick compatible and i just so fortunatly have YAY me"
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on November 20, 2008, 04:00:22 am
Joystick compatibility would be a problem I think. Get a gamepad emulation software. I highly suggest XPadder. Just google it. The file is near 37MB, but that's because all fancy stuff like joypad bitmaps, themes and previous versions are included. The actual file is 700-800 KB.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 20, 2008, 05:49:43 am
I can't make it with RMXP's default gamepad compatible since it has too many buttons anyway.
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on November 20, 2008, 06:17:33 am
Hey, many games have the same buttons for different actions right? They take care of themselves according to the situation. Also, instead of mapping every action to all keys, how about some toggle keys being used with common buttons? Like, there's a 'toggle' key and an 'action' key. Pressing the toggle key changes modes b/w skill and attack. Something like that. BABS has too many buttons but what about a new control system, or at least a provision for something like that? Is it practical?
Title: Re: [XP] Blizz-ABS
Post by: Tazero on November 20, 2008, 06:48:21 am
+ The xbox 360 controller has z axis x,y, and joystick click compatibility
Spoiler: ShowHide
So why wouldnt it work or is rgss not compatible with axis rotations and pressures meters?
Title: Re: [XP] Blizz-ABS
Post by: ozoke on November 20, 2008, 07:03:22 am
i noticed while playing around with the custom stat system(ff2 style) that blizz-abs was able to show a text string instead of damage after a parameter leveled up.
is it possible to use a script call after an enemy is defeated to show a text string.

what i was lookng to do was after an enemy has died display a text string that says somet like "+1 buzz", so the player knows they have added 1 buzz to a quest count.

i know it can be done with show text, but the player cant move until they have pressed confirm and it takes you away from the action

thanks
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on November 20, 2008, 07:52:46 am
Quote+ The xbox 360 controller has z axis x,y, and joystick click compatibility. So why wouldnt it work or is rgss not compatible with axis rotations and pressures meters?

If someone takes the pain to find out the right dlls and API calls, it's possible, but even then, imagine assigning functions to the analogs... at least I think it won't be pretty ^_^'
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 21, 2008, 04:13:55 am
@ozoke: You can use the battleflow command to deal damage, but it only supports numbers since they are subtracted from the HP. I'll make it work with anything in v2.0.
Title: Re: [XP] Blizz-ABS
Post by: ozoke on November 21, 2008, 06:12:58 am
alright then, ill just use numbers for now, cant wait for v2.0.

thanks blizz
Title: Re: [XP] Blizz-ABS
Post by: Valcos on November 21, 2008, 11:14:22 am
...yeah edited that out. xD

  Blizz should I use the v1.99 now cause im thinking by the time v2 comes out i wont be done anyways... so should i just wait or it wont really make a difference? O.o
Title: Re: [XP] Blizz-ABS
Post by: Tazero on November 21, 2008, 03:38:03 pm
so it is possible?


Xbox 360 controller properties
just in Case :)
Axis list
Spoiler: ShowHide
Z-Axe, Triggers LT=- RT= +
XRotaion Left ,Right on the Right JStick= - So Left = +
YRotation Is Of Course Up and down on the right jstick. up = + down = -
X,y Axis is the left jstick :)
As well as Button Number goes as button name then gamepad number such as  a,1
A,1 B,2 X,3 Y,4 Lb,5 RB,6 Back,6 Start,7 LClick,8 Rclick,9

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 23, 2008, 08:58:33 am
@Valcos: v2.0 shouldn't have any compatibility problems with earlier versions. In other words when you upgrade to v2.0 after v1.99, you will only need to add the additional configuration constants or simple regenerate the configration script with the v2.0 application. You can use v1.99 and upgrade to v2.0 when it's out without problems.
Title: Re: [XP] Blizz-ABS
Post by: ramonbastos on November 23, 2008, 12:14:55 pm
Hey blizz  just to let you know, i still check this post everyday, i cant wait for v2, good work man
Title: Re: [XP] Blizz-ABS
Post by: winkio on November 23, 2008, 12:52:39 pm
Hey Blizz, once you release 2.0, I'll probably start working on some addons for public use so that you don't have to stick every single request into the script! (Especially all those projectile ones)

Keep working!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 24, 2008, 05:08:09 am
v2.0 might be out tomorrow. :X

BTW, update the CRLS plugin if you want to use CRLS in v2.0. o.o
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 24, 2008, 08:42:08 am
*eyes pop out*

TOMORROW!?!?!?!?!?!

Gives me the whole week to test it :D (since I have Thanksgiving Break)
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on November 24, 2008, 09:58:09 am
now now Blizz dont tease us on this or i may be forced to smack yeh a good one eh :haha:
no seriously i will (but not likely)

but mmmm if it does that mean i can make my game closer for the finish
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 24, 2008, 11:18:24 am
I'm serious. It will be out in the next few days. Maybe tomorrow, maybe the day after tomorrow. It should be done within the next 4 days. I'm working on it now, but I have an exam tomorrow and I should learn a bit as well. That means that I might not get it done today.
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on November 24, 2008, 03:19:07 pm
eh whatever works for ya i guess :) i mean how could i ever smack teh Blizzard..and i know how exams can be rough i wish yeh teh best of luck on it tomorrow
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on November 26, 2008, 08:52:22 am
blizz in v2.0 is there going to be a sub menu, becuase i cant test out skills.

if there is one then i think StormTronics CMS is stopping it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 26, 2008, 09:19:59 am
http://forum.chaos-project.com/index.php?topic=23.0
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on November 26, 2008, 10:02:13 am
yeh i have them in order.

v1.99 worked but v2.0 doesnt.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 26, 2008, 10:22:52 am
v2.0 is not out yet. :P
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on November 26, 2008, 10:42:57 am
true but i have the alpha
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 26, 2008, 10:56:08 am
My point is still valid. :P
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on November 26, 2008, 12:33:27 pm
OMG, there is an alpha version!! I can't wait until there is a version released to the general public.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on November 26, 2008, 12:45:27 pm
Quote from: legacyblade on November 26, 2008, 12:33:27 pm
OMG, there is an alpha version!! I can't wait until there is a version released to the general public.
The Alpha Version though is privately distributed on the IRC...The biggest change I noticed was the awesome Ally AI.

Just wondering though Blizzard, with the Alpha...You never answered the question back on IRC. But then again, I barely brought it up...You know, the Pre-Menu doesn't launch when I press F...it skips it and goes to the Default Menu...was that intentional?  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 26, 2008, 01:05:39 pm
No it wasn't. I might have forgotten the code for it or I did something wrong while copy-pasting the script, IDK. Just wait for v2.0 or use the scene from v1.99 and simply enable the AI Setup command to call the Scene_AI_Setup.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on November 26, 2008, 03:50:04 pm
i have the peice of missing text (for the sub menu) but i get an error.

@SRK  i could pm you the missing text if you want and see what the problem was.
Title: Re: [XP] Blizz-ABS
Post by: scoace13 on November 26, 2008, 10:18:23 pm
if  i have an enemy that is set with a battle evet/skill will it still exucute that skill. Aka enemy id 1 is ghost, on first turn it's supposed to activate a sklill that changes(battleback if in normal sequance)/takes you into a regular battle(if in ABS/RTS mode) is this possible? Because I need to set the stragitegic strenghts and have them modifyable. Aka allied troop1 is a swordsman troop which is strong againts ghosts but weak against bats you as the leader if the army give them an anti-bat shield which increases their effectiveness against bats. I know this can be done by mass editing of the enimies and mass maping to acount for modifications to the troop is there some other more streamlined way to event this so that theres not so much data because i plan to include a fair amount of enhancements for both the allied and the enemy troops(which already requires some troop editing). I thinnk what im basicaly asking is if its possiable for enimies to have"prebattle"? skills. OK this is exactally what im trying to do. Atroop1 gets close to Etroop1, then Et1 (Etroop1) activates a skill checking the strenght and upgrades that At1 (Atroop1) has equipped and comparing them to its own strenght and upgrades, then the player loses control of At1 as it and Et1 begin battle(because when have you ever directly controled every attack or defend of a troop in an RTS) of course because of troop strenghts and weaknesses the outcome has been predecided by the same skill/event that analyzed their strenghts and upgrades and so, for our purposes we'll say At1 won the fight but barely, the troop gains exp and lvls up increasing strength and enabling them access to better upgrades meaning you have to keep your troopsalive longer to ensure that they get better and can continue.

thx for any help on this
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 27, 2008, 10:09:02 am
You definitely need a script for that. You can't make Blizz-ABS enemies use actions automatically how you want them. Enemies decide actions on their own. If you wanted to be in control of every action they do, you have to use massive eventing with loads of scripted conditional branches to make enemies do something else than they normally would decide to do. Or you would need a custom AI which renders Blizz-ABS Enemy AI obsolete and thus Blizz-ABS more or less useless. -_-

EDIT: I was going to finish Blizz-ABS 2 tomorrow, but looks like it will have to wait until saturday. The birthday party that was supposed to be on saturday night will be tomorrow night instead so I am likely not going to be able to finish it tomorrow. At least you have now a definite date: 29.11.2008. Somewhere during saturday I will have it finished. All I have to implement is the execution of Trigger AI and summons/pets. Trigger AI setup is done and all the documentation is done as well. ^_^
Title: Re: [XP] Blizz-ABS
Post by: scoace13 on November 27, 2008, 10:34:24 am
i just need control of the one action on the enimies side and then i want ally ai to tak over for the player so the he cant directly control the fight anymore.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 27, 2008, 10:36:47 am
Use "$game_player = nil" to disable the controller from controlling one of the allies. I'm not sure if this will cause problems, it probably will. -_-
Title: Re: [XP] Blizz-ABS
Post by: scoace13 on November 27, 2008, 10:41:09 am
k....thx and to return control?
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on November 27, 2008, 12:22:18 pm
woo hoo, i got the sub menu to work in the alpha, blizz the ai setup screen is great.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 28, 2008, 05:50:29 am
Quote from: scoace13 on November 27, 2008, 10:41:09 am
k....thx and to return control?


$game_player = $BlizzABS.player.player
Title: Re: [XP] Blizz-ABS
Post by: scoace13 on November 28, 2008, 11:39:12 am
k...thx again
Title: Re: [XP] Blizz-ABS
Post by: danesopeezy89 on November 30, 2008, 12:07:28 am
I got three questions about the blizz abs...

how do I make my own hud?

and

How do I shoot out magic such as fire, water, earth etc

and

How do you shoot a arrow using a bow?
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on November 30, 2008, 12:14:58 am
Quote from: danesopeezy89 on November 30, 2008, 12:07:28 am
I got three questions about the blizz abs...

how do I make my own hud?

and

How do I shoot out magic such as fire, water, earth etc

and

How do you shoot a arrow using a bow?

I moved the topic to the Blizz-ABS thread. If you have questions about a particular script, always go there.

I'm not the expert, and I'm sure Blizzard, Aqua, or anyone else that's an expert at this subject can answer. I'll see what I can do though.

1. Scripting. It's not hard to script a HUD for Blizz-ABS, believe it or not. You just need to know some of this and that.

2. You need to have your skill be a projectile. Refer to the demo Chronicles of Sir Lag-a-Lot and study how projectiles work there. To make a skill a projectile, go to the Configuration Application and to the Skills Tab. Change the skill you want to Projectile (I can't remember the exact name). Remember that because it's a projectile, you need a character set to correspond with it. Make a character set that has the same name as the icon the skill uses, to my knowledge. I can't remember for sure...this should be it.

3. Virtually the same thing, except you're dealing with weapons.

One thing for certain though. Read the manual. The answer may have been in there.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 30, 2008, 12:19:56 am
To add on to what Star said, the projectile skills are called SHOOT (unless you want other functions like PIERCE or HOMING) and the bow and arrow is surprisingly called BOW_ARROW.

If you need more info about 2 & 3, read 3.5 of the manual.
Title: Re: [XP] Blizz-ABS
Post by: Juan on November 30, 2008, 07:06:09 pm
@danesopeezy89 Post a hud design screenshot. If its simple enough I will probably do it.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on December 01, 2008, 09:03:21 am
no main text in ur new menu

see img

Spoiler: ShowHide
(http://i184.photobucket.com/albums/x287/nathmatt/NewBitmapImage5.jpg)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 01, 2008, 09:35:07 am
Oh cool it's out.

I'll upload the mirror later... :)

(and test)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 01, 2008, 09:38:18 am
That's the font issue. I didn't include the new windows to fix it. ._. Best you get Tons of Add-ons and use the Ultimate font override. I'll fix it and put up the fixed version a bit later.

EDIT: There you go, v2.01.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on December 01, 2008, 11:37:25 am
Quote from: Blizzard on December 01, 2008, 09:38:18 am
EDIT: There you go, v2.01.
You made people happy. And it's surprising, you got over v2.0! :o I never thought this day would happen.

Quote from: Aqua on December 01, 2008, 09:35:07 am
I'll upload the mirror later... :)
No need to, I already did. Thanks for indirectly reminding me.

Which means Blizzard, I recommend you should copy all the text in that thread to get the alternative mirrors once more.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 01, 2008, 12:00:22 pm
Quote# summons:

    * summon monsters to help you in battle
    * each summon acts on its own and is controlled by the Enemy AI

# pets:

    * summon pets to help you in battle
    * each pet acts on its own and is controlled by the Ally AI
    * the pets can gain experience, level up, learn skills, etc., everything an ally can
    * AI setup for pets is available as well


How do I set up summons and pets? Other than, the ally system is great! Good job ;) Oh and, is there a way to control the allies speed?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 01, 2008, 12:14:29 pm
Actually they are not available yet... *fixes first post* And I thought I fixed it everywhere. The thing is that I have to rethink on how to make the caterpillar work right with pets and summons. -_- Pets and summons will be available later.

@SRK: I will keep working on it, forgot? :P I didn't add combos and stuff and the custom event triggers. I also need to change way how the damage display works. >.< I also removed all versions under 2 so you can take down the download for 1.99.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 01, 2008, 12:27:01 pm
Okay Blizz no prob, but you didn't answer my other question :shy:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 01, 2008, 12:35:01 pm
Oh, sorry. >.< What do you mean by speed? Moving speed? It's normal speed if they are walking around, but they apply the same speed as the player if they are in the caterpillar.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 01, 2008, 12:36:59 pm
I mean, when they go off to attack to the enemy, is there a way to have sertain characters slower/faster than others?
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 01, 2008, 12:54:03 pm
is it just me or cant i do damage to people, also i cant do skills
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 01, 2008, 01:20:57 pm
It's probably just you. O_o Did you configure it?

@Hellfire Dragon: Their speed doesn't change, but you can affect their AI by changing or forcing the "aggressive" attribute.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 01, 2008, 02:27:39 pm
Quote from: Blizzard on December 01, 2008, 01:20:57 pm
It's probably just you. O_o Did you configure it?

I'm not doing any damage either Blizz, didn't check the skills though :O.o:
Title: Re: [XP] Blizz-ABS
Post by: King Munkey on December 01, 2008, 02:52:08 pm
I am having a problem, I cannot do damage with any attack or skill with the main leader. But allies will attack and still do damage.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on December 01, 2008, 02:56:53 pm
I must laugh at compwizoo's sudden lack of confidence in the XAS engine :P
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 01, 2008, 02:57:34 pm
Quote from: Hellfire Dragon on December 01, 2008, 02:27:39 pm
Quote from: Blizzard on December 01, 2008, 01:20:57 pm
It's probably just you. O_o Did you configure it?

I'm not doing any damage either Blizz, didn't check the skills though :O.o:


o thank god, its not just me :P

truely the script is configured correctly and the AI attacks works fine and so does every thing else but i cant do damage to enemyies.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 01, 2008, 03:09:15 pm
I'll check it immediately.

EDIT: How embarrasing. ._.; I'll fix it and put up 2.02. Just give me some time.

EDIT: Line 277 in part 2 says:

PlayerNegative = [3, 5]


It should be:

PlayerNegative = [2, 3, 4, 5]


It's a leftover from a testing I did. I'll put up a fixed version anyway. It will stay 2.01, though. And I suggest that you redownload it because there was another small issue. <_<;
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 01, 2008, 03:54:31 pm
ok, i just redownloaded it and great news i can do damage but there is bad new.

i get an error when i use skills.

(http://img384.imageshack.us/img384/2715/erroryy0.png)

this happend with one of the default skills as well so it def not the way i configured it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 01, 2008, 04:16:50 pm
Change this:

      when RPG::Skill then $game_player.use_skill(object)
      when RPG::Item then $game_player.use_item(object)


to:

      when RPG::Skill then $game_player.use_skill($game_temp.select_data[0])
      when RPG::Item then $game_player.use_item($game_temp.select_data[0])

Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 01, 2008, 04:20:11 pm
thanks blizz, it work perfectly now.
Title: Re: [XP] Blizz-ABS
Post by: G_G on December 01, 2008, 05:39:21 pm
nice job on 2.0 blizz. I have problem tho. I cant use items that are hotkeyed but I can only use them in the menu. Help please I was looking forward on entering the contest but I cant without items. thnx in advance.                                     EDIT: I forgot to press the number of the hotkeyed item lol
Title: Re: [XP] Blizz-ABS
Post by: danesopeezy89 on December 01, 2008, 06:08:14 pm
Juan here's the picture of how I want my hud

http://imgcash3.imageshack.us/img407/5509/baroz3.jpg

sorry if it's ugly  :^_^':

EDIT: oops, sorry you don't need to do it. I just say a page when blizz gives you the script for it  :^_^': sorry again

Remember the rule about double posting, my friend. ~Love, Starrodkirby86
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 01, 2008, 06:46:34 pm
I'm pretty sure this is just me, but the system lags like HELL when I use it.  I'm talking like <5 fps here.  I just did extensive testing, and it was fine on its own in a project, but lagged when ToA was present (v6.59b).  I will update ToA and tell you if that fixes it, but any other suggestions are good.  In ToA, i have multi-drop, regen, and invincible status enabled.

Another error, idk if it's related, but when I teleport out of an area and then back in, all monsters that were in range turn into their drops, with no xp awarded.  New monsters also appear at the locations as normal.  So basically, there is an extra set of drops that shouldn't be there.

EDIT:  Ok, I updated ToA, and the first problem was fixed.

The second, however, I think is a result of ABSEAL autokill, as it occurs on every map for my randomized enemies.  Basically, an enemy has a condition of a variable being greater than a value to exist.  if that condition does not occur, it should not be there at all, but right now it spawns a drop instead.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 01, 2008, 07:02:06 pm
Yes, you need to upgrade Tons. I'm not sure what the drop problem is causing. You think you can put a demo together?

@danesopeezy89: Just don't forget that you can't use the plugin if you are participating in the contest. xD
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 01, 2008, 07:18:22 pm
ok, I whipped it up.  Here it is:

http://christiansenryan.googlepages.com/TestProj.exe (http://christiansenryan.googlepages.com/TestProj.exe)

btw, this glitches as i described with the multi-drop from toa and throws an error without it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 01, 2008, 07:20:20 pm
I'll check it ASAP.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 01, 2008, 07:44:02 pm
Just to let everyone know, Blizz fixed a lot of bugs that were found from when he released 2.01.  He, however, did not tell everyone here, so be sure to update with the link to get the (hopefully) bug-free version.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 01, 2008, 07:52:28 pm
Since I will probably release v2.02 tomorrow, it doesn't matter that much. xD
But yes. If you get an error, try redownloading v2.01 again, regenerating the configuration script with the app and then try again.
Title: Re: [XP] Blizz-ABS
Post by: Landith on December 01, 2008, 10:14:14 pm
I don't know if this bug has been reported but everytime I use a ranged weapon like a disc or a bow and arrow it just keeps throwing/shooting it. Here is a pic of what it looks like.

Spoiler: ShowHide
(http://img100.imageshack.us/img100/1820/erroroa2.png)


Did I do something wrong with the configuration or is it something else?  :huh:
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 01, 2008, 10:16:50 pm
I know this error was reported in the past and I don't know if it was ever resolved, but I finally fixed it for myself.
For people who get a "the address is not valid" message when trying to view the manual, look at this:

http://blogs.technet.com/seanearp/archive/2007/05/28/can-t-read-chm-compiled-help-on-vista-xp-2003.aspx (http://blogs.technet.com/seanearp/archive/2007/05/28/can-t-read-chm-compiled-help-on-vista-xp-2003.aspx)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 01, 2008, 10:21:45 pm
Did you get the updated version of 2.01?

Blizz and I spent a lot of time making sure that this was fixed :P

It's caused by the default charge being [0, 0] instead of [CHARGENone, 0] in the weapon and enemy config :)
Title: Re: [XP] Blizz-ABS
Post by: Landith on December 01, 2008, 10:29:59 pm
Yeah that was it, it works now :)


Thanks Aqua for the fast support and you too winkio
Title: Re: [XP] Blizz-ABS
Post by: danesopeezy89 on December 01, 2008, 10:30:39 pm
Quote from: Blizzard on December 01, 2008, 07:02:06 pm
Yes, you need to upgrade Tons. I'm not sure what the drop problem is causing. You think you can put a demo together?

@danesopeezy89: Just don't forget that you can't use the plugin if you are participating in the contest. xD


lol ok
Title: Re: [XP] Blizz-ABS
Post by: Landith on December 01, 2008, 10:39:34 pm
I have one more problem  :^_^':

When I try to configure the bomb it doesn't work...
Here is what I have as the configuration

Spoiler: ShowHide
(http://img367.imageshack.us/img367/259/errorxi8.png)


What am I doing wrong?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 01, 2008, 10:58:33 pm
When you say something is wrong, you should provide more info like the line and what the error is.

Good thing I know what it is... :P

There's a slight problem with traps right now; Blizz has been informed and should fix it soon.
Title: Re: [XP] Blizz-ABS
Post by: Landith on December 01, 2008, 11:01:13 pm
Well there wasn't an error, it just wouldn't place it on the map.

I was just asking because I sat here for like 2 hours trying to figure it out when 2.01 came out lol

But thanks anyways :)
Title: Re: [XP] Blizz-ABS
Post by: King Munkey on December 01, 2008, 11:02:14 pm
Ok I got an error message that said

Script 'Blizz_ABS3' line 436: NoMethodError occured.
undefined method 'name' for nil:NilClass

I got this message when I went to ai trigger and went to set up a skill to occur but when i went to choose the skill this popped up. I am using the Chaos Rage Limit System and this only happens on the character that is using the Chaos Drive.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 01, 2008, 11:04:47 pm
Landith, did you set up the skill in the DB so that the icon and the charset that is uses is the same?

Did you give the skill a scope of what it affects?
Title: Re: [XP] Blizz-ABS
Post by: King Munkey on December 01, 2008, 11:32:33 pm
ok I got it working just an error on my part.
Title: Re: [XP] Blizz-ABS
Post by: shdwlink1993 on December 02, 2008, 04:23:07 am
A couple of issues for everyone's attention:

First of all, HOLY FREAKING CRAP! THIS THING IS AMAZING! OMFG I'M GONNA DIE FROM OVEREXPOSURE TO PURE AWESOMENESS!!!!

Ok... Now that I got that out of my system... :^_^':

An error arises when someone has a Trigger with the activator being an Ally. I was directed to Part 2's 4153rd line because "find_all?" was not defined. The original line was this:

when TRGAlly then $BlizzABS.battlers.find_all? {|b| b.valid?}


To fix the error, that should be:

when TRGAlly then $BlizzABS.battlers.find_all {|b| b.valid?}


A particularly large issue I've been having with BABS 2.1 is that periodically the game freezes. Let me elaborate here: I don't mean it freezes and ten seconds later it says "Script is Hanging" without telling you jack-squat about the actual problem, nor do I mean that the window explodes and the game crashes.

I mean that everything stops, and then the program begins to turn into a computer memory addict, consuming most of my computer's resources and making the computer run very slowly. Granted, this might not be Blizz-ABS fault. But I've never seen this before, and the only other programs that I just got todayyesterday (It's too early in the morning...) were JoyToKey and the drivers for an XBox 360 Controller, neither of which sound like they'd do something like this.

This has happened twice to me. On one occasion, the computer was kind enough to make a memory dump of the app. If you want to see this (just in case it'll help... ?), I can send it to you, Blizz, but it is freaking huge (The file is about 120 MB. Told you it ate my computer's resources...).

Once again, I'd like to say that this is probably the best script I've ever seen. Freaking amazing work you've done, Blizz. The only issue I have with it is that the Ally's AI is too good... -_- I don't need to do any fighting most of the time... lol...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 02, 2008, 06:49:38 am
Quote from: danesopeezy89 on December 01, 2008, 10:30:39 pm
Quote from: Blizzard on December 01, 2008, 07:02:06 pm
Yes, you need to upgrade Tons. I'm not sure what the drop problem is causing. You think you can put a demo together?

@danesopeezy89: Just don't forget that you can't use the plugin if you are participating in the contest. xD


lol ok


Actually now you can. The rules for the contest were changed. xD

Quote from: Landith on December 01, 2008, 11:01:13 pm
Well there wasn't an error, it just wouldn't place it on the map.

I was just asking because I sat here for like 2 hours trying to figure it out when 2.01 came out lol

But thanks anyways :)


I'll take a look at it, it might be a bug. But as Aqua already said, you should make sure that you have defined a targeting scope for the trap. Also, "traps" don't quite work as "bombs", because I haven't added a timer feature that makes skills explode preemptively.

Quote from: shdwlink1993 on December 02, 2008, 04:23:07 am
Once again, I'd like to say that this is probably the best script I've ever seen. Freaking amazing work you've done, Blizz. The only issue I have with it is that the Ally's AI is too good... -_- I don't need to do any fighting most of the time... lol...


O_O Crap... >.< Anyway, I don't know what's causing the memory leak, but chances really are that it's not Blizz-ABS's fault. Have you tried without Joy2Key?

EDIT: 2.02 is now up. I also fixed the type that shdw mentioned. :)
Title: Re: [XP] Blizz-ABS
Post by: Landith on December 02, 2008, 05:18:42 pm
Then how would you set up a bomb? Sorry I'm just really confused   :shy:
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on December 02, 2008, 05:31:47 pm
hay Bizzard, rmember ages back when i said i had a problem opening that html help file, i'm getting the same problem again, do you think you can also put up an alternate link with a .pdf manual, also, just making sure, this version does have the ally AI right
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 02, 2008, 05:36:28 pm
Quote from: winkio on December 01, 2008, 10:16:50 pm
I know this error was reported in the past and I don't know if it was ever resolved, but I finally fixed it for myself.
For people who get a "the address is not valid" message when trying to view the manual, look at this:

http://blogs.technet.com/seanearp/archive/2007/05/28/can-t-read-chm-compiled-help-on-vista-xp-2003.aspx (http://blogs.technet.com/seanearp/archive/2007/05/28/can-t-read-chm-compiled-help-on-vista-xp-2003.aspx)

Blizz, perhaps you should put the above on the first page, because a lot of people probably have this problem.

and yes, the ally AI is quite glorious.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 02, 2008, 05:44:16 pm
Landith, you can make a bomb with a trap skill.

All Blizz is saying is that it can't be a true bomb yet as the skill won't explode unless an enemy touches it.
He'll later input a feature that'll it'll explode when the timer runs out too.
Title: Re: [XP] Blizz-ABS
Post by: Landith on December 02, 2008, 05:49:28 pm
I think I've found a bug, although I just use it for testing purposes.

When you put an event that has a trigger of player touch and have it where it gives you an item then shuts off the event like this -
Spoiler: ShowHide
(http://img379.imageshack.us/img379/6727/listdy1.png)

and it looks like this on map before I touch the event

(http://img505.imageshack.us/img505/7348/error1bu5.png)



- all the enemies on the map disappear and they don't re-spawn.


@Aqua: Oh I see, I'll just wait untill then :)
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on December 02, 2008, 06:11:59 pm
Quote
QuoteI know this error was reported in the past and I don't know if it was ever resolved, but I finally fixed it for myself.
For people who get a "the address is not valid" message when trying to view the manual, look at this:

http://blogs.technet.com/seanearp/archive/2007/05/28/can-t-read-chm-compiled-help-on-vista-xp-2003.aspx

Blizz, perhaps you should put the above on the first page, because a lot of people probably have this problem.


sure, i understand the problem at my uni, no doubt they use 2003 server on the main server, but my laptop gets the same problem it's XP not 2003 server, and i've ever only connected it to the net once for 5 minute while i got XP and VX registered and it hasn't been connected to the net since
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 02, 2008, 06:13:30 pm
Did you try this?:

   1. Right-click the CHM file, and then click Properties.
   2. Click Unblock.
   3. Double-click the .chm file to open the file.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 02, 2008, 06:15:45 pm
Landith, does that problem occur when you teleport into the map?  If so, it's been addressed. 

If not... then... it doesn't happen to me o.o
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 02, 2008, 06:16:57 pm
I think I have similar problem related to Landlith's.  In same setup before, there is no phantom drop now, but once I kill one enemy, all the rest dissapear.
Title: Re: [XP] Blizz-ABS
Post by: Landith on December 02, 2008, 06:17:24 pm
Well it starts in the map that I start in when I click new game.

Let me see if it does it if I go to it from a different map.

EDIT: Okay, it still does it. I'll just make it action button because it is just for testing and not for the real game.

But, I get an error when I run my cutscene and I think it is the player move route but I'm not sure. It says
Spoiler: ShowHide
NoMethodError occured while running script.

undefined method 'player' for BlizzABS:Module


Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 02, 2008, 06:26:05 pm
Are you using doing the move player through a script?

Blizz changed the way that the player is handled.

I believe it should be just $game_player now.
Title: Re: [XP] Blizz-ABS
Post by: Landith on December 02, 2008, 06:27:41 pm
It was just a cutscene made with events. Let me remove the move route for the player and see if it works..

EDIT: Oops.. I was calling a common event that sets variables with a call script and I had it the way it used to be. But thanks Aqua for the fixed way :)

EDIT2: Okay, last question. Is there a way to turn off the abs so that my allies won't attack the enemies on the cutscene?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 02, 2008, 07:39:06 pm
$game_system.blizzabs = 
false

Try that?

And sorry for the late reply; didn't see the edit.
Glad you didn't double post though :D
Title: Re: [XP] Blizz-ABS
Post by: G_G on December 02, 2008, 08:53:58 pm
umm one quick question how do u set up summoning skills?  i know how to make it summoning skill but how do u choose what actor it summons?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 02, 2008, 08:56:30 pm
The Manual tells all...

Spoiler: ShowHide
3.6.1. self.type
This method lets you define how skills will be executed.
shooting skill (projectile skill, hits first target it encounters)
homing skill (projectile skill, finds a target you specify)
direct skill (hits the target instantly, you select the target)
beam skill (hits every target it goes through instantly)
trap skill (sets traps which are triggered by i.e. monsters)
summon skill (summons monsters and/or pets to help you fight)


Spoiler: ShowHide
3.5.6. self.summon
Defines summon types, summons and summon time.


Though... that feature isn't out yet :P
Title: Re: [XP] Blizz-ABS
Post by: Landith on December 02, 2008, 10:38:33 pm
It didn't work. Although I already tried that because it was in the manual. I tried it both like

$game_system.blizzabs = false 


and

$game_system.blizzabs =
false


But they both didn't work..
Any suggestions?
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 02, 2008, 10:41:45 pm
You could set up a duplicate map with no enemies for the cutscene that you could tele in and out of...
Title: Re: [XP] Blizz-ABS
Post by: Landith on December 02, 2008, 10:44:41 pm
Thats a good idea and very simple, I never would have thought of it lol

Thanks :)
Title: Re: [XP] Blizz-ABS
Post by: G_G on December 02, 2008, 10:49:52 pm
or if u read the html help and read utilities you would see there is a script command that changes events names
Title: Re: [XP] Blizz-ABS
Post by: Landith on December 02, 2008, 10:52:09 pm
Yeah I read it front to back from the bomb thing... lol

But I completely forgot about how I can rename things.
Thanks Game_guy
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 02, 2008, 11:00:53 pm
Also try
$game_actors[ID].force_aggressive = 15



Mmm... is it just me, or are triggers not being saved after loading a game?
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 02, 2008, 11:18:38 pm
my triggers are saved, so it must be you.

EDIT:  Anyways, i sorta mentioned it before, but now in 2.02, instead of it creating phantom drops for triggered enemies, all enemies on the map disappear once I kill one of them.  But the places that they were are still not passable.
Title: Re: [XP] Blizz-ABS
Post by: danesopeezy89 on December 03, 2008, 01:04:26 am
theirs something weird going on with mine  :???: Every time I try to fight the boss it will disappear :ninja: can someone tell me what's going on?
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on December 03, 2008, 01:29:23 am
I assume there's probably going to be someone with a better answer coming up anytime soon, but in the meantime, can you please be more specific with your question? For example, are you talking about Lag-a-Lot or a custom project with Blizz-ABS? Giving more details will help find your answer to this problem.

And by the way, I downloaded 2.02 only to find in my disappointment that the help file indeed is broken. However, 2.01's help-file isn't. Unless there has been a change in the help-file, I recommend downloading 2.01 for its helpfile only and getting 2.02 as the latest version if you're just totally frustrated at not being able to view the manual. :P
Title: Re: [XP] Blizz-ABS
Post by: G_G on December 03, 2008, 01:46:07 am
does the steal script add on work with babs
Title: Re: [XP] Blizz-ABS
Post by: danesopeezy89 on December 03, 2008, 01:49:45 am
sorry for no being specific enough  :^_^': I really meant to say the game I'm working the monster disappears. For some weird reason, every other monster won't disappear but when I go to fight that one monster all of a sudden it disappears. But the scary thing about it, I walked to the spot were I put the event, then I couldn't move. So basically it;s there but it's not there (I know it sounds weird)  :wacko:
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on December 03, 2008, 02:21:06 am
All right, the following is spoken like a true ignorant person:

1. Does this enemy really need to be in this box or space? Maybe moving him somewhere else wouldn't cause that strange error.

2. Check the event settings. Is it the same as the other enemies possibly? Maybe you should also check out the configuration as well.

3. Have you tried inserting that monster in other maps and seeing if it won't cause that error? It can be the map that's causing something.

Sorry for not being able to be a big help. :/
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on December 03, 2008, 02:25:19 am
QuoteI downloaded 2.02 only to find in my disappointment that the help file indeed is broken.


I don't know what's going on but the help file works just fine for me...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 03, 2008, 05:46:56 am
Alright, I've read all your posts. I first wanted to reply to every one, but I'll leave it. I am aware of the bugs you reported and I will fix them. There's no need to do workarounds with renaming events or things like that. Yes, allies should stop acting during cutscenes. I have to add that, I simply forgot. And yes, I will add that link to the first post for the manual. This will all be done today, don't worry. :D

Quote from: game_guy on December 03, 2008, 01:46:07 am
does the steal script add on work with babs


The compatibility list in the manual (chapter 1.2.x.) says no. :P

EDIT: v2.03 is up.
Title: Re: [XP] Blizz-ABS
Post by: xephyr14 on December 03, 2008, 12:33:32 pm
wow Blizz.  I have to say, this is amazing.  how did you possibly script this work of art?!?
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 03, 2008, 05:33:35 pm
Quote from: winkio on December 02, 2008, 06:13:30 pm
If the help file/manual is broken, try this:

   1. Right-click the CHM file, and then click Properties.
   2. Click Unblock.
   3. Double-click the .chm file to open the file.


You should put this on the first page.  Because according to the internet, many people will have this problem.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on December 03, 2008, 06:44:48 pm
i have a sugestion to add to ur ai trigger the use of items
Title: Re: [XP] Blizz-ABS
Post by: Landith on December 03, 2008, 09:12:57 pm
I got this error when I tried to place a bomb trap on the map

Spoiler: ShowHide
(http://img376.imageshack.us/img376/2096/error2kg3.png)



Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 03, 2008, 09:14:39 pm
Landith, that's the error I talked about before.

"There's a slight problem with traps right now; Blizz has been informed and should fix it soon."
Title: Re: [XP] Blizz-ABS
Post by: Landith on December 03, 2008, 09:18:10 pm
Oh right sorry...  :shy:
I just forgot lol :^_^':
Title: Re: [XP] Blizz-ABS
Post by: danesopeezy89 on December 04, 2008, 12:06:22 am
I found out what was giving my problem  :) it's the switch, If I were to put on a switch it will disappear. But if i take off the switch the monster doesn't disappear. Does this has to do with the ABS or am I doing something wrong  :???:
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on December 04, 2008, 12:13:11 am
Maybe it's the event. Check if there are two pages on the event. In the second page, if it says Switch 001: is on or something on the left area, and the second page is left blank, then that's probably why.

That seems to be the most plausible explanation.
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 04, 2008, 12:29:54 am
Are you getting this with 2.03?  Because my error just like yours with switch and variable conditions on enemies WAS fixed int 2.03...
Title: Re: [XP] Blizz-ABS
Post by: Tazero on December 04, 2008, 05:38:56 am
..... :^_^': Got this wierd problem in line one of p.1,2 lol i fixxed it but just go into script editor then simply delete the wierd symbols :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 04, 2008, 07:07:57 am
Yeah, please update to the newest version before reporting bugs. Later today I will put up v2.1.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on December 04, 2008, 08:49:40 am
Oh noes... and I just started messing with 2.03 X_x;

its a shame I can't use a subversion client to constantly update my source code.... (like I did with RO)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 04, 2008, 08:59:01 am
v2.1 is up. #_#
Title: Re: [XP] Blizz-ABS
Post by: Satoh on December 04, 2008, 09:05:27 am
Ok, so I'm assuming everything up to now is error checking and minor bugfixes... Now new features since 2.0 right?

Or did you get something new in there..?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 04, 2008, 09:38:44 am
Straight from the manual:

Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 04, 2008, 10:19:16 am
the config doesnt have the new stuff in the script so when you generate a script is doent have the summon info or damage bounce in it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 04, 2008, 10:37:36 am
I didn't upload the right app, this is still v2.03. ._.;;; I uploaded it again.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 04, 2008, 11:29:18 am
Yay, summons are here :P I have to check them out! So, what's the difference between pets and summons exactly? I mean are pets just like allies or what?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 04, 2008, 11:54:27 am
Summoned Pets = Summoned Monsters that can level up.

They are both actor's BTW since you can't define character spritesets for enemies. o.o
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 04, 2008, 12:38:11 pm
Quote from: Blizzard on December 04, 2008, 10:37:36 am
I didn't upload the right app, this is still v2.03. ._.;;; I uploaded it again.


ok, thanks i got it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 04, 2008, 12:39:15 pm
I suggest that you copy the parts into the editor again as well. There was a typo somewhere.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 04, 2008, 03:02:08 pm
Hey Blizz, would it be hard to set up summons and summon skills to the same name? Well I mean, if I let the player choose the pets name, how hard would it be to get the skil to rename itself in game to the same name as the pet? Obviously it would only be for certain skills and actors.
EDIT: Well, I was really asking is it possible before I go and request it... :P
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 04, 2008, 03:13:41 pm
class RPG::Skill
 
  alias name_summon_later name
  def name
    actor_id = BlizzABS::Skills.summon(@id)[1]
    return (actor_id == 0 ? name_summon_later : $game_actors[actor_id].name)
  end
 
end


Add this below Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 04, 2008, 04:37:11 pm
In the config app...

Settings set for flee loop saves into defend loop.
Settings set for help loop saves into unsummon animation.
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 04, 2008, 05:43:24 pm
Just a slight problem with ally AI but if you jump up onto a ledge that you can only get to by jumping and your party members aren't right behind you in the caterpillar, they get stuck and cause a bunch of lag.
Title: Re: [XP] Blizz-ABS
Post by: Landith on December 04, 2008, 05:53:29 pm
Can you use a script call to make the player run without them hitting a button?

Like for example...
:Conditional Branch: Fast state is inflicted
:Script Call: $game_player.running?
else
:Script Call: $game_player.walking?

Just taking a wild guess at what it's called lol
Title: Re: [XP] Blizz-ABS
Post by: G_G on December 04, 2008, 06:24:03 pm
whats the difference between a monster and a pet? i am not quite sure the other post didnt quite explain it
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on December 04, 2008, 06:26:09 pm
Read 4.3.4. Summons in the manual. It says that pets and monsters are the same, except pets gain experience whereas monsters do not.

-edit
Hey blizz, I found an error. I downloaded the latest version of the script (just finished downloading), and I ran into the following error when I press the button to change the party leader


Quote
Script 'Blizz-ABS Part 2' line 2504: NoMethodError occured.

undefined method 'battler' for nil:NilClass



-edit

I ran into that bug a few times while playing with the system. I think the bug is triggered whenever the party leader is switched, but these are the only three circomstances I could find that caused the bug

1. Pressing the "Change Party Leader" button

2. Getting the main character killed when there are still living party members on the map

3. Getting the main character killed when there are living party members that are not in the catterpillar (EX I have 4 party members, but only allow three in the catterpillar at a time)
Title: Re: [XP] Blizz-ABS
Post by: Satoh on December 04, 2008, 10:45:16 pm
I get an error with the change leader button as well.

If I use a skill, say, Heal, through a hotkey, and try to switch leaders(only after using the skill from a hotkey.) I gt this message...

---------------------------
RETURN
---------------------------
Script 'BA2' line 1439: NoMethodError occurred.

undefined method `scope' for nil:NilClass
---------------------------
OK   
---------------------------

Title: Re: [XP] Blizz-ABS
Post by: Pokol DaErran on December 04, 2008, 11:17:38 pm
A new version is out?





OK, I managed to save my head from exploding from the awesomeness.
BARELY.

*goes to download*
Title: Re: [XP] Blizz-ABS
Post by: lplara on December 05, 2008, 12:12:24 am
Hi, new here. Registered so I could check this amazing system and maybe help a little with some testing. So be easy on me.  :P

Hey Blizzard! I've been waiting to try the Ally AI for a really long time. Awesome script.
So, I tested it and it seems like I found a few problems with the AI.

1. Whenever an ally tries to use a heal that targets more than one person, I get the following error:

Script 'Blizz-ABS Part 2' line 4665: NameError occurred.
undefined local variable or method 'act' for #<BlizzABS::AI:0x39df938>


    It doesn't happen when there's no "mass heal" available for the ally. Oh, and the heal is a 'shockwave' kind of skill, if that matters. Happens not only with party member, but summons too. I haven't tested on enemies yet.

2. I was testing the "charge time", with the freeze type, and it looks like if an enemy dies when an ally is still casting a skill on it, the ally just freezes completely, even if you change the leader to that character, it stays that way. You can't move it or do anything. It will only go back to normal if you change map or save and load the data. OR, if it's a skill that targets many enemies, if you bring an enemy into its active area.

And now a small question, because maybe I'm a little too stupid:
How do you configure a bow? If I try to use the weapon type 6, and put the ammo, nothing happens at all. (Yes, I have the ammo on inventory) And If I try to use weapon type 5, it just shoots infinites arrows for a time... I really don't get it.

Oh, yeah... And a small problem I had when testing. After the configuration, I didn't have the option to choose the target for direct skills/items. It would just use it randomly on someone. Is that an option that I didn't see or something? It doesn't happen if I use a non-configured script.  :???:

If you need to know, I was just testing with the ABS, the StormTronics Menu and Tons, all in the right order.

That's it, I tried to be as specific as possible for me. Hope these can be solved.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 05, 2008, 08:32:12 am
Quote from: legacyblade on December 04, 2008, 06:26:09 pm
I have 4 party members, but only allow three in the catterpillar at a time)


That is the actually causing the error. I added a fix, but switching will be a bit weird since one actor already is in the caterpillar and the other isn't. Because Blizz-ABS does not switch the character you are using but the character that is actually on the map as well, it will switch to the actual character replacing the ex-leader with the one character that was newly "added" to the caterpillar. Oh well.

Quote from: winkio on December 04, 2008, 05:43:24 pm
Just a slight problem with ally AI but if you jump up onto a ledge that you can only get to by jumping and your party members aren't right behind you in the caterpillar, they get stuck and cause a bunch of lag.


I know that. That's when an ally tries to return to the player and the area to check is big. When they lose you out of sight, the same thing happens. I'm not entirely sure, but it seems to be a small problem with the path finder. I suspect that some nodes are tested more than once. In any case the lag is unusual because the limiter of 4 (yes, now it's 4) node checks per frame arent't supposed to cause that kind of lag. I will have to test it on enemies. Also, it's supposed to use and A* implementation. It seems to me that it's using Dijkstra even though A* can be used. I got that problem even though I was in a straight line with the all without obstacles between us. As I said, it's an issue I still have to look into.

Quote from: lplara on December 05, 2008, 12:12:24 am
1. Whenever an ally tries to use a heal that targets more than one person, I get the following error:

Script 'Blizz-ABS Part 2' line 4665: NameError occurred.
undefined local variable or method 'act' for #<BlizzABS::AI:0x39df938>


    It doesn't happen when there's no "mass heal" available for the ally. Oh, and the heal is a 'shockwave' kind of skill, if that matters. Happens not only with party member, but summons too. I haven't tested on enemies yet.


Fixed in v2.11. :)

Quote from: lplara on December 05, 2008, 12:12:24 am
2. I was testing the "charge time", with the freeze type, and it looks like if an enemy dies when an ally is still casting a skill on it, the ally just freezes completely, even if you change the leader to that character, it stays that way. You can't move it or do anything. It will only go back to normal if you change map or save and load the data. OR, if it's a skill that targets many enemies, if you bring an enemy into its active area.


That's an unusual problem. I will be sure to take a look at it today.

Quote from: lplara on December 05, 2008, 12:12:24 am
And now a small question, because maybe I'm a little too stupid:
How do you configure a bow? If I try to use the weapon type 6, and put the ammo, nothing happens at all. (Yes, I have the ammo on inventory) And If I try to use weapon type 5, it just shoots infinites arrows for a time... I really don't get it.


That's weird. It's true that there was a problem with shooting many projectiles at once, but I fixed that in either v2.02 or v2.03 already. Since you mentioned summons, it could be that it "returned". In any case you should regnerate the configuration script, this might solve the problem. It might also solve the problem that you mentioned above.
As for the type 6, you need to hotkey the ammo in order to use it. If you don't have it as hotkeyed item, the system doesn't know which ammo you wanna shoot in case there are more than one types or ammo. Let's say you have .44 and 10mm ammo. How should the system know what you wanna shoot? xD

Quote from: lplara on December 05, 2008, 12:12:24 am
Oh, yeah... And a small problem I had when testing. After the configuration, I didn't have the option to choose the target for direct skills/items. It would just use it randomly on someone. Is that an option that I didn't see or something? It doesn't happen if I use a non-configured script.  :???:


That's also unusual... I DID upload v2.03 of the config app accidently with v2.1 in the first place. Try it with v2.11.


Anyway, v2.11 with the bugs fixed that were reported in the last 24 hours. It features an improved sprite handling system which means that the old CoSLAL templates don't work anymore. I have taken the freedom to upload the files from the example game that were altered:
http://downloads.chaos-project.com/BlizzABSCharacters.zip
The Y offset is not needed anymore since the weapon sprites are now centered over the actor. Also now the action sprites and the weapon sprites are separated which means that if you don't use "Weapon Sprites", you need attack sprites for each type AND one weapon sprite for that type. Read the manual, read the version history, I've written it all down.
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 05, 2008, 08:57:17 am
Sweet.  Awesome.  Your the best.  Thank you.  Now I can finally work on attack and skill sprites. :haha:
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 05, 2008, 09:57:59 am
Hey Blizz just wondering if it was possible to make a demo? I know its a dumb question and all of that because I'm reading the script and I'm incredibly confused. :( and also if you switch party members [[not sure if this has been reported  yet]] but you can't move at all! :o but this is incredibly excellent for the most part. I don't fully understand the ally Ai and how to make projectiles but I guess once I poke around in it some more I'll get the hang of it....hopefully. :) either ways great work!

Oh yeah does Tons of Addon's not work with this? because I seem to get some Test error with the hud or something when I have them on.

As well as an error with this line:

Script "Blizz ABS pt3" line 4499: ArgumentError occured.
wrong number of arguments(0 for 1)


And also is there a way to set the party to follow you? As in you have like control commands? I don't recall seeing that in the manual at all. And the only way I can get them to not run off and attack an enemy is if I set their behavior to Passive all the way. But a simple "follow" or "return" command would make that a lot easier. Just curious.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on December 05, 2008, 10:07:44 am
2.11 still has a few glitches due to code being reworked and modified and new features added, if you just want to mess around with it, you could try out 1.99 which was practically perfect (but didn't have the party AI features etc...)

With every major upgrade, new problems arise, but eventually they will subside and ver. 2.x will be as stable as 1.99 was.

If you prefer stability to features then mess around with 1.99... but know that you'll need to upgrade to 2.x eventually either way.

A demo is in the works, but it may not be out for a while.

I haven't had trouble with movement after switching... are you using the correct controls? they are by default WASD.


Tons should work, but as I said, this new version has had some modifications and thus, may require a couple more days before it's perfected...

As for # of arguments, you probably didn't enter the configuration for that addon properly, OR it's being called by a function that has been reworked, what addons do you have turned on?

(Also, if it persists, add a post to the Tons thread as well...)
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 05, 2008, 10:12:16 am
Yes I used 1.99 I've been patiently await 2.x! But yes I have the controls set up perfectly! Well to my liking using the config.exe and all of that. I don't know but now it seems to be working for the most part. Its whenever I'm in a corner though and switch party members that I can't move at all.

EDIT: but upon testing it just takes a little while to register then I'm able to move. Heh.
But still though can someone walk me through setting up projectiles? I can't seem to get my arrows to show up at all. :x

EDIT2:Also my enemies won't attack. :/ they'll move around and my party will attack them every now and then but altogether the enemies just either stand around or just walk.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on December 05, 2008, 10:17:31 am
make sure you have your default enemy AI set up for aggression.

And my apologies, I didn't realize you had messed with BlizzABS before.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on December 05, 2008, 10:21:35 am
Makasu, there's already an HUD and minimap and stuff with BlizzABS, the ToA one obviously clashes.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 05, 2008, 10:25:40 am
o.o; Probably some of these are answered now...

Quote from: Makasu on December 05, 2008, 09:57:59 am
Hey Blizz just wondering if it was possible to make a demo?


There's actually an entire example game. You must've missed the part in the first post that says "Demo". xD

Quote from: Makasu on December 05, 2008, 09:57:59 am
Oh yeah does Tons of Addon's not work with this? because I seem to get some Test error with the hud or something when I have them on.

As well as an error with this line:

Script "Blizz ABS pt3" line 4499: ArgumentError occured.
wrong number of arguments(0 for 1)



Yes, the newest version of Tons of Add-ons works with the newest version of Blizz-ABS.

Quote from: Makasu on December 05, 2008, 09:57:59 am
And also is there a way to set the party to follow you? As in you have like control commands? I don't recall seeing that in the manual at all. And the only way I can get them to not run off and attack an enemy is if I set their behavior to Passive all the way. But a simple "follow" or "return" command would make that a lot easier. Just curious.


I am not going to implement that. Sorry, but I think that allies follow you around while enemies can bash them without them defending themselves is stupid. If they don't follow you, they cannot be hurt. If they do follow you, they can be hurt. Turn off the caterpillar if you don't want any interaction from your allies. If you turn it, they WILL defend themselves (except if you make them passive). Also keep in mind that you can use the force_aggressive to force a setting which the player cannot change. You can find more info in chapter 4.3.2.

Quote from: Makasu on December 05, 2008, 10:12:16 am
EDIT2:Also my enemies won't attack. :/ they'll move around and my party will attack them every now and then but altogether the enemies just either stand around or just walk.


Nope, they don't. Enemies have a delay timer which prevents them from acting right away. During that time, they try to keep s safe distance from the actor. Read chapter 2.5.2. in the manual for more information.

Other than that I can only tell you to update to the newest version before reporting further bugs.
Title: Re: [XP] Blizz-ABS
Post by: lplara on December 05, 2008, 02:51:49 pm
Ok, the problems I reported are gone now. The AI isn't presenting any problem, Weapon Type 5 is shooting a single arrow at a time, and I'm able to choose targets again. Thank you very much for that.  :D

However, a new problem came with that. On 2.12, 'skill charges' seem to be bugged. The AI is able to use skills with charge time, but the leader isn't. When I try to use one, nothing happens at all, except for the little 'error' sound. Happens with all charge types. When I take the charge out, the skill goes back to normal
EDIT2: Ok, that also happens with weapons.

Other than that, everything is stable and working.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 05, 2008, 02:55:21 pm
Hey Blizz, I was wondering is it possible to have air battles? Like set certain summons to 'Always On Top' and only enemies that are set to 'Always On Top' as well, can attack them, or enemies with long range weapons, and vica-versa with flying enemies.

Just something that came to mind when I was setting up a Phoenix as a summon :^_^':

EDIT: I can't find it in the manual (if it's there) but what's the call script command to check if the enemy seen ot heard the player? So I can use it in a conditional branch and when the player is seen or heard the event activates
Title: Re: [XP] Blizz-ABS
Post by: G_G on December 05, 2008, 07:51:13 pm
a few things here 1st i have bouncy damage off yet it still does it 2nd is it possible to replace the skill hotkey with another hotkey item? 3rd is it possible to capture monsters and summon them to aid you?
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 05, 2008, 07:55:43 pm
Another error.  I have a heal skill that can target an ally.  When I use it without any other party members, it uses up all my sp and I step backwards, even though it only costs about 1/15 of my SP.

EDIT: nvm.  I was making new skills, and it was right at the beggining of those default ids for sp damage skills.  srry :shy:  But that does mean that this doesn't show SP damage like it does HP damage.  Maybe I could make an addon that does...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 06, 2008, 07:13:24 am
Quote from: Hellfire Dragon on December 05, 2008, 02:55:21 pm
Hey Blizz, I was wondering is it possible to have air battles? Like set certain summons to 'Always On Top' and only enemies that are set to 'Always On Top' as well, can attack them, or enemies with long range weapons, and vica-versa with flying enemies.

Just something that came to mind when I was setting up a Phoenix as a summon :^_^':

EDIT: I can't find it in the manual (if it's there) but what's the call script command to check if the enemy seen ot heard the player? So I can use it in a conditional branch and when the player is seen or heard the event activates


There is no special call for it. You can use "$game_map.battlers.values.any? {|e| e.ai.mem.any? {|a| a[0] == $game_player}}" to check if any enemy has seen or heard the player. Or you can use "$game_map.events[E_ID].ai.mem.any? {|a| a[0] == $game_player}" for just one enemy with event ID E_ID.

Quote from: game_guy on December 05, 2008, 07:51:13 pm
a few things here 1st i have bouncy damage off yet it still does it 2nd is it possible to replace the skill hotkey with another hotkey item? 3rd is it possible to capture monsters and summon them to aid you?


1. No, it doesn't. Take a GOOD look, there is NO bouncing around on the floor when you turn it off. NO bouncing.

2. With a bit of scripting, yes.

3. No.

Quote from: winkio on December 05, 2008, 07:55:43 pm
EDIT: nvm.  I was making new skills, and it was right at the beggining of those default ids for sp damage skills.  srry :shy:  But that does mean that this doesn't show SP damage like it does HP damage.  Maybe I could make an addon that does...


I need to change the way the damage system works. Currently there's actually a bug with SP damage and SP healing display. -_-
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 06, 2008, 09:44:28 am
Hey Blizz thank you for the responses! Greatly appreciated But I have a new question:

Does the animated actor thing still work the same or is it now switched to work for an "idle" kinda stance? Just curious. I think I'm getting the hang of this new version now kinda. Although I still don't know how to make projectiles correcty. And also I know there's a demo! I've played COSLAL like a million times. But to help users further understand how 2.x works is what I meant. XD

Oh yeah and is the talking to people thing that we discussed way long ago fixed? Say like where a message would only display if they were killed instead of before. Things like that y'know?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 06, 2008, 09:50:03 am
No, I haven't added idle stances yet. I might in the next release, but definitely in a future version. 2.x is basically like 1.99 with a few extras like ally AI.

C'mon, it can't be that hard:

(http://img219.imageshack.us/img219/360/snap354zs3.th.png) (http://img219.imageshack.us/img219/360/snap354zs3.png) (http://img184.imageshack.us/img184/1838/snap355hk7.th.png) (http://img184.imageshack.us/img184/1838/snap355hk7.png)
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 06, 2008, 09:56:09 am
Ahh I see thank you for the response. But its actually alot harder than you think. Especially for those who don't fully understand. :( but how do I get like a bullet or an arrow to show up? I've read the manual and set it up the same ways and nothing at all! :o I guess I might not be doing something correct because I'm not to sure how the "can consume" part works out necessarily. And what has to be tied to what. But I do remember reading that you have to equip the ammo in the skill slot or something to use it. But then does that mean that I can use the attack button as a means of firing my gun or would I have to use the skill button its tied to?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 06, 2008, 10:11:19 am
3.6. of the manual. It tells you that you need to name the spritesets for projectiles like the icon names for the skills/items.
Also, "can consume" means ammo. You equip a gun weapon and hotkey a bullet item. Then you shoot with the gun and 1 item disappears from your inventory. "can consume" is tied to weapon as you obviously can see from the application menu. And it's firing the item using the gun which can fire it which is set up by "can comsume". The weapon "gun" "can consume" ".44 bullet". You can read it that way. And "Weapons" are not "Skills". It's as simple as it gets.

Say, have you played the example game yet?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 06, 2008, 11:12:08 am
Ahh I see I never fully understood it but now I think I got it! :D thanks a lot Blizz. And yes I'e played it but since I can't load it up in the BABS config I can't really pick it apart to well y'know? I'm one of those visual people. :( but I have played it. Unless there's a newer version I'm missing? But I think I got it for the most part. :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 06, 2008, 11:19:51 am
No, there's no newer version yet. I will release a new version probably after adding combos to Blizz-ABS. EXA Edition will be epic. <3
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 06, 2008, 11:37:50 am
Okay I can't wait! :3

But I've stumbled upon a new error! Whenever I fire a bullet lets say it'll go out but then it'll give an error that it can't find "_crp" graphic. Now unless I'm doing something wrong?

Yeah its definetely an error because if I disable corpes and empty corpses I get the error
script "Sprite Character" line 27: ArgumentError Occured. 
Wrong number of arguments(0 for 1)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 06, 2008, 11:57:30 am
Yes, Aqua reported it a couple of minutes ago. I put up v2.13 to fix that issue.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 06, 2008, 12:03:14 pm
:( and I thought I was finally doing good. XD either ways I do gotta commend you on your customer support. Its by far some of the best I've seen. :) thank you Blizz.

EDIT: Another error. I don't know whats the deal with this snippet but

script "Blizz Abs pt 3" line 4489: ArgumentError occured.
wrong number of arguments(0 for 1)


now if I comment it out there is no issue but I don't know if its important or not!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 06, 2008, 12:05:38 pm
Thanks, I'm trying. ^_^ One of the biggest advantages Blizz-ABS has over XAS is that the original author still improves and works on it and that he gives a lot of support. :)
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 06, 2008, 12:12:30 pm
Thats true. :)

but the error is still there and there maybe a new one as well! So I happen to stumble upon an enemy thats across a small lake or whatever and shoot at it. My allies will stop and stay away from me and just not follow or use long range attacks. I might not be anything to serious but its a bit of a glitch I guess you could say?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 06, 2008, 12:18:14 pm
It's because they can't reach the enemy. The path finder can't find a path. I still haven't found an efficient way to solve this issue and make them ignore enemies they can't reach. Same goes for enemies trying to reach an actor. At least enemies give up after some time if they can't move. I can't do the same for actors.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 06, 2008, 12:22:45 pm
Ahh I see. well is there something for this
script "Blizz Abs pt 3" line 4489: ArgumentError occured.
wrong number of arguments(0 for 1)


Because it shows up and I don't know if its important or not. If I comment it out the game works fine but if I don't then it gives that error. And also I must not be setting up something right because that "_crp" one is still there. :( I should pm you my game project so you could take a look and mayhaps assist me? :3
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 06, 2008, 12:33:47 pm
I think you did something wrong while inserting the script. o.o
_crp is when you use corpses. Turn off the option if you're not gonna use them.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 06, 2008, 12:57:15 pm
I want to use them though! So thats kind of a problem. :(
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 06, 2008, 01:00:41 pm
Then you obviously need to make the sprites for them. xD
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 06, 2008, 01:12:05 pm
But for the bullets? Because it happens whenever I shoot a bullet! I'm not even aiming at anything and it still happens!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 06, 2008, 01:16:47 pm
Yes, that's not supposed to happen. o.o; I'll fix it and put up a new version tomorrow.

EDIT: There it is, v2.14.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 07, 2008, 11:07:12 am
Yay Blizz!!!

Now I have one more question concerning arrows. How do I make them have damage? Because I set the attack on the weapon to something but it doesn't seem to do any damage! :x

I don't know where I'd be without you. :D

Wait now there's new error!
script "Blizz Abs pt 3" line 1551: NoMethodError occured
undefined method 'dead?' for nil:NilClass
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 07, 2008, 11:41:40 am
Change the line to:

@blend_type = (valid? && !battler.dead? ? 0 : 1)


Stupid typo. -_-

EDIT: Damage? Set up the weapon attack power to be high enough to make any damage obviously. -_- Blizz-ABS uses the default battle algorithms.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 07, 2008, 11:44:45 am
Thats what it was but now bullets don't show up! :( I just suck at this thing. Hahahaha.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 07, 2008, 11:46:24 am
Sorry, but I have no idea what the problem is.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 07, 2008, 11:59:15 am
Does it work normally for you? Maybe it has something to do with my scripts or something? I'll take them all out and see what happens then. :D thanks nonetheless Blizz you're the best!

Lol I know what the problem was! I forgot to load up my settings in the config.exe. XD

EDIT: But is there a way to make it where say the bullets aren't able to be picked back up again? Because whenever I shoot them they fly out but then land on the ground as the icon! Its not an error its just my stupidity at work again. :)

EDIT: Whoops its in the manual!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 07, 2008, 12:14:25 pm
If you don't want them to drop, find line 3632-3638 in part 3:

          case @type
          when BlizzABS::REMShotItem, BlizzABS::REMNormalItem,
               BlizzABS::REMBreakItem
            $BlizzABS.drop_event([$data_items[@id]], @real_x + 64, @real_y + 64)
          when BlizzABS::REMShotWeapon
            $BlizzABS.drop_event([$data_weapons[@id]], @real_x + 64, @real_y + 64)
          end


Just delete it. I was going to add it as optional feature somewhere later. But for now this should do it.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 07, 2008, 12:21:00 pm
What if you only needed it on certain weapons?

I think I found a bug, when I have a shooting type skill it works fine, fires the projective, does what it's supposed to, but when I set it as a charging skill as well it won't shoot, instead I get that circle thingy like I was using a direct skill (I think it's direct skills that use the circle target thing anyway)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 07, 2008, 12:37:09 pm
Yes, a direct/homing skill will trigger a targeting circle after charging. What's so odd about that? -_- Good that I actually found this bug.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 07, 2008, 12:40:02 pm
Nothings odd about I said that it comes up when I use a shooting type skill that is set to freeze on charge
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 07, 2008, 12:53:22 pm
You should have been more clear. xD I'll take a look at it. Fixing a bug with charging skills pretty much messed up all the others and not just one it seems...
Title: Re: [XP] Blizz-ABS
Post by: Satoh on December 07, 2008, 01:24:44 pm
is there a way to add new weapon types...? (without creating a massive ABS overhaul)

I ask because there are certain special items that I want to have a unique animation for, but I don't want to turn it into a weapon type that I haven't used...

Right now I'm using the flail as my unused weapon type... but I won't be able to use that if I need to add flails...

Did any of that make sense?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 07, 2008, 03:06:08 pm
Does bouncing damage work? Because I don't seem to get anything to show up! Enemies just fade away.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on December 07, 2008, 03:27:12 pm
it worked when I messed with it last... O.o;
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 07, 2008, 03:35:31 pm
Well do you possibly know how to get it to work? Because I have it set to true but nothing at all. :(

EDIT: Also is there a way to be able to talk to like an enemy or an object? Because the only way the message will show up is if I kill said person. Just curious and just wondering.

EDIT 2: Also the explosions setup doesn't appear to be working either. :? I'm not to sure why this is but nothing seems to work for me.  :'( well things do I guess I'm just not setting it up correctly. But I'm using the confing.exe and keep hitting wall after wall.

In case you don't know what I'm talking about if I set an item to be a homing or beam and set an explosion to the victim it doesn't damage the affected radius as it only hits one enemy as well as just acts like a normal "bullet/arrow" item.

EDIT 3: There appears to be a glitch/bug. IF I use a healing skill on myself the sprite stays a weird green color. Nothing to serious I guess. I just tested it and it works the same way on a skill that targets and enemy as well. So if I highlight an enemy but don't want to target them they'll stay green even after the skill has been cast!
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on December 07, 2008, 04:58:47 pm
A really annoying issue here..

Spoiler: ShowHide
(http://img143.imageshack.us/img143/4230/error3wn3.png)


This happens randomly, when I try to switch actor. (With "O") It triggers seemingly randomly in battle.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on December 07, 2008, 05:52:19 pm
I know that error ALL too well.... >:( Blizz had it fixed when I was using it last... and now it resurfaces...

It only happens after you use a skill that has been hotkeyed, I believe. It happened to me with Heal.

BTW nice Tsukihime sig.
Title: Re: [XP] Blizz-ABS
Post by: Muzza316 on December 07, 2008, 09:46:25 pm
Hey there Blizz, just wondering if you thought about making an ABS script for VX or if you already have?

Thanx
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on December 08, 2008, 12:03:23 am
i got a couple of suggestions
1) locking characters so they can be made into the party leader, like guests in Final Fantasy XII
2) an option to have an animtion play while the character is charging, that way if you got allies you can cordinate your attacks with their easier and also for visual ques against enemies

also, i want to know a few things,
1) with the hud, what's the colour use used (in Hexadecimal) and the transperency percentage, i want to add stuff to the hud and make it look smooth
2) in the old version of the ABS, before you set up the opeion to set the trap time, what was the default time you had to wait to attack again
3) will items marked as key items in your CMS still show up to be assigned to a hotkey
4) will items that are being group together using the scene_item addon in Tons still show up to be assigned to a hotkey
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 08, 2008, 08:35:44 am
Quote from: Makasu on December 07, 2008, 03:06:08 pm
Does bouncing damage work? Because I don't seem to get anything to show up! Enemies just fade away.


Maybe you don't have the font installed that is being used to display the damage. Deinstall the font "Arial Black", find a new one online and install it.

Quote from: Makasu on December 07, 2008, 03:35:31 pm
Well do you possibly know how to get it to work? Because I have it set to true but nothing at all. :(

EDIT: Also is there a way to be able to talk to like an enemy or an object? Because the only way the message will show up is if I kill said person. Just curious and just wondering.


Use either renaming events or wait for custom event triggers. If you want to talk, they can't be an enemy or an object.

Quote from: Makasu on December 07, 2008, 03:35:31 pm
EDIT 2: Also the explosions setup doesn't appear to be working either. :? I'm not to sure why this is but nothing seems to work for me.  :'( well things do I guess I'm just not setting it up correctly. But I'm using the confing.exe and keep hitting wall after wall.


Are you actually copy-pasting the configuration script into the editor instead of part 1 of the script?

Quote from: Makasu on December 07, 2008, 03:35:31 pm
In case you don't know what I'm talking about if I set an item to be a homing or beam and set an explosion to the victim it doesn't damage the affected radius as it only hits one enemy as well as just acts like a normal "bullet/arrow" item.


I know that bug for beams, I fixed it in v2.15. As for homing skills, it's normal that they hit only one enemy. o.o If you set the skill scope to target all enemies in the database, it will create more than one homing skill to hit all your targets.

Quote from: Makasu on December 07, 2008, 03:35:31 pm
EDIT 3: There appears to be a glitch/bug. IF I use a healing skill on myself the sprite stays a weird green color. Nothing to serious I guess. I just tested it and it works the same way on a skill that targets and enemy as well. So if I highlight an enemy but don't want to target them they'll stay green even after the skill has been cast!


Have you edited the script? There is no possible way this coule be happening except if you edited the script. No, there is no way. In the worst case they would keep blinking green, but that can't happen either.

Quote from: Kagutsuchi on December 07, 2008, 04:58:47 pm
A really annoying issue here..

Spoiler: ShowHide
(http://img143.imageshack.us/img143/4230/error3wn3.png)


This happens randomly, when I try to switch actor. (With "O") It triggers seemingly randomly in battle.


Are you using the newest version (which is 2.15 right now)? If yes, do you think you can put together a small demo with a map where it happens? I'm trying to hunt the bugs causing that crash down.

Quote from: Muzza316 on December 07, 2008, 09:46:25 pm
Hey there Blizz, just wondering if you thought about making an ABS script for VX or if you already have?

Thanx


No and there will not be one.

Quote from: Memor-X on December 08, 2008, 12:03:23 am
1) locking characters so they can be made into the party leader, like guests in Final Fantasy XII


What?

Quote from: Memor-X on December 08, 2008, 12:03:23 am
2) an option to have an animtion play while the character is charging, that way if you got allies you can cordinate your attacks with their easier and also for visual ques against enemies


I know. Charge sprites and charge loop animations are already planned. I just didn't have time to implement them yet.

Quote from: Memor-X on December 08, 2008, 12:03:23 am
1) with the hud, what's the colour use used (in Hexadecimal) and the transperency percentage, i want to add stuff to the hud and make it look smooth


Background color: (0, 0, 0, 128)
You can obtain a green bar images (1 pixel wide) by using:

bitmap = $BlizzABS.cache.image('hud_green_bar')
empty_bitmap = $BlizzABS.cache.image('empty_hud_green_bar')


Then simply use this to change the color:

bitmap.hue_change(X)
empty_bitmap.hue_change(X)


X is a number between 0 and 360. i.e. 120 would change it to blue. You can also obtain a white bar:

bitmap = $BlizzABS.cache.image('hud_white_bar')
empty_bitmap = $BlizzABS.cache.image('empty_hud_white_bar')


Then you use this call to draw the a gradient bar onto the HUD bitmap:

self.bitmap.gradient_bar_hud(x, y, w, rate, [bitmap, empty_bitmap], change_hue = 0)


Keep in mind that you need v2.15 for that. I changed the gradient_bar_hud method to support this. Of course a much better way would be to alias Cache to add the two bitmaps into cache and then you call the method just as I can:

self.bitmap.gradient_bar_hud(x, y, w, rate, 'BITMAP_NAME', change_hue = 0)


It will automatically use 'BITMAP_NAME' and 'empty_BITMAP_NAME' from cache to draw the bar.

Quote from: Memor-X on December 08, 2008, 12:03:23 am
2) in the old version of the ABS, before you set up the opeion to set the trap time, what was the default time you had to wait to attack again


Penalty time.

Quote from: Memor-X on December 08, 2008, 12:03:23 am
3) will items marked as key items in your CMS still show up to be assigned to a hotkey


Yes. Blizz-ABS is independent from STCMS.

Quote from: Memor-X on December 08, 2008, 12:03:23 am
4) will items that are being group together using the scene_item addon in Tons still show up to be assigned to a hotkey


Yes. Blizz-ABS is independent from Tons.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on December 08, 2008, 09:45:58 am
Quote
1) locking characters so they can be made into the party leader, like guests in Final Fantasy XII


This took me a while to figure out, what he(?) means is:

Making a party member that CANNOT become the party leader...

For instance a mass produced disposable soldier guy wouldn't be a good party leader... he should just follow and attack.


One remedy for this is to disable the changer leader button altogether so your main character is always the Party Leader.

I suppose you could also write in a small array of no_leader characters and have them be iterated through until the next Leader is selected if they have a certain actor_id...

Pseudocode**
noleader[2,4,12,50]
if actor_id[] = noleader && LEADER_CHANGE_BUTTON pressed
  check for next character
else
  set current character as leader.


Note that the above is not actual RGSS and will Error the hell out of you... but the concept is the point.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 08, 2008, 10:21:20 am
Ah, that. Line 2542 in part 2 should be:

          break if $game_party.actors[0] != nil && !$game_party.actors[0].dead?}


Change it to:

          break if $game_party.actors[0] != nil && !$game_party.actors[0].dead? && ![X, Y, Z, ...].include?($game_party.actors[0].id)}


X, Y, Z... are the IDs of actors that can't be party leaders.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on December 08, 2008, 12:41:16 pm
I think I am using v2.1 ^^;; I will update it and see if it happens again.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on December 08, 2008, 03:05:51 pm
Ah, the character switching problem wasn't fixed until 2.12, update to the newest ant it shouldn't happen anymore.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 08, 2008, 11:30:19 pm
Hm...
Whenever the enemy is inflicted with a status that restricts all movement like Sleep, then the allies never go for it until that status is gone.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 09, 2008, 02:39:36 am
I'll check on that. Are you using v2.15?
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on December 09, 2008, 04:43:48 pm
Hey Blizzard, I'm back with RMXP just reorganizing my events, and scripts, and everything will be alright for me to continue my previous RPG project. I just updated my Blizz-ABS in a new test project, and it works excellent, and has tons of new features in v2. In this test project I have added the event system for realistic stairs to slow my movement speed on my way up. The problem I am having is that I do not know how to slow the movement speed when going up, and holding the run key at the same time, I still move at running speed. Would there be a way to change the running movement speed in the newest Blizz-ABS version with events? Could you please help me with this quick question? Thanks for reading this post :).
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 09, 2008, 04:52:41 pm
Yeah, Blizz, I am.

@Diablo:  Manual 3.2 Utilities
Quote3.2.5. Using the Enhanced Movement System
It is possible to check the player's current movement type. To do so it is necessary to Use the event command Conditional Branch. On the 4th tab there is an option that is labeled Script. Typing one of the following conditions will check them:
$game_player.running?
$game_player.sneaking?
$game_player.jumping?


Check that and change the speed accordingly.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 10, 2008, 09:22:20 am
Erm, you can change the running speed in the config. -_-
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 10, 2008, 12:45:22 pm
Quote from: Blizzard on December 10, 2008, 09:22:20 am
Erm, you can change the running speed in the config. -_-


i think he wanted to know how to change running speed in game.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on December 10, 2008, 03:40:53 pm
Dynamic run/sneak speed is what he wants I believe.

Actually... Having a variable running speed might be useful if characters are different sizes or supposedly are more agile...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 10, 2008, 04:05:42 pm
Not changable in-game by default out of good reason. -_-
Title: Re: [XP] Blizz-ABS
Post by: Satoh on December 10, 2008, 09:35:51 pm
I believe you fully, but... I am interested in what that reason is... o.o
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on December 10, 2008, 10:07:17 pm
I'm guessing the caterpillar
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 11, 2008, 06:22:04 am
Yes, caterpillar is one reason. The other reason is the pixel movement. People would complain that it glitches since higher speeds don't work for higher pixel movement rates.
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on December 11, 2008, 07:12:09 am
I like pixel movement but not remotely with RMXP, it's just not meant to be like that. Getting it to work 100% properly is possible but it's a real pain.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 11, 2008, 07:15:05 am
I actually got it working in Blizz-ABS. The only additional thing would be to override the speed limitation.
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on December 11, 2008, 07:24:24 am
:o If pixel movement in BABS can satisfy my needs, you can expect a small DBZ game in the future :D
Title: Re: [XP] Blizz-ABS
Post by: AnalogMan on December 11, 2008, 03:10:13 pm
Quick question about the Blizz-ABS's management of enemy events.

I have the config set to Never Disable ABS controls.
I have one enemy on my map, 'EV001 \e[1]' which is passive.
The event has a message to display when activated by player touch (also tried event touch).

However the actions do not occur. Are events labeled as enemies not able to be triggered?
And if so, how can I go about editing the script so they do? I'd like the event to run BEFORE the player has a chance to attack.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 11, 2008, 03:14:04 pm
In the manual... it says that event codes of enemies run ONLY after it dies.

If you want the event to run /before/ the actual enemy is a monster, make it a non-monster event and just rename the event with a script call when you want it to become a monster.
Title: Re: [XP] Blizz-ABS
Post by: AnalogMan on December 11, 2008, 03:56:22 pm
I see.... this is disappointing as I wished to retain the enemy movement behavior and minimap icons. I was planning on things like having aggressive enemies and have an event activate when they touched you, or a parallel process timer that activates if you avoid them long enough. All well.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 11, 2008, 04:19:42 pm
you do know that you clould just have an event that does all the event stuff but when you want it to be an enemy you can rename the event using a call script that is explaind in blizz manual such as event is then called event\e[1] etc then it would do all the enemy stuff that you want.

well i think thats right
Title: Re: [XP] Blizz-ABS
Post by: AnalogMan on December 11, 2008, 04:28:36 pm
Yes, this is exactly what the person before you suggested. But I wanted the event to behave AS an enemy, what with it being able to hear you, or not perceive you through walls, as well as run it's event commands. My main goal is to have an aggressive enemy, one that will attack you when it perceives you, chases you, and upon contact have a message. I could use the built in 'Approach Hero' movement type but it's not nearly as good.

Thanks for the answers.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 11, 2008, 06:15:56 pm
You could just have a parallel process event check the map x and y of the player & the monster.

When they're the same, it'd show a message.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 12, 2008, 05:11:11 am
Just because it's not natively supported by the ABS, doesn't mean it's impossible. -_-
Title: Re: [XP] Blizz-ABS
Post by: AnalogMan on December 12, 2008, 10:22:25 am
Well, I tried to modify the script with no success. I've moved on. However I now have another request.

I marked my treasure boxes with \spc \box to be seen on the minimap as yellow boxes. Once opened I did a rename call to remove the \spc and \box. This is when I discovered renames were not permanent and when I left and returned to the map, the icon once again displayed on the minimap. I've tried various autorun and selfswitch methods in the treasure boxes event pages to get it to show on map as soon as I enter, or erase as soon as I enter if opened but to no avail. Has anyone else tried to use these flags for treasure chests and encountered the same issue?
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 12, 2008, 01:11:02 pm
i got mine to disapear when i open it then leave then come back.

i'll make i demo later if you want
Title: Re: [XP] Blizz-ABS
Post by: AnalogMan on December 12, 2008, 01:41:35 pm
If that's easier than posting the event commands then by all means, please.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 12, 2008, 01:47:18 pm
i kind of aready did a bit of the demo for a freind so i just add a little bit more.

here you go

http://www.sendspace.com/file/1pclq9

it will show you how to make the chest stay open and delete the marker on the map permently even after you leave the room then come back in.
Title: Re: [XP] Blizz-ABS
Post by: AnalogMan on December 12, 2008, 02:11:28 pm
Hmmm... now I feel stupid. I had a 'It's empty!' message for when you tried to activate it again. Just leaving that out would have been perfectly fine I see now.

Although your demo crashes when I try to test play it (game.exe encounters and error and must close) but I still got what I needed from the project file. (I found this was because game.ini was using the japanese dll library, so I changed it to the english one, works fine)
I modified the rename script a bit and made it a common event called 'Erase Chest'

Script: event=get_character(0)
$game_map.rename_event(event.id,
'Empty Box')

Then I call the common event so I don't have to hand type all the IDs. Thanks for that, it was really bugging me. Guess I need to open my mind to the idea that I don't NEED an empty message for opened boxes.

I also thought of applying the same to hidden passage teleports.

Basically, I wanted a teleport event with the /nomap option so that you wouldn't see it, UNTIL you discover it once, then it's always visible. Unfortunately I can't autorun anything about it since it would also have a Transfer command in it. This is one I'm still working on and may post about when I figure it out. Thanks for the help.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 12, 2008, 02:15:22 pm
i have an idea on the teleport thing, i'll look at it tomoz tho.

and when you open my demo save it strait away then test it, that should fix it.

edit

ok i have thought of how to do the teleport thing but it will need both switches and variables and it would take me a while to do the demo for it so i'll post it tomoz

edit

that was quicker to do then i thought

http://www.sendspace.com/file/pi3wv3

this is an extended version of the box demo with the teleport trick added. i couldent be botherd to rename it

if you save the game when you open it up then test it, it should work. follow the new path to the right and you will find a secret teleport then go back in the room using the other secret teleport (just go where you come from) then on your map the teleport will be shown. you will have to look at the switches and variable as well as the event and common event to see how i did it so you can do it your self.

if there any probs just say
Title: Re: [XP] Blizz-ABS
Post by: AnalogMan on December 12, 2008, 04:17:37 pm
You surprise me yet again. My issue was I couldn't have an autorun since it had a transport command, and so you wrapped the command into a condition branch that returns true when the player's X/Y matches that of the events. Excellent job.

I'll upload my own small project so you can see how much you've helped me.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 12, 2008, 04:28:24 pm
im glad i could help, also if you have any other problems feel free to send me a pm and i'll see if i can do any thing.
Title: Re: [XP] Blizz-ABS
Post by: AnalogMan on December 13, 2008, 07:11:29 am
Haha, here we go again. I finally got around to making myself some hidden entrances and passages, and must now figure how to hide these passable tiles from the minimap. I'm thinking of adding a check into the minimap script to not only see if a tile is passable, but also if it's terrain tag is set to a specific number, thus rendering it as not passable on the minimap. Though I thought something like this existed for jumping... so I'll see what I can do.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 13, 2008, 09:42:01 am
i have no idea what to do with scripts, but i know if you create two identical look areas but make one where the secret area is unpassible but put an teleport event with no fade near its entance to teleport you to the other map where it is pasible. i do a simualer thing with different floor levels and bridges.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on December 13, 2008, 06:28:29 pm
Found a new error in the latest version and it looks weirder than the others.

"NoMethodError occurred while running script.

undefined method `enemy_transform' for #<Interpreter:0x70947e8>"


Actually, never mind. I forgot to do this one thing that the manual mentioned.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 13, 2008, 07:08:13 pm
Lol! BTW, v2.2 is up. :D
Title: Re: [XP] Blizz-ABS
Post by: AnalogMan on December 13, 2008, 07:45:03 pm
Quote from: Shadonking on December 12, 2008, 04:28:24 pm
im glad i could help, also if you have any other problems feel free to send me a pm and i'll see if i can do any thing.

Hey, I said I'd throw up a small thing to show how much you've helped and here it is. I tweaked some of the stuff by putting it in common events and junk, but feel free to poke around. I included two Game.ini, one for the Japanese (default, it's the same that came with yours) and the other English.

The hidden passage is in the house in 'Present' time. Since I have yet to keep the minimap from betraying me, you should be able to find it pretty easy >_>

EDIT: Link would be awesome.... http://www.sendspace.com/file/5buepr
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on December 13, 2008, 11:01:14 pm
In the newest version, if I try to use a homing skill(or any skill) far away from an enemy, the sprites execute their skl sprites and no projectiles come out, not only that but the sprite won't lose SP. Before than, I used to hear a sound file called system04 when using a skill far from an enemy but now I get this instead.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 13, 2008, 11:06:52 pm
Yay new version! But still no custom even triggers? :( I have no immediate errors to report at this time. So g'job Blizz! Thank you once again. :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 14, 2008, 07:02:24 am
Quote from: Sin86 on December 13, 2008, 11:01:14 pm
In the newest version, if I try to use a homing skill(or any skill) far away from an enemy, the sprites execute their skl sprites and no projectiles come out, not only that but the sprite won't lose SP. Before than, I used to hear a sound file called system04 when using a skill far from an enemy but now I get this instead.


Are you sure that this is for ANY skill and not just homing and direct skills?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 14, 2008, 11:13:08 am
O_o the _idl doesn't work correctly. It only happens when you walk! As in if I have my sprite set to just stand there and start breathing it mixes up with the walking animation. Which makes him kinda dance around XD

Also it appears the respawn points don't work either. Also sometimes when an allie dies they get stuck to the main player. And if they're brought back to life they're still stuck on their ass.

Oh and one more thing is there a way to make it where I don't have to equip say bullets to every member before they will actually use them if they are AI?

Also Blizz could you possibly explain to me how I would go about making a rocket work? I have the ammo set to direct/shockwave but it only hits one enemy in total! Even if they are in the specified range of the explosion. Either that or the explosion system just doesn't work correctly? I'm not to sure or I might just be doing it wrong altogether.

And one more thing!

Is there way to make the enemies keep their distance if they have guns? I have them set to full power but they come in like incredibly close just to use them.

another thing XD [[I keep saying this]] but I'm editing my post so I don't spam  your topic to badly. Either ways for some odd reason in the newest config I can't select how I want my frames to play! Like it has the little button for charge animation frames and animation frames but I can't click it. Unless thats not a button. :/

and another! Well there is two actually. Could there possibly be a way that you could add a sound indicator to let you know that say a certain type of ammo isn't compatiable with a currently equipped weapon? Because sometimes I forget that I have my hand gun equipped and I'm trying to fire rockets or vice versa. Since there is no actual way of telling what item you have equipped [[unless you have the weapon sprites on]] is such a thing possible? Just like a negative sound. Sorta like when you try to use a skill and you don't have enough SP it'll play that sound file? And oh yeah while this may be basic rmxp knowledge is there also a way to make a weapon play an animation even if it misses? I mean I have a hand gun and I fire it but it'll only play the firing sound if the item hits the target. Other than that its quiet.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on December 14, 2008, 11:51:05 am
Quote from: Blizzard on December 14, 2008, 07:02:24 am
Quote from: Sin86 on December 13, 2008, 11:01:14 pm
In the newest version, if I try to use a homing skill(or any skill) far away from an enemy, the sprites execute their skl sprites and no projectiles come out, not only that but the sprite won't lose SP. Before than, I used to hear a sound file called system04 when using a skill far from an enemy but now I get this instead.


Are you sure that this is for ANY skill and not just homing and direct skills?


Yeah, normally you'll hear that sound until you get close to an enemy and when close, you'll get the radius(depending on the range of the skill). When you are outside the range limit, you are suppose to get that sound but instead you get your character to make their skill pose but not fire off the skill.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 14, 2008, 03:35:34 pm
Hey blizz, when I jump the guy just comes to a complete stop then jumps, so he can't actually jump over anything, which kinda ruins the point of having jump in there in the first place :P I have the terrain tags set right and there's nothing else wrong from what I can see so, a bug, maybe?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 14, 2008, 03:45:56 pm
Doesn't happen to me...

Are you sure you're holding the move buttons while pressing the jump button... :???:
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 14, 2008, 04:55:57 pm
Yep, just stops, jumps in place then keeps moving on... :P
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 14, 2008, 05:10:40 pm
what do you have JUMPING, NO_JUMP_TAGS, and NO_FLOOR_TAGS set to?  (in the config)
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 15, 2008, 05:32:53 am
how do you make it so the minimap comes up on start up of the game, is there a call script becuase that would be useful.
Title: Re: [XP] Blizz-ABS
Post by: Juan on December 15, 2008, 07:26:24 am
Try using this script call
$game_system.minimap =
true
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 15, 2008, 09:32:27 am
Quote from: Makasu on December 14, 2008, 11:13:08 am
O_o the _idl doesn't work correctly. It only happens when you walk! As in if I have my sprite set to just stand there and start breathing it mixes up with the walking animation. Which makes him kinda dance around XD


I have no idea how you manage to do that, but it works perfectly fine with me with any Pixel Movmement Rate. -_-

Quote from: Makasu on December 14, 2008, 11:13:08 am
Also it appears the respawn points don't work either.


I'll check on that.

Quote from: Makasu on December 14, 2008, 11:13:08 am
Also sometimes when an allie dies they get stuck to the main player.


They are dead, what else are they supposed to do than following the player? -_-

Quote from: Makasu on December 14, 2008, 11:13:08 am
And if they're brought back to life they're still stuck on their ass.


I'll check on that, too.

Quote from: Makasu on December 14, 2008, 11:13:08 am
Oh and one more thing is there a way to make it where I don't have to equip say bullets to every member before they will actually use them if they are AI?


$game_actors[ID].item = ITEM_ID
$game_party.actors[POSITION].item = ITEM_ID


Quote from: Makasu on December 14, 2008, 11:13:08 am
Also Blizz could you possibly explain to me how I would go about making a rocket work? I have the ammo set to direct/shockwave but it only hits one enemy in total! Even if they are in the specified range of the explosion. Either that or the explosion system just doesn't work correctly? I'm not to sure or I might just be doing it wrong altogether.


1. Direct/Shockwave are INSTANT SKILLS.
2. Is your skill targeting more than one enemy? No, it's not.
3. I'll check on the explosion system, but I doubt that it's not working. It's possible, though, since I changed some stuff.

Quote from: Makasu on December 14, 2008, 11:13:08 am
And one more thing!

Is there way to make the enemies keep their distance if they have guns? I have them set to full power but they come in like incredibly close just to use them.


Enemies DO keep distance until their AI Delay Time expires. If you use Full Power, AI Delay Time is 0.
Obvious conclusion: using Full Power = no AI Delay Time = no keeping distance.

Quote from: Makasu on December 14, 2008, 11:13:08 am
another thing XD [[I keep saying this]] but I'm editing my post so I don't spam  your topic to badly. Either ways for some odd reason in the newest config I can't select how I want my frames to play! Like it has the little button for charge animation frames and animation frames but I can't click it. Unless thats not a button. :/


Of course you can't because you have turned off Action Sprites, Skill Sprites, Item Sprites, Charge Sprites, Charge Skill Sprites and/or Charge Item Sprites. What's the point in defining animation frames if you aren't even using Sprite Animations?!

Quote from: Makasu on December 14, 2008, 11:13:08 am
and another! Well there is two actually. Could there possibly be a way that you could add a sound indicator to let you know that say a certain type of ammo isn't compatiable with a currently equipped weapon? Because sometimes I forget that I have my hand gun equipped and I'm trying to fire rockets or vice versa. Since there is no actual way of telling what item you have equipped [[unless you have the weapon sprites on]] is such a thing possible? Just like a negative sound. Sorta like when you try to use a skill and you don't have enough SP it'll play that sound file?


If you try to use the ammo with a weapon that can't use it, it DOES make a buzzer sound. If you want to display weapons on the map, get a HUD add-on for that.

Quote from: Makasu on December 14, 2008, 11:13:08 am
And oh yeah while this may be basic rmxp knowledge is there also a way to make a weapon play an animation even if it misses? I mean I have a hand gun and I fire it but it'll only play the firing sound if the item hits the target. Other than that its quiet.


If you misses the target, there is no firing sound? That's dumb. It's like you never fired, but you DID fire, it just missed.

Quote from: Sin86 on December 14, 2008, 11:51:05 am
Quote from: Blizzard on December 14, 2008, 07:02:24 am
Quote from: Sin86 on December 13, 2008, 11:01:14 pm
In the newest version, if I try to use a homing skill(or any skill) far away from an enemy, the sprites execute their skl sprites and no projectiles come out, not only that but the sprite won't lose SP. Before than, I used to hear a sound file called system04 when using a skill far from an enemy but now I get this instead.


Are you sure that this is for ANY skill and not just homing and direct skills?


Yeah, normally you'll hear that sound until you get close to an enemy and when close, you'll get the radius(depending on the range of the skill). When you are outside the range limit, you are suppose to get that sound but instead you get your character to make their skill pose but not fire off the skill.


I'll check on that.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 15, 2008, 09:50:57 am
Here can I just pm  you my game so maybe you can take a look at it and trouble me and tell me all that I'm doing wrong?
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 15, 2008, 09:54:21 am
Quote from: Juan on December 15, 2008, 07:26:24 am
Try using this script call
$game_system.minimap =
true



thanks :up:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 15, 2008, 10:30:26 am
Quote from: Makasu on December 15, 2008, 09:50:57 am
Here can I just pm  you my game so maybe you can take a look at it and trouble me and tell me all that I'm doing wrong?


Yeah, do that. You don't have to upload the entire game, you can get rid of unneeded resources and maps.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 15, 2008, 11:01:47 am
Quotewhat do you have JUMPING, NO_JUMP_TAGS, and NO_FLOOR_TAGS set to?  (in the config)


JUMPING - 0 NO_JUMP - 1 and NO_FLOOR - 2

I checked those and they're all right. The only other scripts I have running on it is the UMS.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 15, 2008, 02:54:48 pm
Jumping range is 0. -_- What do you expect how far you can jump if you can jump 0 tiles?
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 15, 2008, 03:23:03 pm
No jumping range is 2, allow jump terrain tag is 0, my mistake, but the problem is still there.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 15, 2008, 03:25:54 pm
What about the No Jump Tag? And is your tileset surely NOT using the No Jump Tag?
Title: Re: [XP] Blizz-ABS
Post by: AnalogMan on December 15, 2008, 03:36:38 pm
Quote from: AnalogMan on December 13, 2008, 07:11:29 am
Haha, here we go again. I finally got around to making myself some hidden entrances and passages, and must now figure how to hide these passable tiles from the minimap. I'm thinking of adding a check into the minimap script to not only see if a tile is passable, but also if it's terrain tag is set to a specific number, thus rendering it as not passable on the minimap. Though I thought something like this existed for jumping... so I'll see what I can do.


The passability edit for the minimap outwitted me, however after staring at the script for so long, I did improve one thing (for myself at least):
I disabled the minimap icons that are based on certain flags in an events name and replaced it with Tons of Addons' system that relies on comments. Now the minimap arrows and boxes are drawn according to comments in the event. The good thing about this is I can have different comments on different event pages thus doing things like having a box icon disappear upon opening a chest and STAY gone without constantly renaming it, and hidden teleports appear on first use permanently. I also made teleports be violet boxes by default instead of arrows and only show if there's a teleport comment instead of showing by default (I did that because I have a row of like, 5 teleports going to the next map, and I only want 1 purple box on the minimap and it's easier to mark one as 'teleport' than 4 as 'nomap'). Anyway, I may not have solved the 'hidden passages revealed by minimap' problem but I fixed a few others so I feel the effort wasn't wasted.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 15, 2008, 03:41:15 pm
Alright, but keep in mind that comment based settings increase the lag. I would have rather suggested that you used a parallel process with renaming the event immediately on my entry, but it's your game.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 15, 2008, 03:49:11 pm
i showed him ways like that  :huh:, o well.

at least he is happy with what he has done. :)
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 15, 2008, 03:54:03 pm
Dang a lot of the errors I sent you in that PM of mine have been resolved by me looking at COSLOL again. XD I feel so ashamed! I fixed the gun sound error. So thats one for sure.

Also do you know what I would have to put into the script call to make it check if the attack key is being pressed? I was never any good with this and its kinda hard for me. :(
Title: Re: [XP] Blizz-ABS
Post by: AnalogMan on December 15, 2008, 04:00:11 pm
Well, I did employ a few of the parallel process methods in the demo I posted, but despite increase in lap, I do prefer the simplicity of just making a new event page sans a comment to make something vanish for good. It's not that parallel processes couldn't solve my issues, it's just I'd prefer to have the script tweaks. I appreciate all the help though mostly because it got me through until I got the edits working. Also, thanks for mentioning lag, I had been wondering why you ditched the comment based system and went for the name based instead.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 15, 2008, 05:17:16 pm
no worryies, im glad i could of helped, even if it was only a little bit 8)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 16, 2008, 06:32:44 am
Quote from: Makasu on December 15, 2008, 03:54:03 pm
Dang a lot of the errors I sent you in that PM of mine have been resolved by me looking at COSLOL again. XD I feel so ashamed! I fixed the gun sound error. So thats one for sure.


Did you fix them all or should I take a look at your demo anyway? It might be better if you sent me a new demo then actually. xD

Quote from: Makasu on December 15, 2008, 03:54:03 pm
Also do you know what I would have to put into the script call to make it check if the attack key is being pressed? I was never any good with this and its kinda hard for me. :(


In the 4th tab there is a section that says "Script". Turn it on and type "Input.trigger?(Input::Attack)". For more information read 3.2.4. of the manual.

Quote from: AnalogMan on December 15, 2008, 04:00:11 pm
Well, I did employ a few of the parallel process methods in the demo I posted, but despite increase in lap, I do prefer the simplicity of just making a new event page sans a comment to make something vanish for good. It's not that parallel processes couldn't solve my issues, it's just I'd prefer to have the script tweaks. I appreciate all the help though mostly because it got me through until I got the edits working. Also, thanks for mentioning lag, I had been wondering why you ditched the comment based system and went for the name based instead.


Yeah, lag is the reason why I avoided the comment system. That's why I added the event renaming system. I prefer script tweaks myself to common events if they are simplies to make. ^_^ I have many common events (currently over 80) in my own game which could have been a pain to script. They do have some advantages, but not in all cases.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 16, 2008, 08:23:07 am
Quote from: Blizzard on December 16, 2008, 06:32:44 am
Did you fix them all or should I take a look at your demo anyway? It might be better if you sent me a new demo then actually. xD


Well I've managed to troubleshoot myself out of most of the errors but there are still some that are there. The explosions not working, _idl animations not playing, no sound to let me know if I have the wrong ammo equipped for the gun and the respawn points not working at all. Those are pretty much the only errors I'm running into. Also at random moments in time the allies still get stuck on your. Like they literally become one. I'll make a demo to demonstrate these errors/bugs. But thanks for the most part. :)

[qoute=Blizzard]In the 4th tab there is a section that says "Script". Turn it on and type "Input.trigger?(Input::Attack)". For more information read 3.2.4. of the manual.[/quote]
Ahh thank you. :D I was reading that over and over and over and couldn't understand it at all!

I'll send you a PM when I get it together.

I'm not to sure if this is caused by BABS or not but I get this error whenever I click on arrows and thing in the menu

script 'Stormtronics CMS' Line 2377: NoMethodError occured.
undefined method 'scope' for nil:NilClass

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 16, 2008, 10:32:37 am
http://forum.chaos-project.com/index.php?topic=23.0
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 16, 2008, 10:48:18 am
I have the scripts in the right order. It just happens. It'll occur in the demo I'm going to send you but you might have to open up the rxproj. because I forgot to put an audio file in there. :( so you might have to change that under the game settings m'kay? Sorry about that!
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on December 16, 2008, 03:14:48 pm
I've got an issue with jumping.
spoiler has screenshots and description.

Spoiler: ShowHide

Desert map, all the tiles are the same settings as the RTP, except
that the cliff edges are terrain tile 1, for non-jumping tiles.
(http://img.photobucket.com/albums/v259/psycho-mantis/problem1.jpg)

dashing and jumping brings me 2 spaces forward, like this.
(http://img.photobucket.com/albums/v259/psycho-mantis/problem2.jpg)

now, if I were to dash jump, I can get right onto a now jump tile
but then I can't jump down, because of the no jump tile.
before:
(http://img.photobucket.com/albums/v259/psycho-mantis/problem3.jpg)

after:
(http://img.photobucket.com/albums/v259/psycho-mantis/problem4.jpg)


any ideas?
are non-jumping tiles not set to be non-land-after-jump or?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 17, 2008, 03:14:50 am
I'll have to check the jumping obviously. ._. Did you check the No Jump Tags and Allow Jump Tags? I assume that they are set right.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on December 17, 2008, 08:40:29 am
Quote from: Blizzard on December 17, 2008, 03:14:50 am
I'll have to check the jumping obviously. ._. Did you check the No Jump Tags and Allow Jump Tags? I assume that they are set right.


no jump was set to terrain tag 1, and allow jump was set to 2.
the boarder that I can jump on is a 1, and all the rest of the tiles are zeros
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 17, 2008, 10:12:08 am
Alright then. You're the second person to report problems with jumping, I'll look into it ASAP.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 17, 2008, 11:57:37 am
Do the explosions and idl's work correctly for anyone else? I seem to be hitting crossroads with it. :(
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 17, 2008, 12:07:30 pm
Nobody's complaining so I would guess that they do. o.o
I'll probably have time later today to look into it and let you know about it tomorrow.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 17, 2008, 12:48:51 pm
i havent been able to test the new versions of the abs so i wouldnt beable to say that i get the same prob.

but if some one is kind anouth to do my request in resourses it would alow me to test it ;)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 17, 2008, 03:28:31 pm
Explosion doesn't work :P

Using shooting skill [20, 2.0 99]

Only hits 1 target
Title: Re: [XP] Blizz-ABS
Post by: danesopeezy89 on December 17, 2008, 05:14:16 pm
Why can't I use the character off sprite for? When I attack, I see another layer of my character over my sprite.

this happens when I attack

http://imgcash6.imageshack.us/img241/2301/96124122km8.jpg

Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 17, 2008, 05:21:10 pm
There are no longer offsets for the action sprites.
(I need to ask Blizz for an old version of it, so I can remake my float system lol)
Title: Re: [XP] Blizz-ABS
Post by: danesopeezy89 on December 17, 2008, 05:53:17 pm
so how do i fix that problem? I got the sprites for it.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 17, 2008, 06:43:21 pm
Hey Blizz I ran into a new error.

script 'BlizzAbs pt3' line 4384: TypeError occured.
Can't convert NilClass into Color


EDIT: Well I think I fixed it but I don't know how much damage has been caused. Either ways is there a way to have the hotkeys show up whenever you start the game?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 18, 2008, 07:34:34 am
Quote from: Makasu on December 17, 2008, 06:43:21 pm
EDIT: Well I think I fixed it but I don't know how much damage has been caused. Either ways is there a way to have the hotkeys show up whenever you start the game?


Read the manual.

Quote from: danesopeezy89 on December 17, 2008, 05:14:16 pm
Why can't I use the character off sprite for? When I attack, I see another layer of my character over my sprite.

this happens when I attack

http://imgcash6.imageshack.us/img241/2301/96124122km8.jpg


Quote from: Blizzard on December 05, 2008, 08:32:12 am
Anyway, v2.11 with the bugs fixed that were reported in the last 24 hours. It features an improved sprite handling system which means that the old CoSLAL templates don't work anymore. I have taken the freedom to upload the files from the example game that were altered:
http://downloads.chaos-project.com/BlizzABSCharacters.zip
The Y offset is not needed anymore since the weapon sprites are now centered over the actor. Also now the action sprites and the weapon sprites are separated which means that if you don't use "Weapon Sprites", you need attack sprites for each type AND one weapon sprite for that type.
Read the manual, read the version history, I've written it all down.








I mean what THE FUCK IS WRONG WITH YOU, PEOPLE?! I typed it all down in the goddamn manual and nobody, NOBODY EVER READS THE FUCKING MANUAL! That's it, I am officially stopping the support for Blizz-ABS. I've answered 90% of the questions that I get asked all the time over and over just because most of the people are just too fucking lazy to click two times in the manual and read the version history or just open the manual and take a look at the damn manual index.

I will not answer even one questions to anyone who hasn't read the manual. I've written the manual to AVOID GETTING AKES STUPID QUESTIONS OVER AND OVER! If I get a question that could have been solved by JUST READING THE FUCKING VERSION HISTORY, I will completely ignore the question. Same goes for any other question answered in the manual. I mean how hard can it be?! Even if there is no search index, you can STILL open it and click and scroll a bit. It takes ONE FUCKING MINUTE TO JUST SCROLL THROUGH THE MANUAL AND LOOK AT THE PICTURES! If you don't understand how things work after reading the manual, go play the example game. If you still don't understand, consider that making games is not really something you should waste your time on.

That felt good. Don't get me wrong, I'm not angry. I just decided that I'm not going to put up with it anymore. Call me an asshole, but first consider what you are yourself for making me resort to methods like this to finally solve the problem of people asking stupid questions that could have been solved by just opening the manual and clicking two to three times. I call that lazy and selfish (especially if you call me an asshole), but I am not going to judge anybody.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 18, 2008, 08:31:20 am
:( but I do have to say Blizz a lot of things just get overlooked. While yes I admit I ask a lot of stupid questions I have read the manual through and through. Its just yeah sometimes we miss things. But you're not an asshole. You're human and just frustrated is all. XD so its okay.

*powers up*

But since I'm here and bothering you could you possibly tell me if there is a way [[like the line of code that positions it]] to slide the hotkeys dispaly a bit to the left? I've searched in the script for positioning but I can't to find it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 18, 2008, 09:15:40 am
Part 3, line 5403 says "self.x, self.y, self.z = 160, 0, 1100". Decrease the 160 and it will go further to the left.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 18, 2008, 09:28:59 am
Ahh thats exactly what I needed. :) thank you so much.

XD now I have to find the part that moves the slots over as well. Because it still draws the arrow over the old positions.

EDIT: Nevermind I got it. :)

But also is it possible that you could direct me to the part of the script that controls the skill inputting? I want to turn the whole skill part of the hud into another item slot that ways I don't have to worry about inputting skills into my game. :) please and thank you.

In case that didn't make since.
Y'know how in the hud you have the "skill:" and the "item:" well I want to edit the script to make it so you have two items instead of a skill and an "item:" but I'm a tad bit lost. XD

or is such a thing possible?
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 18, 2008, 12:30:40 pm
It's easy to make it items only, slightly difficult to make two item slots.  I would consider just using one item slot or just using DIRECT HOTKEYS, which is probably a better solution...

Most of what you need to edit is in the classes Hotkey_Assignment and Scene_Hotkeys (Part 3).  It shouldn't be too difficult if you know scripting, so if you know how to, do it yourself, otherwise, ask someone else (in the script requests area).
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 18, 2008, 12:44:46 pm
XD no I think  you misunderstood what I was saying. I don't want the hotkeys to be shorter I want the Hud to use two items instead of it using a skill and an item. Y'know?

Because in the hud it has the
hp bar
sp bar
Skill:  Item:

and I want to change it to where if I equip
Item: blah Item2: Bullet

if that makes any sense? I need to know if such a thing is possible and quite possibly have direction in the area to which said code exists.

Thank you though winkio *powers up*
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 18, 2008, 01:12:51 pm
That won't really work unless you have two seperate types of items.  I suggested using direct hotkeys because it's like having all 10 of the equipped at once, and you don't need to worry about the HUD.  But if you don't want that, it is possible to have two different item's shown.  But it would be really confusing to the user, in my opinion.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 18, 2008, 04:55:46 pm
While thats true it'd be like having handgun bullets on one item and grenades on the other y'know? Unless there is a way that I could configure the skills to be like items...? Hrmmm. It would just allow for more flexibility in what you would use. IE two sets of bullets for dual wielding or yeah something like that because I have a quick equip screen that allows you to change weapons on the fly but then you have to go through the process of hot keying the items if you haven't already. Which I mean I guess you should from default to just save time later but thats not necessarily the case.
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 18, 2008, 04:57:09 pm
if you can switch them out instantly, why does it matter?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 18, 2008, 05:23:05 pm
Because of the switching of ammo required for the guns/bows.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 19, 2008, 06:46:21 am
Yeah, I realized that while reading the last few posts. Still, if you had more than one item, how is the system supposed to know which item you should use while shooting? Same problem like direct hotkeys.
If people want direct hotkeys and weapons consumin ammo, they better make a small menu that allows equipping an item to an item hotkey. :P
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 19, 2008, 08:40:06 am
Because it would still be mapped to the "skill" button. It just would be another item. It makes sense in my head logically but I can't really explain it...So I guess such a thing isn't possible? Or maybe like a new class to handle a second item. So it'd be like item1 or item2 kinda thing. IE I think I have mine set up where skills are J and attack is K. It would just be like another...well I don't know actually. Almost like your two weapons addon kinda thingy...Only not?

BTW did you ever think about adding these things you said you were going to add a long time ago?

Quote from: Blizzardleader action control
swimming
jump sound + hit-the-ground sound + walking sound + running sound + sneaking sound + swimming sound
two enemies can't run an event code at the same time when dying
spriteset change for enemies doesn't apply correctly

And another thing! I had no idea the boomerang setting could be used to return items to you! O_o that pretty much blew my mind when I saw it. XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 19, 2008, 09:02:06 am
It might be mapped to the skill hotkey ID, but that would require the entire system to be changed so the skill hotkey ID would be treated as item hotkey ID. -_-

I won't add leader action control because it's kinda pointless to make an enemy leader force actions of other enemies. It would be just unnecessary extra code repeating the same thing over. Instead of making deciding actions, the leader would decide the action of a minion additionally. So meh.

Swimming will be implemented later, I haven't forgotten about that. It might just be the next major feature that is added.

The sounds will be added somewhere later as well. The main pain-in-the-ass is the config app.

That bug with two enemies running an event code was fixed I think.

The sprite bug was fixed for sure.

I implemented boomerang-returning-items a long time ago. :P
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 19, 2008, 09:06:24 am
Oh okay then. :) well I guess its alright nonetheless. I was curious as to if it could be done or not. And well I don't want to put that stress on ANYBODY of trying to make them come up with such a thing. Heck I'm to lazy to do so myself.

And ahh okay just curious. And could the app config be done the same way as its done with selecting the sound that goes with picking up say gold? just a thought.

And well see I've never used the boomerang setting before so I had no idea that it would do such a thing. :D
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 19, 2008, 09:38:41 am
I know, but the problem is where to put it. The app is already overfilled. xD I'll probably seperate Move and Lag config tabs.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 19, 2008, 10:01:54 am
XD that just may work. :D What about under the game info tab? On the far right? Its kinda baren on that side.

But hey now I have a new problem.

$BlizzABS.player.update_buffer('reset')


Doesn't seem to register correctly. I have it mapped to a common even that ways its called if
Input.trigger?(Input::Key['N']) is pressed.

There is no problem with the input trigger [because it registers it as being pressed] but its just that they won't return to the same position as the player.

But then when it seems to work it [[on the rare occassion that it does]] it calls the other players back and they once again become stuck with the initial player.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 19, 2008, 11:08:37 am
'reset' is used to return them to the caterpillar, they will ignore it when in battle. And I know that they sometimes get stuck on the player. I still wasn't able to find the cause of the problem this time.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 19, 2008, 12:08:29 pm
Oh I didn't know that. Well now I do. And its fine I guess. No major issues. :)

But out of curiosity would a combo system be possible?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 19, 2008, 01:05:51 pm
Combo system is already planned for a later version.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 20, 2008, 10:16:25 am
Ahh coolness. :) either ways now I have a grave error!

Whenever I cut the sprite animations on as well as the charge animations using the blizzconfig.exe I get this horrible error that resets all of my weapons and adds a crapload of 3's [[we're talking like 30]] to the animations frames.

Spoiler: ShowHide
(http://www.fileden.com/files/2006/6/6/52931/blizzerror.jpg)


Is anyone else getting such an error?

Because if you look you will see that my steel pipe is set up as a shuriken now. :/ when it was set up as a sword. XD

And it sets my charges to like a random number. Because now they're all at like 360 and 140 and all sorts of odd things.

Also I gotta wonder is there a way to configure which weapons have kickback and which don't? Also if there is a way to determine how many tiles it'll knock a person/object back?
As well as make it where enemies can damage other objects. Like just objects there. Because if I'm taking cover behind something and hiding from an enemy they can still fire through the object ignoring it being there and still hit me.

EDIT: Is there a way to check if the player is being hit as well? I want to try to make a hit animation for them. I think that'd make for interesting things. Or could something like this be implemented in a future version? :3

Also I'm not to sure if this is in the manual or you've already answered it or not but is there a way for the system to check if a certain actor is in the lead? IE if there are 4 people in the lead


Arshes, Basil, Other person, Eslie

would it be able to check if the current actor in position 0 is currently Arshes?
Or not?
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on December 20, 2008, 01:47:25 pm
I found that error as well. It took me forever to figure out why my sprite animations totally freaked out. Not sure what causes it, but sometimes the config adds a bunch of 3's in the frame animation array. Also, if you click the delete button in the frame delay window, and you don't have a frame selected, you get an unhadeled exception.

Also, when you rename an event to make it an enemy, oftentimes it won't move for awhile. You can hurt it, but otherwise it acts like a lifeless object. Usually fr about 5-6 seconds. (though this probably could be fixed by giving said renamed events a battle flow command)

Another one, that's been around since an early version is this. When you have an event that sets the player move route, it adds to itself whenever you trigger the event. For example. You have an event that makes the player move left twice when you touch it. First time, all is well and good. But, trigger it again, and something strange happens. It will move you FOUR spaces to the left. Touch it again, eight. And so on until you're stuck at the edge of the map. Not sure what causes this error, but it's been around for a long time.

Sorry if this is a disorganized confusing post, but I don't have much time to be on. Sorry.

@blizz, yah, n00bs never read the manual. Just look at all the "How do you make the player teleport with an event" threads on CA, XD Don't let them get to you. Either ignore them, or just say "read the manual, it's explained in there" and if you're feeling nice, give them the section its in. Because that manual is getting really hard to find things in. It took me 20 minutes to find the section that explained events appearing on the map.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on December 21, 2008, 09:44:49 am
i use the 1.96 version.... exist a way that makes me upgrade to the version 2.2 without lose my game configuration, maps or other things?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 21, 2008, 09:54:52 am
Quote from: elmangakac on December 21, 2008, 09:44:49 am
i use the 1.96 version.... exist a way that makes me upgrade to the version 2.2 without lose my game configuration, maps or other things?


Yes you're just changing the scripts is all that it is. If you used the config file from the other version then all you have to do is just load them up into the newest version of the config. It'll go as smoothly as that. :) Copy and paste and then congrats you're using BABS 2.x although it took you a while to upgrade. XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 21, 2008, 10:49:35 am
I noticed the error in the app yesterday already and fixed it. Fixed version will come with v2.21.

Quote from: Makasu on December 20, 2008, 10:16:25 am
Also I gotta wonder is there a way to configure which weapons have kickback and which don't? Also if there is a way to determine how many tiles it'll knock a person/object back?


It's set as one tile, but there is currently a problem with that in the script which I am trying to solve. Basically you would have to edit the script for that.

Quote from: Makasu on December 20, 2008, 10:16:25 am
As well as make it where enemies can damage other objects. Like just objects there. Because if I'm taking cover behind something and hiding from an enemy they can still fire through the object ignoring it being there and still hit me.


As I said, when I release the custom alignment system in Blizz-ABS, you will be able to create groups and how they treat each other yourself. Then you will be able to mark an object as group attackable by enemies.

Quote from: Makasu on December 20, 2008, 10:16:25 am
EDIT: Is there a way to check if the player is being hit as well? I want to try to make a hit animation for them. I think that'd make for interesting things. Or could something like this be implemented in a future version? :3


Basically attack_effect, skill_effect and item_effect are called in Map_Battler when something happens. You can edit those methods and check if "self == $game_player". I'm not sure how much sense it makes to add a specific conditional check for that. But in any case you can check it out with a bit of scripting, as I just said.

Quote from: Makasu on December 20, 2008, 10:16:25 am
Also I'm not to sure if this is in the manual or you've already answered it or not but is there a way for the system to check if a certain actor is in the lead? IE if there are 4 people in the lead


Just check for the first actor in the party. :P "$game_party.actors[0].id == ACTOR_ID"

Quote from: legacyblade on December 20, 2008, 01:47:25 pm
Also, when you rename an event to make it an enemy, oftentimes it won't move for awhile. You can hurt it, but otherwise it acts like a lifeless object. Usually fr about 5-6 seconds. (though this probably could be fixed by giving said renamed events a battle flow command)


Probably the action counter. I'll check on that.

Quote from: legacyblade on December 20, 2008, 01:47:25 pm
Another one, that's been around since an early version is this. When you have an event that sets the player move route, it adds to itself whenever you trigger the event. For example. You have an event that makes the player move left twice when you touch it. First time, all is well and good. But, trigger it again, and something strange happens. It will move you FOUR spaces to the left. Touch it again, eight. And so on until you're stuck at the edge of the map. Not sure what causes this error, but it's been around for a long time.


o.o That's a weird error. Look, I don't think I am able to reproduce that one. Do you think you could put a small demo together with that problem? I'm curious about what's wrong.

Quote from: legacyblade on December 20, 2008, 01:47:25 pm
@blizz, yah, n00bs never read the manual. Just look at all the "How do you make the player teleport with an event" threads on CA, XD Don't let them get to you. Either ignore them, or just say "read the manual, it's explained in there" and if you're feeling nice, give them the section its in. Because that manual is getting really hard to find things in. It took me 20 minutes to find the section that explained events appearing on the map.


I know, I need to add a search index. ._.

Quote from: elmangakac on December 21, 2008, 09:44:49 am
i use the 1.96 version.... exist a way that makes me upgrade to the version 2.2 without lose my game configuration, maps or other things?


You should be able to load the configuration file into the config app and simply regenerate the configuration script for v2.2x.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 21, 2008, 11:59:41 am
Oh yeah! XD I forgot I could do that. :) And can't wait for that then. But I want to check if the player is being hit because I want to make a "_hit" frame be displayed for the character. Since I'm already putting in all of this work for sprites and making them animated I figured at least a hit animation would be there as well. To keep the quality of my game from dropping y'know?

There was something else I was going to ask...?
Ummm. OH yeah! Well it seems that I've hit another snag. See my game only uses mainly the bow/arrow type weapons BUT I can only have one "_atk6.png" spriteset. IE Is it possible that I can have a different spriteset type for the character if they are using a shotgun or would they only be able to have the same for if they were using a handgun? I think because of the way that the new sprites are handled its not possible? Where I think it was in earlier versions? I'm not entirely sure but yes is such a thing possible? Different spritesets for weapon types? I hope this makes sense because I'm rereading it and it doesn't make much sense.

In other words is there a way to make it where I can use a different spriteset for the same type of weapon type?

Also whats the gun configuration in the app used for? I mean I click it but it doesn't require ammo or anything so I'm confused by its purpose. I understand that its a gun. Or maybe it says bow? I can't remember but there's bow and then bow&arrow
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 21, 2008, 12:07:33 pm
Quote from: Makasu on December 21, 2008, 11:59:41 am
Oh yeah! XD I forgot I could do that. :) And can't wait for that then. But I want to check if the player is being hit because I want to make a "_hit" frame be displayed for the character. Since I'm already putting in all of this work for sprites and making them animated I figured at least a hit animation would be there as well. To keep the quality of my game from dropping y'know?


Right, I forgot to add _hit sprites. It'll come in the next version.

Quote from: Makasu on December 21, 2008, 11:59:41 am
There was something else I was going to ask...?
Ummm. OH yeah! Well it seems that I've hit another snag. See my game only uses mainly the bow/arrow type weapons BUT I can only have one "_atk6.png" spriteset. IE Is it possible that I can have a different spriteset type for the character if they are using a shotgun or would they only be able to have the same for if they were using a handgun? I think because of the way that the new sprites are handled its not possible? Where I think it was in earlier versions? I'm not entirely sure but yes is such a thing possible? Different spritesets for weapon types? I hope this makes sense because I'm rereading it and it doesn't make much sense.

In other words is there a way to make it where I can use a different spriteset for the same type of weapon type?


You can always put the entire sprite into the weapon sprite.

Quote from: Makasu on December 21, 2008, 11:59:41 am
Also whats the gun configuration in the app used for? I mean I click it but it doesn't require ammo or anything so I'm confused by its purpose. I understand that its a gun. Or maybe it says bow? I can't remember but there's bow and then bow&arrow


Bow requires no ammo. Bow & Arrow requires ammo, hence the name.

EDIT: Also, who sent me a project still using v2.0? -_-
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 21, 2008, 12:43:13 pm

Quote from: Blizzard on December 21, 2008, 11:59:41 am
Right, I forgot to add _hit sprites. It'll come in the next version.

Awesome. :)

Quote from: Blizzard on December 21, 2008, 12:07:33 pmYou can always put the entire sprite into the weapon sprite.

But then wouldn't it display two spritesets the normal one and the weapon spriteset?
I guess I'll have to play around and figure it out for the most part.

Quote from: Blizzard on December 21, 2008, 11:59:41 am
Bow requires no ammo. Bow & Arrow requires ammo, hence the name.

XD okay I was curious as to what it was there for. So therefore it would serve as just a gun? It wouldn't have projectile sprites or anything like that? But I'm not going to use it so thats fine.

Quote from: BlizzardEDIT: Also, who sent me a project still using v2.0? -_-

I think I did but I'm not to sure though. :/
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 21, 2008, 12:57:06 pm
Quote from: Makasu on December 21, 2008, 12:43:13 pm
Quote from: Blizzard on December 21, 2008, 12:07:33 pmYou can always put the entire sprite into the weapon sprite.

But then wouldn't it display two spritesets the normal one and the weapon spriteset?
I guess I'll have to play around and figure it out for the most part.


Just use an empty base sprite (the _atk6 sprite).

Quote from: Makasu on December 21, 2008, 12:43:13 pm
Quote from: Blizzard on December 21, 2008, 11:59:41 am
Bow requires no ammo. Bow & Arrow requires ammo, hence the name.

XD okay I was curious as to what it was there for. So therefore it would serve as just a gun? It wouldn't have projectile sprites or anything like that? But I'm not going to use it so thats fine.


Well, it needs to fire projectiles so you need sprites for the projectiles. It just depends how you need to name them depending on which type you use.

Quote from: Makasu on December 21, 2008, 12:43:13 pm
Quote from: BlizzardEDIT: Also, who sent me a project still using v2.0? -_-

I think I did but I'm not to sure though. :/


No, it wasn't you. You were using v2.2.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 21, 2008, 01:00:11 pm
Ahh You're such a genious! I never would've figured that out for the life of me. XD thank you so much. :) *powers up*

Oh I'll have to test that out as well.

And oh okay. :D thats good then.

EDIT:But one more thing and I know this may seem kinda stupid but would it be possible to make something have like say a rapid fire kinda effect? I've tried taking the wait time down to 1 and or decreasing the wait frames but little to know success. I guess I could just use a common even to see if the key is being held down or not and work around that.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 21, 2008, 01:22:25 pm
Quote from: Makasu on December 21, 2008, 01:00:11 pm
Ahh You're such a genious! I never would've figured that out for the life of me. XD thank you so much. :) *powers up*

Oh I'll have to test that out as well.

And oh okay. :D thats good then.

EDIT:But one more thing and I know this may seem kinda stupid but would it be possible to make something have like say a rapid fire kinda effect? I've tried taking the wait time down to 1 and or decreasing the wait frames but little to know success. I guess I could just use a common even to see if the key is being held down or not and work around that.


There is a way. Yes, you first need low frame number and you need a low penalty time. And put this right under Blizz-ABS Part 2 or Part 3:

class BlizzABS::Controls
  def update_attack
    if $game_system.attack_button && Input.press?(Input::Attack)
      unless $game_player.use_attack
        $game_system.se_play($data_system.buzzer_se)
      end
      return true
    end
    return false
  end
end
$BlizzABS = BlizzABS::Processor.new


Just keep in mind that this will make all weapons work like that. If you hold the button, the player will keep using the weapon.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 21, 2008, 01:36:25 pm
That would be cool to have in tons of addons, and would look realy cool when using certain guns.
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 21, 2008, 01:38:24 pm
um... this is Blizz-ABS specific, so it wouldn't go in ToA.  And I'm sure he will make it an option in future releases or an add-on.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 21, 2008, 01:40:13 pm
yeah, its just a good idea. its a shame i didnt think of it :(
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 21, 2008, 01:42:05 pm
Ahh thats fine. I want it that way. Almost like how it is in Resident Ibol. If you don't know what that is youtube it.

http://www.youtube.com/watch?v=tiKdUJx42DQ

Hopefully thats the right video. :D

Thanks a ton Blizz.

EDIT: This is exactly what I was looking for as well. :D I would power you up again but I have to wait two hours. XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 21, 2008, 01:42:43 pm
Yeah, I'm probably gonna create lots of small plugins for Blizz-ABS.

EDIT: JESUS CHRIST, THAT GAME LOOKS LIKE PURE AWESOMENESS!
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 21, 2008, 01:45:57 pm
[offtopic]XD I know right?!?! I was like HOLY. I would like to be able to do something like that. And it was all done with events. Thats what makes it even crazier.[\offtopic]
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 21, 2008, 01:47:11 pm
i know, i want it  :haha:

iv seen some res games made but the was the best looking one iv seen by far.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on December 21, 2008, 02:16:39 pm
 :^_^': well!!! and the Mode 7 compatibility its impossible????
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 21, 2008, 02:20:09 pm
Not really. MCGaladtogel actually released an unfinished plugin that makes Blizz-ABS work with his Mode7. Check out the Mode7 thread.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 22, 2008, 11:14:53 am
Well Blizz I gotta ask you again is there a way to configure the script so that it'll only activate the run sequence if the player is moving?

Spoiler: ShowHide
(http://www.fileden.com/files/2006/6/6/52931/runerrror.jpg)


As you can see from my screen. Well I'm not moving but I'm holding the run button and its already got the first frame of the run animation playing. Just curious as to if its possible?

Sorry if this is really big on other monitors. It shows up small on mine.
Title: Re: [XP] Blizz-ABS
Post by: KRoP on December 22, 2008, 12:59:53 pm
2 questions:
Why do I need .NET framework (Microsoft programming, blech) to use this ABS?  Is there any way around this, per say?
Wasn't there going to be a second example game upon the release of 2.0?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 22, 2008, 01:18:33 pm
You don't need .NET framework for the ABS; it's for the config app.
You can config by hand if you wished. (which is what I do)

The 2nd example is in the making.  Blizz is a busy man!!!
Title: Re: [XP] Blizz-ABS
Post by: KRoP on December 22, 2008, 01:27:33 pm
Thanks Aqua.  Glad to hear I don't need the config.

EDIT: I've run into another problem.  Giving an enemy a leader attribute causes a syntax error.  When I go to the script database, I'm directed to Game_Temp.  Has anyone else experienced this problem?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 22, 2008, 04:12:57 pm
Quote from: KRoP on December 22, 2008, 01:27:33 pm
EDIT: I've run into another problem.  Giving an enemy a leader attribute causes a syntax error.  When I go to the script database, I'm directed to Game_Temp.  Has anyone else experienced this problem?


Are you trying to use the rename script? Thats could only possibly be the cause of it. You either don't have something spelled correctly so therefore the script is trying to load a phrase that it doesn't know or something along those lines. Check the enemy setup to make sure but I'll have to test it out because I'm not to sure myself.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 23, 2008, 06:14:26 am
Quote from: KRoP on December 22, 2008, 12:59:53 pm
Why do I need .NET framework (Microsoft programming, blech) to use this ABS?  Is there any way around this, per say?


LOL! As Aqua said, it's just for the config app.

Quote from: KRoP on December 22, 2008, 12:59:53 pm
Wasn't there going to be a second example game upon the release of 2.0?


CoSLAL EXA Edition will come out when I add combos to Blizz-ABS.

Quote from: KRoP on December 22, 2008, 01:27:33 pm
EDIT: I've run into another problem.  Giving an enemy a leader attribute causes a syntax error.  When I go to the script database, I'm directed to Game_Temp.  Has anyone else experienced this problem?


What Makasu said. You should also check if you put in the parts in the right order and if you put all 3 Blizz-ABS parts in different slots.

@Makasu: My bad. I'll remember to fix it so it displays the frames only when moving.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 23, 2008, 03:33:14 pm
Quote from: Juan on December 15, 2008, 07:26:24 am
Try using this script call
$game_system.minimap =
true



just tried it and that call script doesnt work, it has a syntax error
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 23, 2008, 03:34:35 pm
Not "true", but 0, 1 or 2 for off, on and fullscreen respectively.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 23, 2008, 05:04:17 pm
okay, it worked. thanks
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on December 23, 2008, 06:13:49 pm
 :wacko:

My game use Blizz ABS, but i need create a few flying scenes that dont use BLIZZ ABS, my characters need fly in the map, but not fight with others. Exist some way that i can do this?, only for that scenes, i dont know, maybe i can desactivate BLIZZ ABS in that maps to give them possibility for work with mode 7. Im tried so many times and with different ways but i can do it. Somebody can explain, like i say, step by step to do it?

This is the only aplication that i need to keep my game, pleaseeeeee

:'(
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 23, 2008, 06:39:16 pm
Read it in the manual.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on December 23, 2008, 11:48:53 pm
Well i try it, and doesnt work for me... i dont know what to do.... i desactivate blizz abs when the character go to the MODE 7 Map, but doesnt work, i have many error message like this
(http://i204.photobucket.com/albums/bb318/cesarandfriends/crash.jpg)

The compatibility work for someone????

I need help.... my msn is superarte9@hotmail.com (if someone want help me with more details)
:'( :'(

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 24, 2008, 06:46:53 am
Are you using MGCaladtogel's Mode 7? And are you using the additional compatibility plugin for Blizz-ABS?
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on December 24, 2008, 11:02:25 am
Quote from: Blizzard on December 24, 2008, 06:46:53 am
Are you using MGCaladtogel's Mode 7? And are you using the additional compatibility plugin for Blizz-ABS?


Yes.... look at this.....

This is the way that i put the scripts

(http://i204.photobucket.com/albums/bb318/cesarandfriends/1.jpg)

and this is the name of my map

(http://i204.photobucket.com/albums/bb318/cesarandfriends/2.jpg)


My character go to the map and he can arrive to the map, but the map doesnt have the mode7 perspective....

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 24, 2008, 11:16:03 am
Well, I'm sorry, I don't know what the problem is. Your best bet is to contact MGCaladtogel. And tell him that I updated the script a few times until he released the plugin. I might have changed something which he needs to change again. #_#
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 24, 2008, 08:28:24 pm
Now this may come off as me being stupid or not but does setting move routes not work the way it used to if I have an event set up as an enemy? It just seems like they walk randomly until I'm in their range even if I have it set up a certain way. :x
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 24, 2008, 09:27:34 pm
Actually enemies with move routes never go off their route. NAMK already asked me to change that, I just haven't come around to do so yet.

BTW, v2.21 is up. I'm sorry, Makasu, but I haven't made the running/sneaking sprites work right yet. I need to change parts of the sprite extension system anyway and localize the setup at one position in the coding.

EDIT: Lol, v2.21 is my Christmas present for you guys. xD
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 25, 2008, 08:39:45 am
OH okay. And either ways its fine. And Thank you! Yay Blizz. :) Merry Christmas. I'll give you implied sexual favors as a present. ;)

Was that one error number with the config fixed though?

EDIT: Lol I can't access the menu now. XD Or "confirm" things using the keyboard. I don't know whats going on there. But the not being able to hit "confirm" seems to only occur if I use the "cancel" key. But then it just disables my animations and all of that for some odd reason. Like the run animation won't play, the attack will though oddly enough. But everything is is just being blocked for some odd reason...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 25, 2008, 09:48:07 am
Have you tried it on a new game? Have you regenerated a new configuration script?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 25, 2008, 10:25:14 am
Yes Blizz I have. Well I haven't tried it on a new game yet but I have generated a new script using the config.

EDIT: Well I just tried it in a new project and its still the same thing. Something is knocking the whole system out and I'm not sure what is. Its not ABSEAL because the ABS is still running. Enemies still function correctly and attack and all of that good stuff but it just seems to affect the player in general.

I could put together a demo if you're not experiencing the same thing as me to show you exactly what I'm talking about if need be.

And the config error is still there. :(
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on December 25, 2008, 10:36:47 am
blizz, do the allies already have HP display like the enemies. if it doesnt, can it be done. but instead of a green bar can they have a yello or red bar.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 25, 2008, 11:31:06 am
Forgot to say this yesterday, but the thing that's happening to Makasu happened to me too...
Unable to access the menu, the FPS will drop really low for no reason then freeze, etc.
(Switched back to 2.2... lol)

Mmm and the config error that makes all charge and penalty frames have lots of 3s is still here.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 25, 2008, 02:39:52 pm
Maybe I didn't copy the script parts right into the files.

Yes, the 3s are still there because that is the current configuration. You need to reset it.

EDIT: Crap, it's broken. Give me a couple of minutes, I'll put up v2.22.

EDIT: Lol, nvm. The fix is as simple as changing one line. I put up a fixed v2.21. Download it or just replace line 1507 in part 3:

        !charging? && !self.freeze_action && @ai.state == BlizzABS::AI::Idle)


with this one:

        !charging? && !self.freeze_action)
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 25, 2008, 03:19:34 pm
Are you sure you're updating the config? Because I still keep getting that same error. Rawr! And my thingy says its 2.20 still. It generates a 2.21 script but still the same thing is there. Hrmmm?

EDIT: Changing that line worked but the run animation still just won't play altogheter. And for some odd reason _idl just doesn't want to work for me. Lol.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 25, 2008, 04:38:09 pm
I have forgotten to update the version number of the app. Don't worry, everything is fine. Don't forget that you need the edit the frames configuration in order to "repair it". Or just reset it.

Have you turned IDLE_ANIMATIONS on? They work fine for me.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 25, 2008, 05:18:35 pm
Quote from: Blizzard on December 25, 2008, 04:38:09 pm
I have forgotten to update the version number of the app. Don't worry, everything is fine. Don't forget that you need the edit the frames configuration in order to "repair it". Or just reset it.

Have you turned IDLE_ANIMATIONS on? They work fine for me.



I hope so. How do I reset it? As in "reset all to default"?

And yes I have them on and they still don't work. It seems to mix them in with the walking frames. So like when I take a step [[since I don't have them lined up correctly]] the player jumps up a tad bit in his walk cycle. :( and like I was saying the run animation just don't play at all.

EDIT: Okay now the run works fine. I forgot you had to set it to true because its not under Actor animations. But still the idle thing is a no-go.

Even greater is the config won't even let me open or close it! It pulls up that weird error again but listed as something else. :o
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 25, 2008, 06:47:41 pm
(http://img237.imageshack.us/img237/8633/snap404zu1.th.png) (http://img237.imageshack.us/img237/8633/snap404zu1.png)

I mean WTF, man, WTF. Is it not big enough? Should I put in in big bold red letters? Or maybe over the entire screen?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 26, 2008, 09:33:12 am
XD I didn't even know that button was there. Hahaha. I can't seem it on my version. The entire bottom half of the program is cut off. But even doing it like that its still there. I just edit the script using the in game one most of the time. But for setting up ammo and such the config makes it easier.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 26, 2008, 09:38:08 am
You probably have a very low screen resolution. It works fine with 800x600 and higher. =/

Anyway, reseting the configs should reset the animation frames and prevent the weird overflow.
That reminds me... Did I even fix the animation frames overflow? O_o
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 26, 2008, 09:42:43 am
Hrmm maybe thats it. I have a compaq fs7600e 17' Flat-Screen CRT Monitor. Or maybe its my windowblinds theme thats doing it?

Either ways I'll just set back up my weapons again. And what was wrong with the animation flow overflow? They seem to work fine for me once I get rid of all those 3's. Unless its something else I'm unaware of?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 26, 2008, 09:45:54 am
Possibly. My WindowBlinds themes work fine, but I did have a problem with some themes on another computer. Some problems by the GPU, the drivers or both.

I can't remember what the cause of the overflow was. Usually when an "animation frame container" is created, it adds 3, 3, 3, 3 which is the default setting. I think it was that the problems was that I forgot to empty the array first when loading a configuration. I'm sure that I fixed that, though. If I did, the config should work normally.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 26, 2008, 09:52:07 am
Oh and that would be the cause of the error then? If so then I don't know. I can't tell you. Unless you happened to update the config again. I'm still going off of what was released yesterday.

EDIT: I fixed the problem with the _idl animations. I forgot that you had to put them under the animated id's part because I figured that was still for hovering characters. XD I'm such an idiot. :x But in fixing it I've bumped into a new problem. If I press the run key from standing still it won't register it as having Ian_run. It just gives me the error: "Unable to fing Graphics/Characters/_run." when I have all the approriate sprites. or it just happens in general. Even if I'm moving and hit the run key.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 26, 2008, 10:19:36 am
I'll look into it.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 26, 2008, 10:50:34 am
Alrighty. :) Oh and another thing is there a way to control how long each frame last for the idle? I'd kinda want to make a blinking eye effect but it would cycle to fast or maybe make it play after a certain time? I know that may seem like a lot to ask for.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 26, 2008, 02:36:53 pm
No, it's set up like a normal animation or stop animation.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 26, 2008, 02:48:06 pm
Exploding skills' animations show up on the player but do not actually damage him.  They damage everything else like enemies, allies, & objects.

I still have that string damage not showing up like 'Lvl Up'
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 26, 2008, 02:54:56 pm
Look, everything works fine with me. I get it all: Animation, damage sprite, damage, on every battler. You have loads of add-ons in your game, did it ever occur to you that one of them is messing everything up? I bet you have a custom LvUp display.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on December 28, 2008, 05:54:02 pm
I've noticed in BlizzABS, that when you use CCOA's UMS (the window over event mode) with an action button event, the first message window flicks from the top of the screen, to the proper event, every single time.

I tried turning off ABSEAL on the maps and that doesn't do anything either.  I'm wondering if this is an incompatibility with BlizzABS due to a change in event handling or something.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 28, 2008, 06:15:10 pm
Quote from: NAMKCOR on December 28, 2008, 05:54:02 pm
I've noticed in BlizzABS, that when you use CCOA's UMS (the window over event mode) with an action button event, the first message window flicks from the top of the screen, to the proper event, every single time.

I tried turning off ABSEAL on the maps and that doesn't do anything either.  I'm wondering if this is an incompatibility with BlizzABS due to a change in event handling or something.


I've neer used the blizz abs without CCOA's UMS and I never seen that happening, though couldn't hurt to check ;)

EDIT: Nope not happening to me 0.o
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on December 28, 2008, 06:42:01 pm
hmmm....
are you using FIT_WINDOW_TO_TEXT mode?

and have you used the basic evented window settings at all? (hide/show/top/middle/bottom)
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on December 28, 2008, 07:44:35 pm
Quote from: Blizzard on December 21, 2008, 02:20:09 pm
Not really. MCGaladtogel actually released an unfinished plugin that makes Blizz-ABS work with his Mode7. Check out the Mode7 thread.


how can i find him???? somebody have his mail?
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on December 29, 2008, 09:15:47 am
stupid me, I had the UMS below BlizzABS
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 29, 2008, 11:38:44 am
Quote from: NAMKCOR on December 28, 2008, 06:42:01 pm
hmmm....
are you using FIT_WINDOW_TO_TEXT mode?

and have you used the basic evented window settings at all? (hide/show/top/middle/bottom)

Yep

Quotestupid me, I had the UMS below BlizzABS

Ah that's why, lol :haha:
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 29, 2008, 04:11:10 pm
When the player uses a skill on himself, for example, heal, the target animation doesn't play on the player.
The user animation & the skill effect happens.
Tested on a new project :P
Title: Re: [XP] Blizz-ABS
Post by: G_G on December 29, 2008, 04:20:22 pm
anyway to make it where say you shoot a gun and the bullet misses but the bullet lands and when you touch it you get the bullet back. Is there anyway to turn it off?
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on December 29, 2008, 04:36:11 pm
the manual
read it
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 29, 2008, 04:50:34 pm
Spoiler: ShowHide
(http://christiansenryan.googlepages.com/themanual.gif)


I just couldn't resist. :^_^':
Title: Re: [XP] Blizz-ABS
Post by: G_G on December 29, 2008, 06:05:13 pm
I looked a few times in the manual but it doesn't say anything about turning off what I said. I'll try to make it more clear(maybe I'm looking over it)
I am making a game in modern times with guns and knives. The guns consume ammo of course but when that bullet misses its just dropped on the ground giving the player his bullet back to shoot someone again. I don't want this so is there a certain line I can erase or something?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on December 29, 2008, 06:50:58 pm
Quote from: game_guy on December 29, 2008, 06:05:13 pm
I looked a few times in the manual but it doesn't say anything about turning off what I said. I'll try to make it more clear(maybe I'm looking over it)
I am making a game in modern times with guns and knives. The guns consume ammo of course but when that bullet misses its just dropped on the ground giving the player his bullet back to shoot someone again. I don't want this so is there a certain line I can erase or something?


Read the earlier pages I asked the same thing and Blizz gave the code to remove it. Its in this thread just search around for a bit. Like 3-4 pages back.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on December 29, 2008, 09:01:34 pm
yeh blizzard, i download the latest version of the ABS yesterday and when i went to start up my game, i got this error

script Blizz-ABS 2.21 Part 2, line 2841: ArgumentError Occurred
wrong number of arguments(1 of 0)

on line 2841:
          actor.refresh(true)


now when i comment our the catapiller addon in Tons and Map as Battleback (that gets some error to when i comment out the first addon but that's unrelated to this) i get the following error

script Blizz-ABS 2.21 Part 2, line 2841: NoMethodError Occurred
undefined method 'vx' for #<Hud:0x3b7dcb8>

on line 2841:
          if $game_player.screen_x < s.vx + s.vw + 16 &&


this error only shows up when i have the hud enabled in Part 1, i used version 2.2 and i get the same errors, i don't know if i've done something wrong, i use sdk 1.x, the EXP bar script for the ABS and no other script i have can mess with the hud (because the other script or an al bhed script, a mail script, tons, your DDNS and a couple of script that mess with scene_title) and the ony addon i have active is the Scene_Item calling

oh, and i was wondering a couple of things, 1. what's the default speed of a projectile and 2. if i made a projectile sprite that was 3 tiles wide, would it hit enemies on all 3 tiles or would it only hit enemies on the middle tile
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on December 29, 2008, 09:46:32 pm
GAH! this is getting really annoying :(

I want this boss to shoot homing missiles at you constantly until he recharges.
But he either doesn't shoot them, or they go through walls.
I want the player to be able to hide behind the 'walls' (crates and barrels) on the map, and force the boss
to recharge, before they attack.

damnit :(

the boss uses the skill all 5 times like tehy're supposed to, then when I go to attack while it reloads, THEN they go!
I want them to shoot at you even while you're behind a wall, and for the projectiles to do what they normally do and stop at the wall.

*sighs*  I'm not sure what part of the ABS has to be changed, nor am I able to do it :/
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 30, 2008, 08:08:48 am
Quote from: elmangakac on December 28, 2008, 07:44:35 pm
Quote from: Blizzard on December 21, 2008, 02:20:09 pm
Not really. MCGaladtogel actually released an unfinished plugin that makes Blizz-ABS work with his Mode7. Check out the Mode7 thread.


how can i find him???? somebody have his mail?


Try www.rmxp.org.

Quote from: Aqua on December 29, 2008, 04:11:10 pm
When the player uses a skill on himself, for example, heal, the target animation doesn't play on the player.
The user animation & the skill effect happens.
Tested on a new project :P


And how is it supposed to play two animations at once? -_-

Quote from: winkio on December 29, 2008, 04:50:34 pm
(http://christiansenryan.googlepages.com/themanual.gif)

I just couldn't resist. :^_^':


This is too epic to be spoilered. xD

Quote from: Memor-X on December 29, 2008, 09:01:34 pm
yeh blizzard, i download the latest version of the ABS yesterday and when i went to start up my game, i got this error

script Blizz-ABS 2.21 Part 2, line 2841: ArgumentError Occurred
wrong number of arguments(1 of 0)

on line 2841:
          actor.refresh(true)


now when i comment our the catapiller addon in Tons and Map as Battleback (that gets some error to when i comment out the first addon but that's unrelated to this) i get the following error

script Blizz-ABS 2.21 Part 2, line 2841: NoMethodError Occurred
undefined method 'vx' for #<Hud:0x3b7dcb8>

on line 2841:
          if $game_player.screen_x < s.vx + s.vw + 16 &&


this error only shows up when i have the hud enabled in Part 1, i used version 2.2 and i get the same errors, i don't know if i've done something wrong, i use sdk 1.x, the EXP bar script for the ABS and no other script i have can mess with the hud (because the other script or an al bhed script, a mail script, tons, your DDNS and a couple of script that mess with scene_title) and the ony addon i have active is the Scene_Item calling


Either you haven't copy-pasted the script right or your scripts aren't in the right order. http://forum.chaos-project.com/index.php?topic=23.0
Those error seem to be appearing because stuff hasn't been defined which probably means the former.

Quote from: Memor-X on December 29, 2008, 09:01:34 pm
oh, and i was wondering a couple of things, 1. what's the default speed of a projectile and 2. if i made a projectile sprite that was 3 tiles wide, would it hit enemies on all 3 tiles or would it only hit enemies on the middle tile


1. It's 5, but I was going to add a feature where you can define projectile speeds.
2. No, only the middle one would get hit. Projectiles are only 16x16 pixels wide. Tempering with that would cause me to have half the system changed again. Or maybe not... Maybe some of the recent changes I did in the system have created a much easier way to do it... I might add event/projectile size later.

@NAMK: Homing projectiles go through walls. You should check out Map_Projectile#update_projectile for that. Can you be more clear with the rest? I didn't understand you at all. You referred to the boss as 'they' a few times, I'm confused. ._.;
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on December 30, 2008, 08:49:11 am
ok, the boss is stationary.

I have it set so that the boss uses their homing projectile skill 5 times, then reloads for several seconds.
The boss uses the skills (apparently) then starts reloading, without playing the skill animations or firing the projectiles.

I move out (from behind my wall) to attack the boss while it is reloading, only to have the skills THEN activate and pwn me.

I want the skills to activate immediately (so I suppose the enemy needs to see through walls or something) and to stop when they hit a wall.  That way your opening is when the boss is reloading.

They have to be homing skills because the enemy doesn't move at all and there's a nice large empty space around it.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on December 31, 2008, 01:54:16 am
Just downloaded the latest version but I got a problem fighting enemies with a melee weapon.

It isn't really an error, but what happens is the moment you strike an enemy, the enemy will run at you and hit you. Making it where you are almost forced to take damage as you try to fight it. With a ranged weapon, this isn't a problem but enemies used to beable to either stop for a few seconds or get "pushed back slightly" after being hit.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 31, 2008, 07:13:49 am
Dammit. I've been playing the test game for like 5 minutes just to be sure that the enemies are being knocked back and it seemed to be working normally. I just started up and it didn't took me a minute to notice that it's not working right. -_-
I'll put up v2.22 as soon as I can.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on December 31, 2008, 09:07:51 am
is it just me, or do enemies with ranged skills just...well...not want to attack you at all?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on January 01, 2009, 09:35:08 am
Quote from: NAMKCOR on December 31, 2008, 09:07:51 am
is it just me, or do enemies with ranged skills just...well...not want to attack you at all?


It has to be just you. They attack me. Thing is they only do it sometimes. No let me correct that. They attack its just they get really really close to do so. But other than that do you have their attack pattern in the Database set up so they'll use the skill/attack command?
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on January 01, 2009, 09:48:03 am
yes, I do have their stuff set up in the database, give me some credit .-.

I just stand there, perfectly in range of their skill, and they wait to attack me until they're a square and a half in front of me.  this only happens to me, when the enemy's basic attack is a melee attack, even though the skills have 7 block ranges.

If the enemy has a basic attack with a larger range, then they'll attack from a distance. 
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 01, 2009, 12:43:22 pm
Set the skill on a higher priority than the attack in the DB.

Hope that works.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on January 01, 2009, 01:25:57 pm
nonononono
he'll use his skills

he'll just get into melee range to use them
every
single
time.

it's like he doesn't know he has any range at all.

Turning off/on Actions in the enemy AI doesn't do anything either.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 01, 2009, 03:32:32 pm
Yes, I've noticed that too.  I put in a temporary fix by just giving them the same attack range as their largest skill range, but yes, this is a real bug/problem.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on January 01, 2009, 03:47:23 pm
Quote from: winkio on January 01, 2009, 03:32:32 pm
Yes, I've noticed that too.  I put in a temporary fix by just giving them the same attack range as their largest skill range, but yes, this is a real bug/problem.


even that doesn't seem to do too much :/
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 01, 2009, 04:14:26 pm
mine is doing that to, i just havent made enemies with projectiles before but i thought i would try to see if i have the same prob as you and you are correct.

what a shame, i had some cool ideas with projectiles.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on January 01, 2009, 06:10:29 pm
can enemies not use summon skills?
I can't find any details on it in the manual.
Title: Re: [XP] Blizz-ABS
Post by: Tazero on January 01, 2009, 08:19:54 pm
Yeah the manual doesn't give much info on bosses, How to make things happen after enemy death....Ect.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 02, 2009, 08:55:57 am
I noticed that myself in v2.x versions repeatedly already. I just keep forgetting to fix it for good. It's because either the can_execute method isn't executed right or it's not executed at the right times.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on January 02, 2009, 10:31:29 am
ok so I'm not crazy then.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on January 02, 2009, 12:47:25 pm
Oh, there's still a bug with the config application. It seems to have a fettish for adding a bunch of threes. I spent awhile going through all my items, sklls, and enemies, and taking out the 4 extra 3's added into the "animation frames" section. I generated a script, and it ignored the fact that I'd taken out the threes, and put them in the script anyways. And after I saved the configuration, closed the application, and reopened it, all the threes were back in the configuration. This happens for items, skills, enemies, and I think maybe even charge frames (haven't tested those). Not sure if someone else pointed that out, just thought I'd tell ya.

--edit

I'm not sure if I pointed this error out before, but when you kill an enemy, it moves around for a few frames while it fades. it can even attack you during those frames. It's very annoying, as sometimes you're low on health, then defeat the boss, then as it fades away, it kills you.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 03, 2009, 07:22:19 am
I thought I prevented that moving around while dying. ._. Looks like a bug returned...
The problem in the config app was solved, but your configs are corrupt so you probably want to reset them. >.< It happens to both of them, animation frames and charge frames for all four of them, weapons, skills, items and enemies. As I said, I fixed it, but you will have to reset the configs or fix them manually. Or you can just use an older config file if you have an old backup.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on January 03, 2009, 12:26:21 pm
I figured the config would be corrupt. That's why I made a new one with the same settings (as in I opened two instances of the config, and set the controls and other settings the same). I'll try doing that again, maybe I accidentally saved it with the wrong version of the config, XD

-edit, hey I tried editing the script, but I couldn't get what I wanted. When switch two is active, I want it to turn switch 3 on rather than calling a game over when the character dies. I couldn't get any of my edits to work. How would I go about getting that to work?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 03, 2009, 02:43:55 pm
Part 3, line 6108 has the method "setup_gameover". Just mess with it.

EDIT: v2.22 is out. :3

Now the config app features a new save file format (.sbc) for the configuration application, but it can still read the old .cfg format. I will keep this compatibility for some while for convenience. Probably v2.3 or v2.4 won't have it anymore. In case somebody has still the old file format and the current app (in future versions obviously) doesn't support the old format, here is the app v2.22 separately. I will keep it on the server for a while.

http://downloads.chaos-project.com/v2.22%20converter.zip
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 08, 2009, 06:13:22 pm
Blizz, now that I have actually started making custom weapon sprites, I truly appreciate the awesomeness of your new system, so this is just a huge
THANK YOU
For being so awesome with that.  It really adds a lot to my game, and I never really tried doing it custom before, hence why this is so late.  Seriously, if any of you haven't seen what the new animation engine is capable of, you are missing out!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 09, 2009, 06:22:19 am
You're welcome. ^_^ Yes, the improved animation engine plus animation frame capability is awesome. I won't have to improve the graphics in CoSLAL EXA a lot, but I'll still be able to get way better animations by just using the animation frames. :D
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on January 10, 2009, 11:30:45 pm
I got a problem with the enemy_recover_all command. I use the one in the latest version that is used the way the manual says and yet it isn't working anymore. Any enemy/boss that loses it's health with that code doesn't refill itself but rather instead dies. Is this something in the script or am I putting it in the wrong order? I have transformation go first and recover all go second. I even use a switch and it still isn't working. Even when it says "@SELF".
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 11, 2009, 05:44:39 am
Using @SELF is pretty much the only way. When I put an enemy_transform and enemy_recover in an enemy event it works fine. Even this here to prevent a second transformation and healing is no problem:

Code: event code
if switch X off:
  script: enemy_transform(@SELF, new_id)
  script: enemy_recover(@SELF)
  turn switch X: on
end
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on January 11, 2009, 12:08:57 pm
On previous scripts I had it like this.

Transform switch
$BlizzABS.enemy_transform(@SELF, 27)
$BlizzABS.enemy_recover_all(@SELF)

I put in the whole code and it still don't work anymore. I also did it like you said by putting the codes first and switch last and nothing worked. I think there might be something in the script that won't execute it right. Enemy_recover_all is not working like it used to and I think it was working well with version 2.15. I never did it with version 2.2 through 2.22 until I got 2.22 and I noticed that the code in script 2 is different for enemy_recover_all.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 11, 2009, 12:32:59 pm
I'll look into it then.
Title: Re: [XP] Blizz-ABS
Post by: Reno-s--Joker on January 12, 2009, 10:59:55 pm
Hey um... not sure if you're already aware of this but by when assigning hot key slots to a particular character you can use the cycle through characters button (default 'O') to assign another character's skills to that character. When you try to use the skill, nothing happens. Which is good - because you shouldn't be able to use someone else's skills but it's bad that it was there in the first place... D:

I have downloaded version 2.22 of the script.
... is this supposed to happen?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 12, 2009, 11:02:39 pm
I don't see why it /shouldn't/ happen... lol

If Char A & Char B share some skills and Char A has a biiiiiiig skill list, but Char B only has 3, then it is easier to go to Char B's skill list to set Char A's hotkey to those 3 shared skills.

I hope that made sense... o.o
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 12, 2009, 11:07:24 pm
Actually, it shouldn't happen.  Each character should have their own hotkey bar, and you should not be able to mix them.  Good catch on that, I'm sure Blizz will fix it.
Title: Re: [XP] Blizz-ABS
Post by: Reno-s--Joker on January 12, 2009, 11:09:53 pm
@Aqua:
Whoops - I should've mentioned that they are unshared skills. Which is probably why you are unable to use them during battle.
What seems to happen is for example, A has Heal and nothing else, B has Cross Cut and nothing else. While I'm setting hotkeys for A, I can assign Heal to 1. Then I press O to cycle through the characters and I can assign Cross Cut to A's 2. But A doesn't know Cross Cut - so when I try to use it in battle, nothing happens.
I kinda hope I'm not being retarded, but then I hope I am. This ABS is WIN. <3
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 13, 2009, 05:03:53 am
Do you mean in the Hotkey Assignment scene? Actually each character has his own set of hotkey skills so it's not possible to assign the skills of another character. But I didn't check the scene thoroughly when I changed it to work that way the last time. I'll look into it.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 13, 2009, 10:28:10 am
blizz i have a problem with running sprites. when i move when running it keeps switching from one sprite to the other. e.g. normal sprite idle pose to running sprite.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 13, 2009, 10:35:47 am
That's actually how it's supposed to be. It was a bug that the running sprite would be shown as soon as you hold the running button even without moving.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 13, 2009, 11:06:59 am
yeah but it still keeps flicking to that pose when moveing, it looks like my hero is having a fit or something
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 13, 2009, 11:17:55 am
I see... I'll look into it. I think I know how to fix this.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 13, 2009, 02:14:26 pm
ok, thanks.

iv also got to say this blizz. the summon system is brilliant. thank you so much for that system.
Title: Re: [XP] Blizz-ABS
Post by: Calintz on January 13, 2009, 03:08:26 pm
I do believe I am going to take a look at this BS =)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 14, 2009, 09:44:47 am
No problem, Shadon. :)I planned it ever since I decided to add ally AI which is pretty much since right after I started working on it, lol!
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 19, 2009, 12:44:33 pm
has the running sprite thing been fixed yet.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 19, 2009, 12:46:33 pm
If Blizz updates, he'd put it here and in the Version History of the Manual.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 19, 2009, 12:50:18 pm
i know but i thought i should ask any way.

Title: Re: [XP] Blizz-ABS
Post by: G_G on January 19, 2009, 06:26:42 pm
I have a few questions.

1) Is it possible to make like a Force Push skill. You use it and it launches the enemy backwards more than one square.

2) Is it possible to implement a double jump feature that way you could jump even farther. Like off of Lego Star wars

3) Is it possible to change the jump height but only for certain actors.

4) Is it possible to make like a force choke skill? You start choking the enemy and it holds him in place and it drains his hp and your mana as long as a certain button is being held.

Number 4 and 3 aren't that important as the first two. Please help someone
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 20, 2009, 08:55:37 am
1. You need a little plugin that alters the assignement of the @attacked attribute in the Map_Battler class.

2. No. A double jump is generally not possible without changing a lot of RMXP's default movement system scripts. It's not really impossible, it's jsut incompatible as hell, even with the RTP scripts and escpecially with the square-movement or pixel movement even though it would work better with pixel movement.

3. This isn't ABS related.

4. Yes, but I will no implement it. It's a too specific feature which can mainly be made by using a status effect that freezes the enemy for a specific amount of seconds and a penalty time for the skill. But the "choking" wouldn't stop on button release, but it would be of fixed length.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 20, 2009, 10:03:22 am
blizz im want to make a small tut in my game but i dont know how to make it so it knows when you have done the action needed. e.g. so it know you have pressed the attack key as been pressed or the defend key and the show minimap key etc.

so i was wondering if you could make a small document or some thing with all the different commands that can be checked.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 20, 2009, 10:05:38 am
That's already in the manual.

Section about Utilities, I think
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 20, 2009, 05:25:57 pm
Blizzard number 3 is related to the ABS. In the Script Part 1 where how many tiles can you jump.
JUMPING = 2

Isn't this how you change how high you jump?

I wanted it to be different for certain actors.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 20, 2009, 05:33:03 pm
Quote from: Aqua on January 20, 2009, 10:05:38 am
That's already in the manual.

Section about Utilities, I think


ah so it is, sorry about that.

thanks Aqua

edit

i seem to be having some trouble.

could you give me a little example of how to check if a button is pressed. i keep getting an error so i just need to check if its me
doin something wrong and not an error in the script.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on January 20, 2009, 06:43:43 pm
Quote from: game_guy on January 20, 2009, 05:25:57 pm
Blizzard number 3 is related to the ABS. In the Script Part 1 where how many tiles can you jump.
JUMPING = 2

Isn't this how you change how high you jump?

I wanted it to be different for certain actors.
I think you're using the wrong words. It's not how high you jump, it's how far you jump.

And that's really all I have to say...Nothing else. My apologies. Let's leave the questions to the experts. Go, Blizz-ABS Support Station, away! (By the way, your salary's off this month)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 21, 2009, 08:41:29 am
Quote from: game_guy on January 20, 2009, 05:25:57 pm
Blizzard number 3 is related to the ABS. In the Script Part 1 where how many tiles can you jump.
JUMPING = 2

Isn't this how you change how high you jump?

I wanted it to be different for certain actors.


As SRK said, since when is range the same as height?

(http://img155.imageshack.us/img155/5861/snap474pi5.th.png) (http://img155.imageshack.us/img155/5861/snap474pi5.png)

Quote from: Shadonking on January 20, 2009, 05:33:03 pm
could you give me a little example of how to check if a button is pressed. i keep getting an error so i just need to check if its me
doin something wrong and not an error in the script.


Input.trigger?(Input::Key['X'])


This was actually answered a few pages before.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 21, 2009, 08:46:23 am
thanks blizz it was me that was doing it wrong (i know im not shocked ether :P )

edit

new question, iv checked through the manual like 30 times and i cant seem to find away around this.

so what i need is a way to turn on ABSEAL without using enemys and i have disable abseal on the 3rd option.

i know there must be a way its just i cant spot it.

i tried doing call scripts useing these when they were needed

$game_system.attack_button = true
$game_system.defend_button = true
$game_system.skill_button = true
$game_system.item_button = true

but i couldent get them to work

so any suggestion
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 21, 2009, 06:20:45 pm
Sorry I got them mixed up. So is it possible to have different ranges for certain actors than?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 21, 2009, 06:39:47 pm
Not without scripting.
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 21, 2009, 06:50:42 pm
So it is possible. Well sorry for being dumb. I'm not calling you dumb I'm calling me dumb for not asking the right question.  :stupid:

Could you tell me how to increase or decrease the range of the jump but only for certain actors? Please help.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 22, 2009, 06:21:33 am
Quote from: Shadonking on January 21, 2009, 08:46:23 am
new question, iv checked through the manual like 30 times and i cant seem to find away around this.

so what i need is a way to turn on ABSEAL without using enemys and i have disable abseal on the 3rd option.

i know there must be a way its just i cant spot it.

i tried doing call scripts useing these when they were needed

$game_system.attack_button = true
$game_system.defend_button = true
$game_system.skill_button = true
$game_system.item_button = true

but i couldent get them to work

so any suggestion
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 22, 2009, 07:28:27 am
You want to force press keys, right? I'm not sure if FTS has finished his Keystroke Simulator compatiblity with Blizz-ABS yet, but you can always use forced actions and turn on/off HUD elements per script. Most calls are explained in 3.2. (i.e. $game_system.hud = true/false).

If you tell me all the functions you want to simulate, I can give you more directions on how to do it.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 22, 2009, 10:03:29 am
ok what im doin is a step by step tut for the player of the game of certion controlles, these are attack, defend, skill and item and iv set it up so when you press the right key it will go into the next part of the tut but no action is made when the button is pressed (becuase abseal is turned off) and it doesnt look right. so i need it to look like he is attacking and defending and to beable to use a item that has been hotkeyed without making enemyies.

i hope that made sense
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 22, 2009, 10:14:12 am
Why not disable ABSEAL in that map?
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 22, 2009, 10:34:02 am
iv set my game up so when the abseal (or what ever it is) is active so you can attack enemyies (when there in range) battle music is played so if i did that the battle music will keep playing in that village.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 22, 2009, 10:50:14 am
Then disable the switch that keep the common event running in that map as well. xD
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 22, 2009, 11:11:49 am
I was just looking at that, then i remembered you said something about it turning on when the enemy perceives the actor and i forgot to change it to that but i cant find how to check if the enemy perceives the actor.

this would also solve the problem and be a better way to do battle music.

what is the script command that needs to be checked for this

edit

just read through the manual is this the correct script check

$BlizzABS.enemy_can_perceive?(TROOP, ACTORS, PARTY)

edit

woohoo iv done it. iv set it up to the above and it worked so i can just put disable abseal as never. thanks for the help.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 24, 2009, 09:36:14 am
now how do you transform an enemy when he dies becuase iv been putting this in

$BlizzABS.enemy_transform(@SELF, 39)
$BlizzABS.enemy_recover_all(@SELF)

and it doesnt do anything, am i missing anything.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on January 24, 2009, 01:35:03 pm
Quote from: Shadonking on January 24, 2009, 09:36:14 am
now how do you transform an enemy when he dies becuase iv been putting this in

$BlizzABS.enemy_transform(@SELF, 39)
$BlizzABS.enemy_recover_all(@SELF)

and it doesnt do anything, am i missing anything.



Blizz said he will look into it himself, I had the same problem too and mentioned it somewhere in here.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 24, 2009, 01:39:00 pm
i see, well it looks like i'll have to wait.

thanks sin86 for the info
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 24, 2009, 01:54:00 pm
Mmm... seems like "enemy_recover_all" isn't working, but "enemy_transform" is.

Oops that was a lie :P

They both work; however, Blizz-ABS registers the enemy as dead before the recover can take effect.  Soooo... the monster dies XD
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 24, 2009, 02:05:35 pm
so how are you soppose to use them for when an enemy dies  :???:
Title: Re: [XP] Blizz-ABS
Post by: lplara on January 24, 2009, 10:43:27 pm
Looks like I got a problem. The ABS seems to change the way tileset events appear on the map, at least on my project.

Editor:
(http://i44.tinypic.com/or13x4.jpg)

Without Blizz-ABS:
(http://i40.tinypic.com/29x6l28.jpg)


With Blizz-ABS:
(http://i42.tinypic.com/2le1fs9.jpg)

Any way to fix this?  :huh:
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 24, 2009, 10:46:05 pm
O.o why are you using events for a roof?

And do you have the latest version and scripts in the right order?
http://forum.chaos-project.com/index.php?topic=23.0 (http://forum.chaos-project.com/index.php?topic=23.0)
Title: Re: [XP] Blizz-ABS
Post by: lplara on January 24, 2009, 11:01:28 pm
Quote from: Aqua on January 24, 2009, 10:46:05 pm
O.o why are you using events for a roof?

And do you have the latest version and scripts in the right order?
http://forum.chaos-project.com/index.php?topic=23.0 (http://forum.chaos-project.com/index.php?topic=23.0)


Oh I need the player to go behind the house in order to go to the bridge, but only for this specific house, so I'm using events with the "Through" option.  :haha:

But yes, latest version and in the right order.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 24, 2009, 11:07:36 pm
Why not just use the tileset?

You can just add a 2nd roofing to the tileset graphic if you need one to be passable and the other not.
Title: Re: [XP] Blizz-ABS
Post by: lplara on January 24, 2009, 11:29:13 pm
Quote from: Aqua on January 24, 2009, 11:07:36 pm
Why not just use the tileset?

You can just add a 2nd roofing to the tileset graphic if you need one to be passable and the other not.


Yes, I could do that. But the problem happens with all tileset events in the project. The house is just an example. If I need to use the event layer as a 4th tileset layer, the graphics are messed up. So even if I find a way to not use events in that case, I would still need a solution.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 24, 2009, 11:29:37 pm
actually, i've had this error too, and forgot to mention it.  Tile-Events are very useful in-game, Aqua, especially for puzzle's and checkpoints.  Blizz, you should look into this...
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 24, 2009, 11:34:05 pm
Yeah, I use them too; was just wondering why lp uses events.

Hrrrm... just checked my maps...
Seems to me like the tile-events that are parallel process aren't affect, but the ones that are action and have no coding are.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 25, 2009, 06:50:25 am
v2.23 is up. I fixed the @SELF error and another issue.

@lplara: I think I messed up when I changed the sprite display system. I'll be sure to fix it in the next version. You should refrain from using tileset events if anyhow possible, though. They create quite some lag.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on January 25, 2009, 07:15:30 pm
Oh yah, I forgot to mention that bug too  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 26, 2009, 02:06:14 am
Is there anyway to make this compatible with Aleworks Enter Hero Name?

I had a really cool neat idea I wanted to try out but I needed this to be compatible with this script.
Here it is if anyone could do anything.

Spoiler: ShowHide
#=============================================================================
# *** Aleworks Write Lite Add On 1 XP(AWL Add On 1 XP)
#=============================================================================
# Created by Aleworks
# Version: 1.00
# Last Modification: 30/09/2007 (day/month/year)
#=============================================================================
#==== Description ====
# This script allows the player to enter the hero name in the scene name using
# the keyboard.
#=============================================================================
#==== Requeriments ====
# * Aleworks Write Lite(AWL)
#   - Version: 1.10 or superior
# * RPG Maker XP
#=============================================================================

#=============================================================================
# ** Class Scene_Name
#=============================================================================
class Scene_Name
  #---------------------------------------------------------------------------
  # * Main
  #---------------------------------------------------------------------------
  def main
    @actor = $game_actors[$game_temp.name_actor_id]
    @window_acharacter = Window_ACharacter.new(@actor)
    @window_alayout = Window_ALayout.new
    @window_awrite = Window_AWrite.new(@window_acharacter.width + 16, 245,
      608 - @window_acharacter.width, 64)
    @window_awrite.write.write(@actor.name)
    @window_awrite.write.max_length = $game_temp.name_max_char
    @window_awrite.write.forbidden_chr << '       '
    @window_aname = Window_AName.new(@window_acharacter.width)
    Graphics.transition
    while $scene == self
      Graphics.update
      Input.update
      update
    end
    Graphics.freeze
    @window_acharacter.dispose
    @window_awrite.dispose
    @window_alayout.dispose
    @window_aname.dispose
  end
  #---------------------------------------------------------------------------
  # * Update
  #---------------------------------------------------------------------------
  def update
    @window_alayout.update
    @window_awrite.update
    if Input.trigger?(Keys::ESCAPE)
      $game_system.se_play($data_system.buzzer_se)
      @window_awrite.write.write(@actor.name)
    elsif Input.trigger?(Keys::RETURN)
      if @window_awrite.write.pwrited == ''
        $game_system.se_play($data_system.buzzer_se)
      else
        $game_system.se_play($data_system.decision_se)
        @actor.name = @window_awrite.write.pwrited
        $scene = Scene_Map.new
      end
    end
  end
end

#=============================================================================
# ** Class Window_AName
#=============================================================================
class Window_AName < Window_Base
  #---------------------------------------------------------------------------
  # * Initialize
  #---------------------------------------------------------------------------
  def initialize(w, txt = 'Enter Hero Name')
    super(w + 16, 181, 608 - w, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.color = system_color
    self.contents.font.bold = true
    self.contents.draw_text(0, 0, nil, 32, txt, 1)
  end
end

#=============================================================================
# ** Class Window_ACharacter
#=============================================================================
class Window_ACharacter < Window_Base
  #---------------------------------------------------------------------------
  # * Initialize
  #---------------------------------------------------------------------------
  def initialize(actor)
    actor = RPG::Cache.character(actor.character_name, 0)
    rect = Rect.new(0, 0, actor.width / 4, actor.height / 4)
    super(16, 212 - rect.height / 2, rect.width + 64, rect.height + 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.blt(16, 16, actor, rect)
    actor.dispose
  end
end
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 26, 2009, 10:06:44 am
im getting an error on line 1989 on part 3 and its something like underfined method weapon_id.

it happens when i attack
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 26, 2009, 11:14:04 am
I'll take a look at it. Does it only happen with v2.23?
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 26, 2009, 11:38:10 am
Quote from: game_guy on January 26, 2009, 02:06:14 am
Is there anyway to make this compatible with Aleworks Enter Hero Name?

I had a really cool neat idea I wanted to try out but I needed this to be compatible with this script.
Here it is if anyone could do anything.

Spoiler: ShowHide
#=============================================================================
# *** Aleworks Write Lite Add On 1 XP(AWL Add On 1 XP)
#=============================================================================
# Created by Aleworks
# Version: 1.00
# Last Modification: 30/09/2007 (day/month/year)
#=============================================================================
#==== Description ====
# This script allows the player to enter the hero name in the scene name using
# the keyboard.
#=============================================================================
#==== Requeriments ====
# * Aleworks Write Lite(AWL)
#   - Version: 1.10 or superior
# * RPG Maker XP
#=============================================================================

#=============================================================================
# ** Class Scene_Name
#=============================================================================
class Scene_Name
  #---------------------------------------------------------------------------
  # * Main
  #---------------------------------------------------------------------------
  def main
    @actor = $game_actors[$game_temp.name_actor_id]
    @window_acharacter = Window_ACharacter.new(@actor)
    @window_alayout = Window_ALayout.new
    @window_awrite = Window_AWrite.new(@window_acharacter.width + 16, 245,
      608 - @window_acharacter.width, 64)
    @window_awrite.write.write(@actor.name)
    @window_awrite.write.max_length = $game_temp.name_max_char
    @window_awrite.write.forbidden_chr << '       '
    @window_aname = Window_AName.new(@window_acharacter.width)
    Graphics.transition
    while $scene == self
      Graphics.update
      Input.update
      update
    end
    Graphics.freeze
    @window_acharacter.dispose
    @window_awrite.dispose
    @window_alayout.dispose
    @window_aname.dispose
  end
  #---------------------------------------------------------------------------
  # * Update
  #---------------------------------------------------------------------------
  def update
    @window_alayout.update
    @window_awrite.update
    if Input.trigger?(Keys::ESCAPE)
      $game_system.se_play($data_system.buzzer_se)
      @window_awrite.write.write(@actor.name)
    elsif Input.trigger?(Keys::RETURN)
      if @window_awrite.write.pwrited == ''
        $game_system.se_play($data_system.buzzer_se)
      else
        $game_system.se_play($data_system.decision_se)
        @actor.name = @window_awrite.write.pwrited
        $scene = Scene_Map.new
      end
    end
  end
end

#=============================================================================
# ** Class Window_AName
#=============================================================================
class Window_AName < Window_Base
  #---------------------------------------------------------------------------
  # * Initialize
  #---------------------------------------------------------------------------
  def initialize(w, txt = 'Enter Hero Name')
    super(w + 16, 181, 608 - w, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.color = system_color
    self.contents.font.bold = true
    self.contents.draw_text(0, 0, nil, 32, txt, 1)
  end
end

#=============================================================================
# ** Class Window_ACharacter
#=============================================================================
class Window_ACharacter < Window_Base
  #---------------------------------------------------------------------------
  # * Initialize
  #---------------------------------------------------------------------------
  def initialize(actor)
    actor = RPG::Cache.character(actor.character_name, 0)
    rect = Rect.new(0, 0, actor.width / 4, actor.height / 4)
    super(16, 212 - rect.height / 2, rect.width + 64, rect.height + 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.blt(16, 16, actor, rect)
    actor.dispose
  end
end



Please can someone help or at least tell me if its not possible.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 26, 2009, 11:58:38 am
Quote from: Blizzard on January 26, 2009, 11:14:04 am
I'll take a look at it. Does it only happen with v2.23?

yeah only v2.23
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 26, 2009, 12:29:46 pm
Then I know what's wrong. I had to fix something and I most probably copy-pasted some code wrong. -_- I'll put up a fixed version, give me a few moments.

EDIT: There it is. The fix is simple, just change line 1989 to this here:

limit = BlizzABS::Weapons.frames(@battler.weapon_id).sum


There were in fact two typos. xD
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 26, 2009, 12:32:17 pm
ok, take your time, im playing your new game Star G :haha:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 26, 2009, 12:39:32 pm
Don't worry, it's up already. As I said, the fix was simple. I also put up a Star G. version that has the fixed v2.23. xD.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 26, 2009, 02:14:51 pm
ok just updated your script but now the enemy transforms and then dies anyway even if you use the recovery.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 26, 2009, 02:48:57 pm
Yeah, that error was reported already in an earlier version. I'm not sure why, I'll look into it later.
Title: Re: [XP] Blizz-ABS
Post by: Daxisheart on January 30, 2009, 04:26:21 pm
For some reason, I feel like this has been noted already...

I'm tyring to do a simple thing: you talk to a NPC person, the person gets mad, turns into an enemy and attacks you. Do you have any help or idea how to do that?

I'm actually pretty mollified to find out that Blizz ABS doesn't have the option for comments, like almost all other ABS I know(mostly Mr. Mo's types). If it's possible, can you show me how, and if it's not, can you implant it into future versions?
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on January 30, 2009, 04:40:56 pm
I can't help with the second part but yeah it was asked before, it's actually pretty easy. For an event to be an enemy in the blizz abs it's name has to be something like '\e[ENEMY_ID]' so ENEMY_ID is like 1 orsomething but you probably already knew that. So first you need to have the event's name something like, weell anything as long it's not classed as an enemy (\e[1]) So Let's call it NPC. Then just make an event like this one;

@>Show Choices: Hit him, Compliment or whatever
: When [Hit him]
  @>Text: YOU F*CKING LITTLE B*ST*RD SH!T FACE
        : SON OF A B!TCH!
  @>Script: $game_map.rename_event(3, "\e[1]")
  @>Control Self Switch: A =ON
  @>
: When [Compliment or whatever]
  @>Text: Thank you :)
  @>
: Branch End
@>


So adjust  it to your liking. Change the text etc,. Then replace the 3 with the event number, which you can see in the top left corner when an event is open and change the 1 in \e[1] to the id of the enemy in the database.

Hope I helped :)
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on January 30, 2009, 05:43:54 pm
Quote from: Hellfire Dragon on January 30, 2009, 04:40:56 pm
I can't help with the second part but yeah it was asked before, it's actually pretty easy. For an event to be an enemy in the blizz abs it's name has to be something like '\e[ENEMY_ID]' so ENEMY_ID is like 1 orsomething but you probably already knew that. So first you need to have the event's name something like, weell anything as long it's not classed as an enemy (\e[1]) So Let's call it NPC. Then just make an event like this one;

@>Show Choices: Hit him, Compliment or whatever
: When [Hit him]
  @>Text: YOU F*CKING LITTLE B*ST*RD SH!T FACE
        : SON OF A B!TCH!
  @>Script: $game_map.rename_event(3, "\e[1]")
  @>Control Self Switch: A =ON
  @>
: When [Compliment or whatever]
  @>Text: Thank you :)
  @>
: Branch End
@>


So adjust  it to your liking. Change the text etc,. Then replace the 3 with the event number, which you can see in the top left corner when an event is open and change the 1 in \e[1] to the id of the enemy in the database.

Hope I helped :)


LMAO, i like the message in it.
Title: Re: [XP] Blizz-ABS
Post by: Daxisheart on January 30, 2009, 06:37:47 pm
Thanks, I'm really focusing on database, script collecting, and ABS configuration so I more or less skimmed over these coded parts... Although stuff like comments would be easier :shifty:
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 30, 2009, 07:53:46 pm
comments would be "easier" true, but also laggier.  Blizz already went over this before, but believe me, every choice he made in his code he made for a good reason :)

Also, read the manual.  Tons of good stuff in there :)
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 31, 2009, 09:23:36 pm
Well I don't know if anyone could do this. It'd be really helpful and I needed it before I release my demo of my game.

I needed a force push that knocksback the enemy more than one square.

And maybe a force choke. <= This one isn't as necessary as the first one but would still be cool.)

Please anyone who can help would be great.

EDIT:
I have a problem. Exactly what do I need on to see the weapon sprites. I have Chewbacca's crossbow setup but it won't show the projectile. I have the right icon, I have Actor Action Sprites = true, ACtor Weapon Sprites = true. The right weapon is equipped. I have teh right sprites. What am I missing?


I fixed it it I forgot to mark the weapon as bow.

I have another problem still. The AI System isn't calulating his range when he has the weapon BOW. He had a gun but keeps going close to them. Also he had a sword and it worked fine.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 01, 2009, 01:52:27 pm
I am aware of the range problem. He does calculate the range right, but rather than keeping distance from which he can still hit the player, the enemy moves toward the player.
I'll fix that probably in the next release.
Title: Re: [XP] Blizz-ABS
Post by: Daxisheart on February 02, 2009, 05:05:01 pm
I've got a problem. When a character casts a basic direct skill on himself, like cure with a "magic skill" animation on himself and a "hp heal animation 1", it should be that both animations appeared. But only "hp heal 1 " animation appears. When I cast it on another character, both animations appear, one on the caster, one on the target. Any help?

EDIT: Oh shit! I just remembered that only one animation can appear on a character at a time! Damn, that's pretty crappy. Is there some config to fix this?
Title: Re: [XP] Blizz-ABS
Post by: Landith on February 02, 2009, 05:08:17 pm
I think it's built into the RMXP System so I doubt it.
But... You could have separate skill sprites and have it appear to be animating.

But... I could be completely wrong and you could just change a line. I'm not too sure...
Title: Re: [XP] Blizz-ABS
Post by: G_G on February 03, 2009, 12:44:11 am
I need a request.
Could someone tell me if its possible to make non-moving enemies that shoot at you when you are in range? If it is possible could someone tell me how please.
Title: Re: [XP] Blizz-ABS
Post by: Calintz on February 03, 2009, 12:46:53 am
I don't know much about his script, but that seems EXTREMELY possible...I know it can be done without using his script, so I'm damn near positive that you can do it with his script...
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 03, 2009, 02:14:00 am
im gonna have to go with

READ THE GODDAM MANUAL

on this one.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 03, 2009, 07:09:28 am
Quote from: winkio on February 03, 2009, 02:14:00 am
im gonna have to go with

READ THE GODDAM MANUAL

on this one.


<3 <3 <3

Quote from: game_guy on February 03, 2009, 12:44:11 am
I need a request.
Could someone tell me if its possible to make non-moving enemies that shoot at you when you are in range? If it is possible could someone tell me how please.


Use \move in its name and it won't be able to move. A good idea would be a custom view/hear range for that enemy. Or a custom moving route that makes the enemy face the player all the time. Maybe custom delay time as well.

That's it.
Title: Re: [XP] Blizz-ABS
Post by: G_G on February 03, 2009, 05:38:18 pm
Thanks guys I feel really retarded now. I know I saw it somewhere in the manual I just dont remember. I know its possible to make it without the script but everytime I tried custom movement routes the enym still moved.

Anyways I am using it for turrets in my game that shoots double lasers.
Title: Re: [XP] Blizz-ABS
Post by: shdwlink1993 on February 05, 2009, 12:32:58 am
Blizz, I think I found a small bug in Blizz-ABS. :o

On line 2316 (or thereabouts), part 2, it says to change the enemy battler's hp. This is in 'enemy_change_sp'. Changing the enemy's hp does change the hp like advertised, so I think change_sp is supposed to change the sp and not the hp. ;)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 05, 2009, 06:27:32 am
It's probable that I messed up there. I repeatedly keep messing up that part. xD
Title: Re: [XP] Blizz-ABS
Post by: goth1sniper on February 07, 2009, 12:48:52 pm
 :'(
Title: Re: [XP] Blizz-ABS
Post by: G_G on February 07, 2009, 07:52:25 pm
This is extremely wierd. I have a parallel process setup and when BABS is installed the parallel process isnt working. When I take it out it works just fine.

nevermind the parallel process isnt starting at all

Re-Edit its not working when babs is in it
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 08, 2009, 08:37:40 am
It's not a problem with Blizz-ABS. Parallel processes work just fine in Star G. Do you have multiple parallel processes? Are their conditions set properly? Have you tried using a message window display so you definitely know that the parallel process is being processed? Maybe it's the parallel process itself that isn't set up right.
Title: Re: [XP] Blizz-ABS
Post by: G_G on February 08, 2009, 09:44:06 pm
This what I have. I had an autorun event that set some pictures and variables up. Then I turned Self Switch A on at the end of the Autorun event. The next page has the parallel process and Self Switch A is checked and yes a message is in there but its not working. Then I took the parallel process page that came after the autorun page and put it in a new event and it worked just fine.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 09, 2009, 04:01:39 am
Are you deleting the event with the autorun by any chance?
Title: Re: [XP] Blizz-ABS
Post by: Tazero on February 09, 2009, 06:55:03 am
I'm having problems with sprite control.....
it keeps asking for Arianna-02 Weapon-002
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on February 09, 2009, 07:15:32 am
If I have a parallel process and I can't see the events (spirits) it involves, the parallel process doesn't run.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 09, 2009, 07:38:46 am
Quote from: MetaKnight on February 09, 2009, 06:55:03 am
I'm having problems with sprite control.....
it keeps asking for Arianna-02 Weapon-002


Obviously the script is trying to display the weapon sprite of the weapon with icon Weapon-002 for the sprite Arianna-02. If you have read the manual, you would know that.

Quote from: Kagutsuchi on February 09, 2009, 07:15:32 am
If I have a parallel process and I can't see the events (spirits) it involves, the parallel process doesn't run.


The "Autokill" option prevents update of events without sprites. If you have read the manual, you would know that.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on February 09, 2009, 10:05:57 am
Quote from: Kagutsuchi on February 09, 2009, 07:15:32 am
If I have a parallel process and I can't see the events (spirits) it involves, the parallel process doesn't run.


*sprites*
Title: Re: [XP] Blizz-ABS
Post by: SowS on February 10, 2009, 03:20:03 am
Is there a way to use a custom animation for characters when wielding weapons instead of just placing a weapon image?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 10, 2009, 03:54:12 am
I'm not sure what you are talking about. Blizz-ABS has a sprite animation system and supports normal animations.
Title: Re: [XP] Blizz-ABS
Post by: G_G on February 10, 2009, 11:53:11 pm
Hey blizz one question. Just wondering when you plan on fixing where the allies calculate the range of where they can attack and how safe distance they stay away.

Like Han Solo has a range of 15 but goes up to the enemy instead of shooting from afar.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 11, 2009, 03:37:12 am
What a pointless question, of course I do.
Title: Re: [XP] Blizz-ABS
Post by: ALiCES_EMOTiON on February 11, 2009, 05:19:01 am
I have been looking but for some reason can't seem to figure out how to do something with Blizz-ABS. I want to make it so that after a certain amount of enemy kills it triggers and event. For example:

I am on Map 1. I need to kill all the monsters on Map 1, in order for the event with the command for transferring me to Map 2 to initiate. Much like games where you have to kill allt he enemies on the screen to progress to the next screen. Is anyone able to tell me how I can do this? Thanks :)
Title: Re: [XP] Blizz-ABS
Post by: Reno-s--Joker on February 11, 2009, 05:49:32 am
Hey ^-^
I found this in the user manual (3.2.1. How many Battlers are left on the Map?). I hope it works for you! :D
Make a conditional branch with this script as the condition:

$game_map.battlers_type(Map_Enemy).size == 0

And do whatever you want to unlock the next screen progression.

EDIT:
This is what you should put in a parallel process event (>.< I'm usually not very clear):

@>Conditional Branch: Script: $game_map.battlers_type(Map_Enemy).size == 0
  @>Control Switches: [0002: The switch indicating that you can progrss to map 2] = ON
  @>
: Else
  @>
: Branch End
@>


Welcome to the forum, btw. :P
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on February 11, 2009, 06:01:36 am
Quote from: ALiCES_EMOTiON on February 11, 2009, 05:19:01 am
I have been looking but for some reason can't seem to figure out how to do something with Blizz-ABS. I want to make it so that after a certain amount of enemy kills it triggers and event. For example:

I am on Map 1. I need to kill all the monsters on Map 1, in order for the event with the command for transferring me to Map 2 to initiate. Much like games where you have to kill allt he enemies on the screen to progress to the next screen. Is anyone able to tell me how I can do this? Thanks :)

If you create any events in the enemy and have it on action button, the event will automatically trigger when you kill the enemy. You can add a transfer player, or use switches and/or variables.
Title: Re: [XP] Blizz-ABS
Post by: ALiCES_EMOTiON on February 11, 2009, 06:40:04 am
Thanks guys, I will give it a go. Also just quickly, are you able to constantly shoot projectiles just by holding down a button, rather than rapidly pressing it? Is this possible?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 11, 2009, 09:12:31 am
I did an small edit in the example game Star G. to allow that. You should check it out. Of course you can use that small mod.
Title: Re: [XP] Blizz-ABS
Post by: ALiCES_EMOTiON on February 11, 2009, 10:19:09 am
Is it [mod] Rapid Fire? If it is, where exactly shall I place this segment of code in my project? Sorry, not very good with ruby scripting :P
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 11, 2009, 10:27:06 am
Yes, it is. Best you place it right below Blizz-ABS like I did. You should also set the values "@cooldown_skill = 8" and "@cooldown_item = 40" to different values. 40 frames are 1 second.
Title: Re: [XP] Blizz-ABS
Post by: ALiCES_EMOTiON on February 11, 2009, 10:47:18 am
Ok, will try that. I only got this system today, so forgive this next noobish question. I have added a bow which shoots arrows. I have set up the animation sprites correctly (_wpn, _atk etc), set it so that you can use controls anywhere, but for some reason it won't let me shoot. It keeps making the noise that happens when you exit out of the menu. What am I doing wrong :S
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 11, 2009, 12:53:35 pm
Have you tried the example game yet?
Title: Re: [XP] Blizz-ABS
Post by: SowS on February 11, 2009, 12:54:41 pm
Quote from: Blizzard on February 10, 2009, 03:54:12 am
I'm not sure what you are talking about. Blizz-ABS has a sprite animation system and supports normal animations.


Never mind the question. I just need to read the user manual.  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: ALiCES_EMOTiON on February 11, 2009, 01:12:07 pm
I have played the example game. How can this possibly be wrong:

(In RMXP)

Weapon ID: 1
Name: Bow
Icon Name: 001-Weapon01

(In my characters folder)

Warrior_atk6
Warrior_wpn6
001-Weapon01 (This is the projectile to be shot), also tried Warrior_001-Weapon01, doesn't work.

(In Blizz-ABS Editor)

Weapon Type: Bow & Arrow
Range: 10 Squares
Penalty: 12
Able to use controls all the time? Yes.

Yet it STILL won't let me shoot anything on the map. Am I missing something here?
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on February 11, 2009, 01:38:56 pm
does the weapon need a certian item to shoot. also is abseal active.
Title: Re: [XP] Blizz-ABS
Post by: ALiCES_EMOTiON on February 11, 2009, 01:46:31 pm
I figured it out. Btw Blizzard, putting your rapid fire mod below your ABS does nothing.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 11, 2009, 02:03:03 pm
It should mod the basic script to allow repeated use of the skill/item when you hold the button. Did you set the penalty to 1? Also, "Bow & Arrow" requires items which are used as ammo, "Bow" doesn't.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on February 11, 2009, 04:38:17 pm
Blizz ABS 2.23 config cannot open a config file from blizz abs 2.21. (I cannot even see the file, when trying to find it with the blizz abs 2.23 config.) If this isn't fixed I am never going to update to a new version of the blizz abs, because I got so much info stored there that transfering it to a new config will take me hours.



Also, this is a bug in 2.21, because for reasons metioned above I cannot upgrade to 2.23. I am currently creating animated battle actors for my game. I have one called 016-Thief01_atk1 (character spirit) and one called 016-Thief01_wpn1, like explained in the help documet. However when I try to attack I get the error message that 016-Thief01_01 is missing. And when I try to save the character spirit as 016-Thief01_01 aswell, the character just appears to have been cut in two o.o

EDIT: It seems like the config is named 2.20, althought it is from blizz abs 2.21.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on February 11, 2009, 05:39:47 pm
the newest config uses a new type of save from from 2.23. also have you changed the attack sprites to the new format. they are no longer positioned the same it the sprites.

this might be a helpful bit of info for the config

QuoteNow the config app features a new save file format (.sbc) for the configuration application, but it can still read the old .cfg format. I will keep this compatibility for some while for convenience. Probably v2.3 or v2.4 won't have it anymore. In case somebody has still the old file format and the current app (in future versions obviously) doesn't support the old format, here is the app v2.22 separately. I will keep it on the server for a while.

http://downloads.chaos-project.com/v2.22%20converter.zip


and if you havent set the sprites up correctly this will give an idea of how they are supose to be now http://downloads.chaos-project.com/BlizzABSCharacters.zip
Title: Re: [XP] Blizz-ABS
Post by: ALiCES_EMOTiON on February 12, 2009, 03:40:21 am
Quote from: Blizzard on February 11, 2009, 02:03:03 pm
It should mod the basic script to allow repeated use of the skill/item when you hold the button. Did you set the penalty to 1? Also, "Bow & Arrow" requires items which are used as ammo, "Bow" doesn't.


Ok, I have sorted that, but the projectiles still don't shoot as fast as those in your star g demo. Also, how can I move whilst shooting? My character stands in one place and constantly shoots, rather than me being able to move around and shoot.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 12, 2009, 03:51:12 am
Quote from: Kagutsuchi on February 11, 2009, 04:38:17 pm
Blizz ABS 2.23 config cannot open a config file from blizz abs 2.21. (I cannot even see the file, when trying to find it with the blizz abs 2.23 config.) If this isn't fixed I am never going to update to a new version of the blizz abs, because I got so much info stored there that transfering it to a new config will take me hours.


I'm not sure why 2.23 doesn't want to open it, I haven't changed the config app. :/ Try v2.22 of the config just to be able to convert the file: http://downloads.chaos-project.com/v2.22%20converter.zip

Quote from: Kagutsuchi on February 11, 2009, 04:38:17 pm
Also, this is a bug in 2.21, because for reasons metioned above I cannot upgrade to 2.23. I am currently creating animated battle actors for my game. I have one called 016-Thief01_atk1 (character spirit) and one called 016-Thief01_wpn1, like explained in the help documet. However when I try to attack I get the error message that 016-Thief01_01 is missing. And when I try to save the character spirit as 016-Thief01_01 aswell, the character just appears to have been cut in two o.o


What Calintz said.

Quote from: Kagutsuchi on February 11, 2009, 04:38:17 pm
EDIT: It seems like the config is named 2.20, althought it is from blizz abs 2.21.


I am aware of that. I forgot to set the version variables. It is 2.21 regardless what it says. Just check the file version in the properties.

Quote from: ALiCES_EMOTiON on February 12, 2009, 03:40:21 am
Quote from: Blizzard on February 11, 2009, 02:03:03 pm
It should mod the basic script to allow repeated use of the skill/item when you hold the button. Did you set the penalty to 1? Also, "Bow & Arrow" requires items which are used as ammo, "Bow" doesn't.


So I can't just use this for a bow? I have to use it only on skills and bow and arrows?


Yes, it was only made for skills and items. It can be easily enhanced, though. You need to copy paste one of the methods and edit it by changing "skill" and "Skill" to "attack" and "Attack". It might just work out.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on February 12, 2009, 10:35:21 am
My battle spirits is set up the way they are in the zip file. Here are previews of how they look:

Spoiler: ShowHide
(http://img132.imageshack.us/img132/9653/016thief01wpn1or3.png)

Spoiler: ShowHide
(http://img444.imageshack.us/img444/2535/016thief01atk1yp6.png)


They should follow the template perfectly.

(EDIT: For some reason the forum rescales them, right click and select view image to view them in full size)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 12, 2009, 10:50:35 am
It doesn't. The weapon file is still int the only format. The new format requires weapons to be located on the image as if the character was in the center 32x32 pixels. That means that you probably need to move the weapon images up by 32 pixels in the picture.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on February 12, 2009, 10:59:22 am
Ahh, thanks. I created the weapon right on top of the weapon in the zip file, so I couldn't understand that something could be wrong with it ^^;;

Edit: Tried and failed.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on February 12, 2009, 11:06:21 am
Quote from: Kagutsuchi on February 12, 2009, 10:35:21 am
My battle spirits is set up the way they are in the zip file. Here are previews of how they look:


*sprites
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on February 12, 2009, 12:20:23 pm
I was wondering if this is VX compatible, because i love this system. It´s so great. But if somebody allready asked ETC. i´m sorry because there´s 75 pages and i´m not gonna read all that just to find out anserw to my question, if there even was one.
And if this isn´t VX compatible, could you make a VX compatible version?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 12, 2009, 03:38:13 pm
It's alright.

Sadly no, it's not VX compatible. Making it would take days, especially since I don't know how VX is structured.
Title: Re: [XP] Blizz-ABS
Post by: arachnidkid on February 12, 2009, 10:52:44 pm
When I try to start up a play-test of my game, I keep getting the error 'TypeError' in line 112 of the third part of the v. 2.23 script (which reads 'class Map_Battler < Game_Character').

The full error message is 'Script ABS pt. 3 (the name I gave to the script) line 112: TypeError occurred.  Unidentified superclass 'Game_Character'.

Any help would be greatly appreciated.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 12, 2009, 10:55:42 pm
It sounds like you either do not have the default scripts or are not using XP.  Because those are the only scenarios I can think of in which you would get that error.  Remember that you need the default scripts (except main) ABOVE BlizzABS, and you need to use RMXP.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on February 13, 2009, 02:53:13 am
Well, if someone ever makes a VX version of this, please tell me. I´d love to have this in my VX game...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 13, 2009, 04:46:45 am
Quote from: winkio on February 12, 2009, 10:55:42 pm
It sounds like you either do not have the default scripts or are not using XP.  Because those are the only scenarios I can think of in which you would get that error.  Remember that you need the default scripts (except main) ABOVE BlizzABS, and you need to use RMXP.


And this: http://forum.chaos-project.com/index.php?topic=23.0
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on February 13, 2009, 08:51:07 am
Quote from: Pyhankoski on February 13, 2009, 02:53:13 am
Well, if someone ever makes a VX version of this, please tell me. I´d love to have this in my VX game...


there is a very good VX ABS already out there, I'll try to find it for you and PM you with it.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on February 14, 2009, 04:42:40 am
Wow, thanks Namkcor. You´re a nice guy. Well, thanks.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 14, 2009, 10:50:05 am
Ok Blizz, with Dissipate in full swing, I know that I am going to be finding quite a few errors here (no offense, it's just so huge).  I'll just post the first ones here, but if you want a seperate topic or a combined post, just let me know.

For now, I'm having this weird error that I can make little sense of.  In sprite_update of Map_Actor in Part 3, you handle the run/jump/sneak sprite changes.  For some reason for me, it errors out because it looks for files name "_run.png" instead of "Creek_run.png".  All I can think of it that you are somehow initializing character_name_org too early, as in you are setting it to the character name before the character name is actually set, resulting in character_name_org being set to nil.

EDIT: ok, I did some testing, and have some more info.  Basically, the main actor works fine, but for some reason, the caterpillar or party members (even though it is empty) switches to the _run sprite as I am running.  It is really quite wierd.  I guess you need to fix the empty caterpillar slot update thing.

EDIT2:  I fixed it by adding in:
return if @character_name_org == ''

at the beginning of sprite_update.  Basically, it was trying to change suffixes even if there was no sprite.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 14, 2009, 12:39:22 pm
Blizz, i don't know if this bug has been reported, but I'm having trouble. The player cannot pick up items in the following circomstances (eg, they walk up to it, press the action button, and...nothing happens)

1. if the item is a corpse
2. if the item is dropped gold (when you use the dropped gold icon)
3. if there was only one enemy on the map to begin with
4. (when using multidrop from tons of addons) if there was only one enemy on the map, the last dropped item cannot be picked up.

And yes, I'm sure that it always happens under those exact circumstances. I couldn't find any other instances of not being able to pick up dropped items, but that doesn't mean there aren't a few other obscure situations where the player can't grab the dropped item.

Hope this one is fixed soon, it'd be a really annoying bug.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 14, 2009, 12:42:02 pm
I've encountered and fixed it already a couple of times. Looks like it's back. :/
Title: Re: [XP] Blizz-ABS
Post by: ALiCES_EMOTiON on February 14, 2009, 01:30:06 pm
How exactly do you set predefined enemy move routes and attacks? (For example if I wanted to make a boss). I looked in the manual but couldnt find it.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 14, 2009, 02:56:31 pm
Section 3.2.13. Battleflow Controls

You use that stuff in the script call of an event's move route, if I'm correct. Set the event's move route to custom, and then use regular movement commands, and script calls for the battleflow controls. That should do it.



And now I have my own question. Is there a way to give an enemy a state that causes them to deal damage to any actor they touch? (I'm making a boss shoot through the air, and hurt anyone the touch. The reason I don't want to use a projectile is I want it to be possible to hurt the enemy while they're in the "I hurt you if I touch you" state. If I missed something in the manual that explains how to do this, sorry, I read through it.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 14, 2009, 03:09:15 pm
That is actually a very common feature of most ABS games.  I think it might be doable with a parallel process comparing positions, but I actually intend to make this as a plugin soon.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 14, 2009, 03:10:20 pm
I'll wait for your plugin then. Do you have a guess for when your plugin will be done?
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 14, 2009, 03:11:13 pm
about an hour after I start working on it, whenever I get some time...
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 14, 2009, 03:13:27 pm
Alright, I'll be waiting for it then. In the meanwhile, back to spriting, and waiting for bABS updates.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 14, 2009, 04:34:44 pm
Ok, would have it done much sooner if I didn't try and do it the hard way.  Anways, it works perfectly except when the enemy criticals (I'm making it so that when you touch them, they get a free attack on you), it gets an error saying that 'critical' doesn't exist for nil:NilClass.  Just trying to figure it out, then ill post it up.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 14, 2009, 05:04:59 pm
Quote from: legacyblade on February 14, 2009, 02:56:31 pm
And now I have my own question. Is there a way to give an enemy a state that causes them to deal damage to any actor they touch? (I'm making a boss shoot through the air, and hurt anyone the touch. The reason I don't want to use a projectile is I want it to be possible to hurt the enemy while they're in the "I hurt you if I touch you" state. If I missed something in the manual that explains how to do this, sorry, I read through it.


I think you might be able to do that if you set the enemy trigger to "touch".

@winkio: Use the $BlizzABS.actor_deal_damage command. :)
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 14, 2009, 05:27:40 pm
already finished a different way...  I'm not sure which was easier.  It'll be up as soon as I upload it
Title: Re: [XP] Blizz-ABS
Post by: Calintz on February 15, 2009, 07:06:27 pm
Alright Blizzard...

While I was playing Game_Guy's star wars game; I realized a ton of things about BABS. I mean absolutely no offense to you or your script(it's actually quite amazing), but it still could use a LOT of work. The "most" annoying thing about BABS to date, for me...is the LAG!! While I was fighting even one enemy; I couldn't bare the amount of lag that was dreading me. Needless to say, I wanted to turn the game off, whenever I was surrounded by multiple enemies...

Also, during the fights, the AI characters(party members) would simply bum rush in constantly. This is dangerous if your opponent is terribly strong or you are in basically any boss battle(Darth Maul slaughtered them ALL!!). I was also no match for Darth Maul :^_^':

I was able to get him to red health, but I could not defeat him. Main reason: the lag prevented me from moving at optimum performance, and I was easily dismantled. I couldn't tell what was really going on, so I couldn't make quick and accurate decisions about my situation.

TIPS FOR BABS: - I will probably be laughed at, but they are just tips...
Spoiler: ShowHide
Reduce the amount of lag...
- I am positive you are already devising ways to do this. This is like a specialty of yours, and it is one of the reasons you are so popular. Your coding is 2nd to none.

Make the AI smarter...
- If at all possible, I would say that you should make the AI smarter. You could achieve this by constructing different "tactics," that can be chosen from the main menu(Like Dragon Quest VII (Tactics Command on battle menu)). This will help the overall feel for the gameplay in any game using the BABS system, and could greatly improve the quality of the games themselves, as you can prep your party better for different enemies and boss battles.

**I MEAN NO DIS-RESPECT. PLEASE BELIEVE ME. THESE ARE JUST MY PREFERENCES AND TIPS.
Title: Re: [XP] Blizz-ABS
Post by: Landith on February 15, 2009, 07:14:09 pm
Quote from: Calintz16438 on February 15, 2009, 07:06:27 pm

Also, during the fights, the AI characters(party members) would simply bum rush in constantly. This is dangerous if your opponent is terribly strong or you are in basically any boss battle(Darth Maul slaughtered them ALL!!). I was also no match for Darth Maul :^_^':

In star wars, you don't have AI Triggers or AI Behavior, but if you play a different Blizz-ABS Game with these features you will find out that you can make them deffensive, aggressive, passive, etc...

Quote from: Calintz16438 on February 15, 2009, 07:06:27 pm
The "most" annoying thing about BABS to date, for me...is the LAG!!

There is more lag in Star Wars because of all the parrell process events, autotiles, player touch events, etc... Also game_guy has 6 characters set up for Blizz-ABS instead of the usual 4 which causes more lag then usual. Blizz-ABS has Blizz-ABSEAL built in which is one of the best lag-reducing scripts out there. It won't cause that problem when you make/play another Blizz-ABS Game.

Quote from: Calintz16438 on February 15, 2009, 07:06:27 pm
Reduce the amount of lag...
- I am positive you are already devising ways to do this. This is like a specialty of yours, and it is one of the reasons you are so popular. Your coding is 2nd to none.

Make the AI smarter...
- If at all possible, I would say that you should make the AI smarter. You could achieve this by constructing different "tactics," that can be chosen from the main menu(Like Dragon Quest VII (Tactics Command on battle menu)). This will help the overall feel for the gameplay in any game using the BABS system, and could greatly improve the quality of the games themselves, as you can prep your party better for different enemies and boss battles.

Reduce Lag
He has done this, it's just because of the 6 players in star-wars

Make the AI Smarter...
He has that menu, it's just not implemented into Star Wars just yet.
Title: Re: [XP] Blizz-ABS
Post by: Calintz on February 15, 2009, 07:19:28 pm
Well then...
Game_Guy should enhance Star Wars...

And I feel like a dick. Maybe I should have played more BABS example games before opening my mouth. I apologize Blizzard.

In fact, I am gonna find a good example game and play it now.
Title: Re: [XP] Blizz-ABS
Post by: Landith on February 15, 2009, 07:22:16 pm
Good luck with that, most of the BABS games that are good are in development.
Star-G out of this of course since it doesn't use allies or the menu

Title: Re: [XP] Blizz-ABS
Post by: G_G on February 15, 2009, 07:44:48 pm
Venture to the Dark Castle made by danesopeazy is a babs example game.

And yes calitnz the ai menu will be implemented in I forgot to add it the menu because I didnt like the pre-menu.
Title: Re: [XP] Blizz-ABS
Post by: Landith on February 15, 2009, 08:34:15 pm
I completely forgot about that one...
Your best bet would be to go to that project to see about 50% of the ABS possibilities and wait for NAMK to release his Example game, which is going to be so cool.
Title: Re: [XP] Blizz-ABS
Post by: G_G on February 15, 2009, 08:44:01 pm
Can't wait to try NAM's too. I also want to try yours landith and I can't wait.
Title: Re: [XP] Blizz-ABS
Post by: Landith on February 15, 2009, 08:46:50 pm
Yeah I'm almost done with that demo I was telling you about. :)

Blizz, is it possible to make stop, slow, and fast skills?
If so could you tell me how to do it?
Title: Re: [XP] Blizz-ABS
Post by: Calintz on February 15, 2009, 09:09:20 pm
Thanks for the tips on example games...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 16, 2009, 03:36:53 am
Quote from: Landith on February 15, 2009, 08:46:50 pm
Yeah I'm almost done with that demo I was telling you about. :)

Blizz, is it possible to make stop, slow, and fast skills?
If so could you tell me how to do it?


As I said earlier already, it would conflict with the running/sneaking system so I am most probably not going to implement it.
Title: Re: [XP] Blizz-ABS
Post by: Calintz on February 16, 2009, 03:51:11 am
I honestly think you could do this without interfering, though I'm not positive.

@Blizzard:
Wouldn't all you have to do is set the base speed to your characters to three instead of four?? This would allow for even extremities. Four would serve to run,(like in my game) two would serve for sneak, and then one could serve as slow, and finally five would serve as fast...

Why isn't this possible??
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 16, 2009, 04:01:14 am
It's not impossible, I just haven't been able to think of an effective solution so far because I was busy with more important stuff like the revamped sprite animation system or AI Triggers.
Title: Re: [XP] Blizz-ABS
Post by: Calintz on February 16, 2009, 04:07:36 am
Oh I see :^_^':
Do you think that simple edit might be able to solve the problem though?

Off Topic:
Spoiler: ShowHide
In WITW(Well in the Woods) I am using the individual speeds for the following:
  • 1 - No current usage

  • 2 - No current usage (will probably end up being sneaking)

  • 3 - Average walking speed (don't worry, you only have to put up with this for a little while)

  • 4 - Running speed

  • 5 - Vehicle speed on the world map
Title: Re: [XP] Blizz-ABS
Post by: Landith on February 16, 2009, 11:54:44 am
Well it's okay if it can't be implemented because of compatibility issues, I was just wondering if it's possible because it would be a really cool feature to have.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 16, 2009, 12:10:06 pm
Blizz, your config app has a problem.  When charge sprites are enabled and you try to configure the weapons, it get an unhandled error.  No big rush to re-release, I will just use the script to config for now.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on February 16, 2009, 02:25:10 pm
also when will the running sprite error be updated. just checking
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 16, 2009, 02:51:29 pm
Most probably yes. :P
Title: Re: [XP] Blizz-ABS
Post by: ALiCES_EMOTiON on February 17, 2009, 09:25:13 am
Quote from: legacyblade on February 14, 2009, 02:56:31 pm
Section 3.2.13. Battleflow Controls

You use that stuff in the script call of an event's move route, if I'm correct. Set the event's move route to custom, and then use regular movement commands, and script calls for the battleflow controls. That should do it.



And now I have my own question. Is there a way to give an enemy a state that causes them to deal damage to any actor they touch? (I'm making a boss shoot through the air, and hurt anyone the touch. The reason I don't want to use a projectile is I want it to be possible to hurt the enemy while they're in the "I hurt you if I touch you" state. If I missed something in the manual that explains how to do this, sorry, I read through it.


I have read that and understand what you are saying, but I can't see where it tells me how to make the enemy execute an attack?

$BlizzABS.enemy_has_state?(event_id, state_id)
$BlizzABS.enemy_can_see?(event_id, target_type, target)
$BlizzABS.enemy_can_hear?(event_id, target_type, target)
$BlizzABS.enemy_can_perceive?(event_id, target_type, target)
$BlizzABS.enemy_has_memorized?(event_id, target_type, target)


I don't want any of them, I just want the line for the enemy to initiate one of my attacks/skills in the database. How do I go about this? Thanks.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on February 17, 2009, 09:38:38 am
Quote from: game_guy on February 15, 2009, 08:44:01 pm
Can't wait to try NAM's too. I also want to try yours landith and I can't wait.


it'll be released after Zylos is done tweaking things.
it's not the best BlizzABS can do, and I'm aiming to do better with my next game.
Though my next game won't be an example game.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on February 17, 2009, 11:05:32 am
if looked in the manual and i cant see i certian thing i need. could anyone help.

i need to beable to save a certain monsters hp as a variable then when i go to another map i can tell an identical enemy on the map to have the same hp as what that variable says.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on February 17, 2009, 11:13:19 am
Quote from: Shadonking on February 17, 2009, 11:05:32 am
if looked in the manual and i cant see i certian thing i need. could anyone help.

i need to beable to save a certain monsters hp as a variable then when i go to another map i can tell an identical enemy on the map to have the same hp as what that variable says.


as far as I know you can't do that.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on February 17, 2009, 11:16:50 am
Quote from: ALiCES_EMOTiON on February 17, 2009, 09:25:13 am
Quote from: legacyblade on February 14, 2009, 02:56:31 pm
Section 3.2.13. Battleflow Controls

You use that stuff in the script call of an event's move route, if I'm correct. Set the event's move route to custom, and then use regular movement commands, and script calls for the battleflow controls. That should do it.



And now I have my own question. Is there a way to give an enemy a state that causes them to deal damage to any actor they touch? (I'm making a boss shoot through the air, and hurt anyone the touch. The reason I don't want to use a projectile is I want it to be possible to hurt the enemy while they're in the "I hurt you if I touch you" state. If I missed something in the manual that explains how to do this, sorry, I read through it.


I have read that and understand what you are saying, but I can't see where it tells me how to make the enemy execute an attack?

$BlizzABS.enemy_has_state?(event_id, state_id)
$BlizzABS.enemy_can_see?(event_id, target_type, target)
$BlizzABS.enemy_can_hear?(event_id, target_type, target)
$BlizzABS.enemy_can_perceive?(event_id, target_type, target)
$BlizzABS.enemy_has_memorized?(event_id, target_type, target)


I don't want any of them, I just want the line for the enemy to initiate one of my attacks/skills in the database. How do I go about this? Thanks.


Hm... Blizz put 3.2.13 twice in the manual and skipped 3.2.12! XD
The one you're looking for is the first 3.2.13

The Manual!: ShowHide

Quote
3.2.13. Battleflow Controls
Because you cannot use the normal battleflow event commands, BlizzABS has them implemented in a different way so you can still control what is going on in the map. To call one of those commands, simply use a Call Script Event Command. You can call following methods with the given arguments:


$BlizzABS.enemy_change_hp(event_id, operation, type, operand, allow_kill)
$BlizzABS.enemy_change_sp(event_id, operation, type, operand)
$BlizzABS.enemy_change_state(event_id, change, state_id)
$BlizzABS.enemy_recover_all(event_id)
$BlizzABS.enemy_transform(event_id, enemy_id)
$BlizzABS.enemy_deal_damage(event_id, type, operand)
$BlizzABS.actor_deal_damage(party_position, type, operand)

The method's names are printed in blue and are self-explaining while the arguments are printed in green and are separated by commas. These are the allowed arguments' values:
event_id : either an event ID on the map (a number) or type TROOP to target all enemies on the map or @SELF which indicates at the calling event
operation : either INCREASE or DECREASE
type : either CONSTANT or VARIABLE
operand : if type is set to CONSTANT, this value represents the constant number to operate with, if type is set to VARIABLE this number represents the variable ID
allow_kill : either KILL or NO_KILL
change : either ADD or REMOVE
state_id : the ID of the status effect to operate with
enemy_id : the ID number of the enemy to operate with
party_position : either the position of the actor in the party (starts from 0!) or PARTY to target all actors in the party
Keep in mind that allow_kill may be left out as it if NO_KILL by defaultDue to the limitations of RMXP a script call might not fit into one row. You can continue typing in a when the last character in the row before was a "(" (opening bracket) or a "," (comma).


example:
$BlizzABS.enemy_recover_all(TROOP)
$BlizzABS.actor_deal_damage(PARTY, CONSTANT, 10)
$BlizzABS.enemy_change_hp(8, DECREASE, CONSTANT, 58, KILL)
$BlizzABS.enemy_change_sp(@SELF, INCREASE, VARIABLE, 12)
$BlizzABS.enemy_change_state(TROOP, ADD, 6)
$BlizzABS.enemy_transform(11, 3)
$BlizzABS.enemy_deal_damage(11, VARIABLE, 8)
$BlizzABS.actor_deal_damage(0, CONSTANT, 50)

In the given example the execution will be as following:
All enemies on the map will be recovered.
All party members will be damaged by a constant value of 10.
The event with ID 8, an enemy, will get the HP decreased by a constant value of 58 where the change can kill the enemy.
The executing event, an enemy, will get the SP increased by the value of variable with ID 12.
All enemies on the map will get inflicted with the status effect with ID 6.
The event with ID 11, an enemy, will get transformed into the enemy with ID 3 in the database.
The event with ID 11, an enemy, will be damaged by the value of variable with ID 8.
The actor at position 0 in the party (first position) will be damaged by a value of 50.
Keep in mind that, if you transform an enemy, you might want to change his spriteset and moving speed as well. Note that, if an enemy executes a code upon his death, he can get revived only if his HP are being increased. Also note that using @SELF does not make sense if the executing event is not an enemy. Here is another interesting example where the executing event actually is an enemy:


example:
$BlizzABS.enemy_transform(@SELF, 11)
$BlizzABS.enemy_recover_all(@SELF)

In the given example the execution will be as following:
The executing event will transform into enemy with ID 11.
The executing event will be recovered completely.
In other words, when you kill an enemy with such a code, he will transform into another one and be completely healed. It is recommended that you use a switch which prevents that this happens over and over. Note that any action can affect critters and lifeless objects as well. The last command to explain is the force action command which is quite complex. This is the method to call it:


$BlizzABS.enemy_force_action(event_id, target_type, target, action_type, data)
$BlizzABS.actor_force_action(party_position, target_type, target, action_type, data)

target_type : either ACTORS, ENEMIES or NONE (NONE will let the battler decide by himself)
target : if you are targeting ENEMIES, this argument acts like event_id, if you are targeting ACTORS, it acts like party_position
action_type : either ATTACK, DEFEND, ESCAPE (only for enemies), SKILL or ITEM (only for actors)
data : depending on which action_type you use it has a different meaning; if you use ATTACK, you can leave it out; if you use DEFEND, it defines the time in frames how long the battler will defend; if you use ESCAPE, it defines how long the enemy will keep running away in frames; if you use SKILL, it is the skill ID; if you use ITEM, it is the item ID (40 frames are 1 second)
There are a few important things you need to know when using this command. Skills that target all allies/enemies will be executed immediately and the battlers within the affection area will be targeted. If you use one-battler targeting skills or any other action, one of the targets you have specified will be chosen as actual target or reference target. That means if you define more than one target by using TROOP or PARTY as target, one actor/enemy will be chosen as target. Also keep in mind that it is possible to make a skill target the wrong type of target, i.e. with this command you can make a skill, that targets enemies, target actors. If the executing enemy is passive, he will turn aggressive as if he was attacked.


example:
$BlizzABS.actor_force_action(2, ACTORS, 0, ITEM, 4)
$BlizzABS.enemy_force_action(12, ENEMIES, NONE, ESCAPE, 11)
$BlizzABS.enemy_force_action(@SELF, ENEMIES, TROOP, DEFEND, 7)
In the given example the execution will be as following:
The actor at party position 2 (which is the 3rd actor) will use item with ID 4 on actor 0 in the party (the player).
The event with ID 12 will run away from a random enemy, chosen from the perception area for 11 seconds.
The executing event will defend itself from a random enemy on the map for 7 seconds.
Always keep in mind that actions cannot be executed by events, they MUST be battlers on the map!

Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 17, 2009, 11:33:09 am
Oh, another bug I've noticed with the AI.

Once the enemy has spotted me, they all start calling for help over and over. I mean even if there are only two enemies on the map, once they see me, they start calling for help over and over. Also, they never seem to run away, even when I'm beating the crap out of them.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on February 17, 2009, 11:36:37 am
Quote from: NAMKCOR on February 17, 2009, 11:13:19 am
Quote from: Shadonking on February 17, 2009, 11:05:32 am
if looked in the manual and i cant see i certian thing i need. could anyone help.

i need to beable to save a certain monsters hp as a variable then when i go to another map i can tell an identical enemy on the map to have the same hp as what that variable says.


as far as I know you can't do that.


didnt think you could, befor i open a request would something like that be posible

edit

made a request topic if anyone wants to help
Title: Re: [XP] Blizz-ABS
Post by: Aqua on February 17, 2009, 11:37:43 am
@LB:  Did you give the enemies the escape action in the DB?
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 17, 2009, 11:40:12 am
No, is that necessary to make them run? Guess I missed that in the manual. Thanks, Aqua!
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on February 17, 2009, 01:21:55 pm
Hey how would I change the color of the HUD? The HP and SP bars, I wanted to change the hp bar to a black/dark grey and the sp bar to a lighter grey. No hurry really, just wondering
Title: Re: [XP] Blizz-ABS
Post by: ALiCES_EMOTiON on February 17, 2009, 01:41:32 pm
Thanks, I see now. One other question, can you set controls to activate scripts? For example, if I press A, it calls the script to turn my torch on? Thanks.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on February 17, 2009, 02:46:27 pm
The manual knows all!!! D:
Spoiler: ShowHide

Quote
3.2.4. Accessing the Keyboard
If you want to check if a keyboard key is pressed or not, if it's being hold pressed or not, etc. you can simply do so by accessing the Input module. Use following syntaxes for this:


- the basic keys:
Key['LETTER'] # letters (LETTER is A~Z)
Key['NUMBER'] # the number keys (NUMBER is 0~9)
Key['Numberpad NUMBER'] # the number pad keys (NUMBER is 0~9)
Key['FNUMBER'] # the F keys (NUMBER is 1~12)
- special keys:
Key[';']
Key['=']
Key[',']
Key['-']
Key['.']
Key['/']
Key['\\']
Key['\'']
Key['[']
Key[']']
Key['`']
Key['Backspace']
Key['Tab']
Key['Enter']
Key['Shift']
Key['Left Shift']
Key['Right Shift']
Key['Left Ctrl']
Key['Right Ctrl']
Key['Left Alt']
Key['Right Alt']
Key['Ctrl']
Key['Alt']
Key['Esc']
Key['Space']
Key['Page Up']
Key['Page Down']
Key['End']
Key['Home']
Key['Insert']
Key['Delete']
Key['Arrow Left']
Key['Arrow Up']
Key['Arrow Right']
Key['Arrow Down']
- in-game controls:
Down # the button for moving down
Left # the button for moving left
Right # the button for moving right
Up # the button for moving up
Confirm # the button for confirm
Cancel # the button for cancel
Attack # the button for attack
Prevpage # the button for previous page
Nextpage # the button for next page
Defend # the button for defend
Skill # the button for skill use
Item # the button for item use
Select # the button for changing the party leader
Hud # the button for turning on/off the HUD
Minimap # the button for turning on/off the Minimap
Hotkey # the button for turning on/off the Hotkey display
Run # the button for running
Sneak # the button for sneaking
Jump # the button for jumping
Turn # the button for turning around without moving
Keep in mind that you need to use the prefix Input::. That means, if you want to use the jump button, use Input::Jump; if you want to use the arrow down key, use Input::Key['Arrow Down'], etc. The different states are being checked with the following commands:
Input.trigger?(KEY) # pressed once
Input.pressed?(KEY) # hold pressed
Input.repeat?(KEY) # hold pressed with delay after first check

Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 17, 2009, 02:55:04 pm
and to check anywhere on the map if you pressed a button, make a parallel process event, and do a conditional branch with a script call of

Input.trigger?(Input::Key['P'])


then tell it to do whatever turns on your torch inside the conditional branch.

-edit, is there any way to clear the map of all corpses and dropped items? (it's distracting to have a dropped gold icon during cutscenes)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 18, 2009, 03:58:09 am
Not directly, but they do get removed when you reenter the map. You could make a small script call to iterate through all events and set the .terminate flag to true for all events that have a .terminate_count not equal to nil.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on February 18, 2009, 08:21:30 am
is it possible instead of using the hotkey menu to make a extra menu to call skills at will so say u hold the skill button it opens a ring type menu then u select the skill u want to activate of course the screen is in the back & it pauses
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on February 18, 2009, 09:50:02 am
Quote from: nathmatt on February 18, 2009, 08:21:30 am
is it possible instead of using the hotkey menu to make a extra menu to call skills at will so say u hold the skill button it opens a ring type menu then u select the skill u want to activate of course the screen is in the back & it pauses


no, that's absolutely impossible.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 18, 2009, 12:21:59 pm
Quote from: Blizzard on February 18, 2009, 03:58:09 am
Not directly, but they do get removed when you reenter the map. You could make a small script call to iterate through all events and set the .terminate flag to true for all events that have a .terminate_count not equal to nil.


I've never been able to quite get the iterating through events down. You think you could make a code snippet that does just that for me?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 19, 2009, 03:53:31 am
Try this:

$game_map.events.each {|i| event.terminate = true if event.terminate_count != nil}


@nathmatt: You can always use the DIRECT_HOTKEYS option.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on February 19, 2009, 04:06:31 am
Is there a way to pre-set the ai for some actors? It would come in handy sometime :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 19, 2009, 04:17:40 am
Just create some at the beginning of the game. You need to check out how the Trigger class works.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 19, 2009, 09:07:35 am
Blizz, is it just me, or do enemy idle animations not work?  I have an enemy with a custom move route set up that takes a few steps,  waits, then turns around.  If I set the event to no stop animation, it doesn't animate when still.  If I set it to stop animation, it just animates the normal sprite, not the idle...
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 19, 2009, 12:30:00 pm
When I run the code snippit in a script call, I get the following error.


NameError occurred while running script.

undefined local variable or method 'event' for #<Interpreter:0x53b1b78>
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 20, 2009, 04:36:40 am
My bad. ._.

$game_map.events.each {|event| event.terminate = true if event.terminate_count != nil}


@winkio: Possible. I'll fix it.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 21, 2009, 02:04:11 pm
another error with that snippet.

NoMethodError occured while running script.

undefined method 'terminate_count' for #<Array:0x5506f98>


-edit, I think for future releases, the following utilities would be very useful for many situations in game.

1. Erase all corpses, dropped item, and dropped gold on map.
     This is useful because dropped items and corpses during a cutscene (especially since they blink) are very distracting

2. Erase all enemies on map.
      This could be useful for situations when the story makes it necessary (maybe due to a big explosion) for all the enemies on the map
      to disappear. It would also be useful for a "monster repellent", which would cause all enemies to go away. There are other
      situations where it could be useful as well.

3. Kill all enemies on map.
      This is mainly useful for total obliteration skills, as well as cutscenes involving a big explosion on a map that already has enemies.

4. Spawn an enemy.
      I know this possible through a long script call, but it would be very useful for any sort of coliseum/fighting tournament script to be
      able to use a script call like "$game_map.spawnEnemy(x,y,ID,graphic)". I can think of many situations in my own game where a
      simple "spawn enemy" event would have saved me at least an hour of work

Those would all be useful in quite a few situations, and aren't only applicable to one or two games.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 22, 2009, 06:13:21 am
*slaps self*

$game_map.events.each_value {|event| event.terminate = true if event.terminate_count != nil}


Those features sound useful. I'll probably implement them.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on February 23, 2009, 11:40:10 am
well, to 'spawn' enemies, all you need to do is make an event with 2 pages, one blank, one with an image, then hit a switch to change it to the graphic and script call to change its name.

yeah it'd be slightly easier with a 'spawn' command, but there's already a way to do it, so there's more important things Blizz could be doing with his time, than making an enemy spawn function.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on February 23, 2009, 01:54:18 pm
true but it would be alot more simple to spawn enemies where you need unlimited of them for boss fights or survial modes.

i would love a summoner 2 style gladiater stage, but by using events its just not worth it becuase its to much trouble.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on February 23, 2009, 02:21:01 pm
If you spawn a lot of monsters, it'll lag a LOT!

If you need monsters to keep coming after they die, the respawn time is there for a reason :P

Nam's way isn't particularly hard; LB's suggestion would make it faster/easier.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on February 23, 2009, 02:28:37 pm
Quote from: Aqua on February 23, 2009, 02:21:01 pm
If you spawn a lot of monsters, it'll lag a LOT!

If you need monsters to keep coming after they die, the respawn time is there for a reason :P

Nam's way isn't particularly hard; LB's suggestion would make it faster/easier.


i forgot about the respawn, so yeah you are wright. so it is pointless doin a spawn code.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 23, 2009, 02:46:45 pm
Alright. Then only points 1 to 3.
Title: Re: [XP] Blizz-ABS
Post by: Tazero on February 23, 2009, 07:54:24 pm
Maybe you should add a 'Squad Command' thing like Wait here,Stop,Go,Run,Scout,Strike,Ambush
That would make a supreme abs better than XAS Behemoth prexus and so on so forth
Title: Re: [XP] Blizz-ABS
Post by: Landith on February 23, 2009, 07:57:55 pm
BABS is already better than all those tho  :roll:

But I agree that a feature like that would be nice if it's even possible. Not for my game but for like modern/futuristic type games with strategies you need and like stuff like that.

But couldn't that just be evented?
Title: Re: [XP] Blizz-ABS
Post by: Tazero on February 23, 2009, 07:59:53 pm
It would be better to have an actual system intergrated in
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on February 23, 2009, 08:05:49 pm
Maybe it can be so if you force script and overwrite whatever config the player had the AI with originally. Of course, I know nothing about that. :P

This does help in cases, but I prefer the giant freedom commands the AI config already gives than rather giving only a set few commands, you know?
Title: Re: [XP] Blizz-ABS
Post by: Tazero on February 23, 2009, 08:25:19 pm
I'm sayin they do the reqular things unless told otherwise like in dungeon siege
Title: Re: [XP] Blizz-ABS
Post by: Landith on February 23, 2009, 08:26:32 pm
Well that's kinda what the AI Behavior Scene does only with a few more features...
I would like to have it as a script command to make better bosses, skills that are commands, etc...
I don't think they would be hard to implement, of course I wouldn't know because I haven't touched Blizz-ABS Scripts except for the HUD and the Pre-Menu.
So I guess you will have to wait for Blizz...
Title: Re: [XP] Blizz-ABS
Post by: Tazero on February 23, 2009, 08:34:56 pm
And the hud.....The boring hud......

Make it more flashy like winkio's! way better and more actractive
Title: Re: [XP] Blizz-ABS
Post by: Aqua on February 23, 2009, 08:42:50 pm
The reason why Blizz made the HUD the way he did is because it doesn't lag.
He also wishes the users to more creative and make their own HUDs for originality.
Title: Re: [XP] Blizz-ABS
Post by: Landith on February 23, 2009, 08:45:21 pm
And FYI, Winkio's Hud is the same as Blizz's hud just with a background images and different x and y positions...
Plus party member support also
Title: Re: [XP] Blizz-ABS
Post by: Tazero on February 23, 2009, 08:46:57 pm
Ok either way
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 23, 2009, 10:32:05 pm
The party command/formations thing is a good idea for an addon, but I don't see it as a part of the script, because its too custom.

The HUD: they are so personal to each game, but perhaps I will release a few where you can just choose your own background pictures.  I also think these are too custom to be intergrated into the base system.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 24, 2009, 03:21:15 am
There's no way I'm gonna add a feature which will take me hours, if not days to make while you can make it work with a parallel process with a conditional branch that checks for button input and a forced action command.
Title: Re: [XP] Blizz-ABS
Post by: dnasman on February 24, 2009, 06:43:45 am
it is possible to make an event that attacks enemy, but NOT attacks actor?
thanks alot!
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on February 24, 2009, 08:48:32 am
Quote from: Blizzard on February 24, 2009, 03:21:15 am
There's no way I'm gonna add a feature which will take me hours, if not days to make while you can make it work with a parallel process with a conditional branch that checks for button input and a forced action command.


that's exactly what I was going to say.

Quote from: dnasman on February 24, 2009, 06:43:45 am
it is possible to make an event that attacks enemy, but NOT attacks actor?
thanks alot!


if you make a critter and give it force commands to only attack enemies it could work...or you could just use your allies...idk, maybe blizz has a better answer.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 24, 2009, 09:39:31 am
Or wait some time until I make the alignment system.
Title: Re: [XP] Blizz-ABS
Post by: dnasman on February 24, 2009, 03:30:03 pm
Quote from: dnasman on February 24, 2009, 06:43:45 am
it is possible to make an event that attacks enemy, but NOT attacks actor?
thanks alot!


and also the actor CAN'T attack that event
it still possible?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 24, 2009, 04:18:48 pm
Not without a custom alignment setup. And I haven't added the possibility to set one up in Blizz-ABS yet even though the subsystem handling all alignments is already there.
Title: Re: [XP] Blizz-ABS
Post by: Tazero on February 24, 2009, 04:48:19 pm
Has anyone ever played Dungeon Siege if so i think the Formation would be a good system to intergrate but the wait ect commands could be Excluded  :roll:
Title: Re: [XP] Blizz-ABS
Post by: Aqua on February 24, 2009, 04:52:36 pm
Quote from: Blizzard on February 24, 2009, 03:21:15 am
There's no way I'm gonna add a feature which will take me hours, if not days to make while you can make it work with a parallel process with a conditional branch that checks for button input and a forced action command.


Learn to read >.>
Title: Re: [XP] Blizz-ABS
Post by: Tazero on February 24, 2009, 04:55:59 pm
I did i just said formation like wing sqaud or 'squad base movement
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 24, 2009, 05:01:15 pm
Quote from: Blizzard on February 24, 2009, 03:21:15 am
There's no way I'm gonna add a feature which will take me hours, if not days to make while you can make it work with a parallel process with a conditional branch that checks for button input and a forced action command.

Title: Re: [XP] Blizz-ABS
Post by: ALiCES_EMOTiON on February 25, 2009, 12:32:13 pm
When I set a skill to make a sound when I shoot it, the game lags. I have rapid fire enabled (from Star G), and have set the penalty to 0. When I hold down the skill button and shoot my ammo WITHOUT a user animation, there is no lag at all. But as soon as I add a user animation the game lags when I hold down the button to shoot the skill (the user animation has no frames, only a midi sound).

Star G doesn't lag when you hold down the fire button, so why should this? I don't have sprite animations enabled either. Is there a solution to this? Thanks.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 25, 2009, 12:58:33 pm
Loading sound effects that are in .ogg format lags, that's normal. I'm not sure why it lags with a midi file. Also Star G. has a cooldown time that is relatively high. If you have a cooldown time of 1 frame, it will obviously lag.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on February 25, 2009, 06:35:59 pm
hay Blizzard, with the Blizz-ABS Config, after i set a bunch of settings in the first row of tabs (basic settings, enemy settings) i go to set up my skills, items and weapons, when i go to change to another item in the list i get an error

Value of '1' is not valid for 'Value'. 'Value' show be between 'Minimum' and 'Maximum'.
Parameter name: Value


when i hit details

Spoiler: ShowHide
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Value of '1' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
   at System.Windows.Forms.NumericUpDown.set_Value(Decimal value)
   at BlizzABS.Forms.WinConfig.setSkill(Int32 index)
   at BlizzABS.Forms.WinConfig.setSkill()
   at BlizzABS.Forms.WinConfig.listSkills_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ListBox.WmReflectCommand(Message& m)
   at System.Windows.Forms.ListBox.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Blizz-ABS Config
    Assembly Version: 2.2.3.0
    Win32 Version: 2.2.3.0
    CodeBase: file:///F:/Megaman%20Games/Megaman%20Battle%20Guardian%20I/Blizz-ABS%20Config.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


it's the same error for items, weapons and skills (substutute Skill, Item and Weapon in each case)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 26, 2009, 03:21:32 am
I'll look into it. Does it always happen? It's possible that your configuration is corrupted since I changed the format of the weapon/skill/item/enemy attack type.
Title: Re: [XP] Blizz-ABS
Post by: ALiCES_EMOTiON on February 26, 2009, 03:54:21 am
I have figured out that lag problem. I removed absolutely everything from the animation, and just left an SE, seems to be ok now. Just ran into something else though, the Pre-menu. I want it to only display hotkeys, but when I remove everything on the pre-menu line (line 308), and just leave Hotkeys it seems to think it is the menu link and goes to my menu.

If I change it to:

CommandsPreMenu = ['Menu', 'Hotkeys']


It works, if I change it to:

CommandsPreMenu = ['Hotkeys']


It won't work, what must I do to make it work? I am guessing I need to change the order of something else, but I can't see what. Thanks :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 26, 2009, 04:30:19 am
That's not a list of available commands, it's a list of strings that is used to display the hardcoded commands. That part of the script is not part of the configuration and shouldn't be edited as you most probably WILL screw up the script (as you just did). That part is only there so you can easily translate the script or change the commands.

I repeat: Do NOT edit parts of the script that you don't understand and that are not the configuration script or you WILL screw up the script. Or do it on your own risk.
Title: Re: [XP] Blizz-ABS
Post by: ALiCES_EMOTiON on February 26, 2009, 05:04:04 am
Done it, I saw no risk of it messing up my system, just simply changed:

when 0
          # play sound
          $game_system.se_play($data_system.decision_se)
          # set in_battle flag
          $game_temp.in_battle = false
        when 1
          # if not actors in the party
          if $game_party.actors.size == 0
            # play buzzer sound effect
            $game_system.se_play($data_system.buzzer_se)
            # exit method
            return
          end
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create hotkey assignment scene with the current screen tint
          $scene = Scene_Hotkeys.new(@view.tone)
        when 2
          # if not actors in the party
          if $game_party.actors.size == 0
            # play buzzer sound effect
            $game_system.se_play($data_system.buzzer_se)
            # exit method
            return
          end
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create AI setup scene with the current screen tint
          $scene = Scene_AI_Behavior.new(@view.tone)
        when 3
          # if not actors in the party
          if $game_party.actors.size == 0
            # play buzzer sound effect
            $game_system.se_play($data_system.buzzer_se)
            # exit method
            return
          end
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create AI setup scene with the current screen tint
          $scene = Scene_AI_Triggers.new(@view.tone)
        when 4
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create map scene
          $scene = Scene_Map.new
        end
        # exit this scene
        return true
      end
    end
    # don't exit this scene
    return false
  end
 
end


To:

       
when 0
          # if not actors in the party
          if $game_party.actors.size == 0
            # play buzzer sound effect
            $game_system.se_play($data_system.buzzer_se)
            # exit method
            return
          end
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create hotkey assignment scene with the current screen tint
          $scene = Scene_Hotkeys.new(@view.tone)
        when 1
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create map scene
          $scene = Scene_Map.new
        end
        # exit this scene
        return true
      end
    end
    # don't exit this scene
    return false
  end
 
end


Then set the line to:

CommandsPreMenu = ['Hotkeys', 'Cancel']


Thanks for replying anyway though :)
Title: Re: [XP] Blizz-ABS
Post by: Tazero on February 26, 2009, 03:34:38 pm
I can't get the gun to work right instead of a bullet it show a screwy arrow is behemoth's abs able? like the bullet sprite with work with B-abs
Title: Re: [XP] Blizz-ABS
Post by: Landith on February 26, 2009, 05:05:30 pm
I made a quick bullet if you want it Meta, it works with BABS. I think that's what your asking...
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 26, 2009, 05:54:09 pm
Ok, a few things that have irked me:

1.  Monsters that i set to "Fixed" move routes in their events just move around randomly.  I want an enemy to stay stock still until you get in range and then it will attack you.
2.  I thought I mentioned that same bug as Memor-x earlier.  weird.  Nevertheless, same thing happens to me.  it is related to some type of animation sprites, I think it happens if you have charge sprites enabled or something like that.
3.  Custom move routes in general don't seem to work for enemies.  I mean, they move customly until you get in range, and then they attack you.  Do you have to have a boss for a custom move route?  If so, I'd reccomend an extra tag for enemies that does that...
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on February 26, 2009, 09:46:50 pm
Quote from: Blizzard on February 26, 2009, 03:21:32 am
I'll look into it. Does it always happen? It's possible that your configuration is corrupted since I changed the format of the weapon/skill/item/enemy attack type.


that's what i thought in the begining, but i created a brand new file, set it up exsactly like i had it and i still get the error, strange thing is that if i got strait to the weapon/skill/item config without saving a file or changing the other settings, the error doesn't come up
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 26, 2009, 10:22:08 pm
Quote from: winkio on February 26, 2009, 05:54:09 pm
it is related to some type of animation sprites, I think it happens if you have charge sprites enabled or something like that.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on February 26, 2009, 10:33:41 pm
Quote from: winkio on February 26, 2009, 10:22:08 pm
Quote from: winkio on February 26, 2009, 05:54:09 pm
it is related to some type of animation sprites, I think it happens if you have charge sprites enabled or something like that.



dam, well hopefuly it gets fixed soon, it really helps in battle if you can see that your allies are charging ready for a skill telling you to get over there and protect them, just how long has that error exsisted
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 27, 2009, 05:23:37 am
Sadly I'm a bit busy lately so you will have to wait some more for the next Blizz-ABS version. I'll try to fix the reported bugs and add a few important features (i.e. enemies have a defined moving route and change into normal combat mode when they see you). But first things first. The first thing I will do is the alignment setup in the config as it opens many possibilities that have been asked for and which had to be made working using so-called hacks. :/
Title: Re: [XP] Blizz-ABS
Post by: Tazero on February 27, 2009, 06:56:26 am
A few queries:
When there are too many enemies on the map and i hit the attack button i get a noclass : nil defination error
The app doesn't evin give me the line number eitheer
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 27, 2009, 07:08:03 am
Then it's your fault in a script call.
Title: Re: [XP] Blizz-ABS
Post by: ALiCES_EMOTiON on February 28, 2009, 04:51:45 am
When you have actor sprites enable, and you use a skill whilst running, your character stops, uses the skill, then is able to move again. If you disable actor sprites you can run and use skills without ever stopping. Is it possible to enable actor sprites, use a skill, but not stop as you use the skill, but just keep on moving? Cheers.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 28, 2009, 05:24:57 am
You haven't set up the penalty time properly or else the actor wouldn't be able to move when you don't use sprites.
Title: Re: [XP] Blizz-ABS
Post by: ALiCES_EMOTiON on February 28, 2009, 05:50:19 am
For example: I have set a skill to be shot, using the bow spec. I also have your rapid fire. Now this is what happens:

I disable ALL actor sprites, set the penalty to 0, and then when I play my game, I can run around constantly shooting and my character will never stop.

If I ENABLE actor sprites, every time I shoot my character will stop. What I am asking is that can I enable sprites, but not have my character stop moving when the animation kicks in?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 28, 2009, 07:05:18 am
Actor sprites limit the penalty frame number through the animation frames time to prevent glitches if you haven't noticed.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 28, 2009, 09:25:31 am
I don't know how necessary this is, but something that you might want to think about adding at some date in the future: custom hitboxes for huge bosses and such.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 28, 2009, 10:02:21 am
I already thought about it, but it will be troublesome. I'm still thinking about how to implement it properly.
Title: Re: [XP] Blizz-ABS
Post by: Tazero on February 28, 2009, 10:26:34 am
But i didn't use a Script call......
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 28, 2009, 10:33:54 am
If you don't get a line number, it's a script call that caused the problem.
Title: Re: [XP] Blizz-ABS
Post by: Tazero on February 28, 2009, 11:20:26 am
I'll try again later ty blizz
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 28, 2009, 08:20:41 pm
Just a quick question, does anyone know how to create an event with a script call? I've found a script that can create events, but it's laggy, and incompatible with many scripts. I want to know how to create a basic event that can be turned into an enemy. I know it is possible to do event renaming, but it would be a pain to do that for what I have planned. (a really BIG pain)
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 28, 2009, 09:47:15 pm
$game_map.events or something of the sort is the array of events on the map.  you could make an empty event with ID 3 lets say, and then when you want a new event, it would be something like $game_map.events.push($game_map.events[3]).  Immediately store what index it went into with index = $game_map.events.size.  Then, you would need to rename and change position with something like: $game_map.events[index].name = "\e[3] monster man"; $game_map.events[index].x = 3, and so on and so forth.  Thats all i got for now...
Title: Re: [XP] Blizz-ABS
Post by: G_G on February 28, 2009, 09:57:56 pm
I know this is not in the manual for sure  :)
Where are the HUD, minimap, and hotkey x and y coordinates?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 01, 2009, 05:19:26 am
Class Hud, class Hotkey_Assignment and class Minimap.
Title: Re: [XP] Blizz-ABS
Post by: G_G on March 01, 2009, 09:02:38 am
thanks blizzard. Also I'm having troubles with summons,

I have an item, a Whistle, but its not calling the dog when I use it. Just making teh sound and yes I configured it correctly. I configured it in the Blizz Config.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 01, 2009, 10:38:52 am
Make a demo and upload it.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 01, 2009, 12:14:28 pm
Hey I don't know if anybody else is getting this problem but the run animation won't play at all. Unless it was changed? I have it saved as character.png & character_run.png but the it just walks really fast instead of displaying the sprite tied to it.

EDIT: And I also get an error if I move while jumping. I tries to search for _jmp

I've included a screen to show you what I'm talking about.

Error: ShowHide
(http://www.fileden.com/getfile.php?file_path=http://www.fileden.com/files/2006/6/6/52931/jumperror.png)
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 01, 2009, 01:27:30 pm
I ran into this before, and posted my solution a few pages back:

Quote from: winkio on February 14, 2009, 10:50:05 am
For now, I'm having this weird error that I can make little sense of.  In sprite_update of Map_Actor in Part 3, you handle the run/jump/sneak sprite changes.  For some reason for me, it errors out because it looks for files name "_run.png" instead of "Creek_run.png".  All I can think of it that you are somehow initializing character_name_org too early, as in you are setting it to the character name before the character name is actually set, resulting in character_name_org being set to nil.

EDIT: ok, I did some testing, and have some more info.  Basically, the main actor works fine, but for some reason, the caterpillar or party members (even though it is empty) switches to the _run sprite as I am running.  It is really quite wierd.  I guess you need to fix the empty caterpillar slot update thing.

EDIT2:  I fixed it by adding in:
return if @character_name_org == ''

at the beginning of sprite_update.  Basically, it was trying to change suffixes even if there was no sprite.


If you didnt get that, just add
return if @character_name_org == ''

at the beginng of sprite_update in part 3 (its around line 2036)
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 01, 2009, 05:09:43 pm
@Winiko: That sorta worked but now its all weird like when he runs. Like he's an old school cartoon y'know? Is there any ways to fix that? Thanks in advance! *powers up*
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 01, 2009, 08:55:02 pm
I don't understand...
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 01, 2009, 09:31:55 pm
Well see whenever I run it looks like he's doing the jitterbug or something weird like that or the animation just won't play. :(
But it did fix the problem with jumping.
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 01, 2009, 09:37:16 pm
Oh yeah, I remember that problem.  Here, let me find where I fixed it...
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 01, 2009, 09:51:17 pm
Thank you so much. :)

But I have a new problem now.

Script "Blizz Abs pt 2" line 5655:Argument Error occured
comparisson of Float with nil failed


And I don't know whats going on there.
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 01, 2009, 10:08:28 pm
okay, for the running sprites(the solution was so small it took me forever to find...):

in the same sprite update, in the line that says
elsif self.moving? && self.attacked <= 0 && self.running? &&


replace self.moving? with: (self.moving? || Input.dir8 != 0)

That other error sounds like an error with enemies...
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 01, 2009, 10:11:10 pm
Ahh thanks Winkio! :3 *powers up*

Oh but do I replace the entire line or just the first part?

But yeah it only happens sometimes when I kill them. Other times it doesn't. :/
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 01, 2009, 10:12:47 pm
Its something with the system not cycling out enemies soon enough after they are killed... There are actually a couple of other bugs related to the same problem...

BTW Blizz - have you been keeping up with the problems/solutions I've been posting?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 02, 2009, 09:42:10 am
I screenshot them all, don't worry.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 02, 2009, 04:11:12 pm
Hey there is there a way to get bullets and shurikens and boomerangs not to travel through walls? I know this might sound dumb but I've been trying for the past hour with no success. :p

EDIT: Nevermind I got it.  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 02, 2009, 04:17:23 pm
When you define the walls as "walls", they won't go through. :P No, seriously. Use a "Wall Terrain Tag" to define tiles that will act as walls.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 03, 2009, 01:11:17 pm
Script "Blizz Abs pt 2" line 5655:Argument Error occured
comparisson of Float with nil failed


Does anybody possibly know whats causing this and/or how to stop it? I mean its something with the enemies but like I said earlier it just shows up randomly at times.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 03, 2009, 01:18:05 pm
This looks to me as if you are using old savegames when you didn't have Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 03, 2009, 02:05:50 pm
But it happens if I start a new game whenever the enemy is killed even if I've deleted my old save game files.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 03, 2009, 02:13:55 pm
Line 5654 and 5655 should be:

              if (b.is_a?(Map_Actor) && (min == nil ||
                  Math.hypot(b.real_x-char.real_x, b.real_y-char.real_y) < min))


I'll be sure to fix it in the next release of the script as well.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 03, 2009, 02:27:22 pm
Ahh thanks so much Blizz thats what it was. :D *powers up*
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on March 04, 2009, 12:59:02 am
I have an item named Handgun Bullets.


How do I get the weapon named 'Handgun' to consume the bullets?

Also, I can't remember how you edit the y-offsets so that you don't jump up when facing the bottom of the screen.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on March 04, 2009, 04:52:21 am
dont you have to name your item icon for the bullet the same as the weapon then in the config click consume item. i think thats right, im not on my comp at the moment so i cant check.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 04, 2009, 05:51:10 am
And there is no Y-Offset anymore. As I said numerous times already, the sprite system has been changed and improved.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 04, 2009, 08:26:37 am
Quote from: Shadonking on March 04, 2009, 04:52:21 am
dont you have to name your item icon for the bullet the same as the weapon then in the config click consume item. i think thats right, im not on my comp at the moment so i cant check.


Yes thats it. If the icon of the weapon needs to be the same as the character set. IE: character and character_handgun and the bullet would need to be named the same thing as the icon. Ie: bullet.png and bullet.png
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on March 04, 2009, 05:37:25 pm
Quote from: Blizzard on March 04, 2009, 05:51:10 am
And there is no Y-Offset anymore. As I said numerous times already, the sprite system has been changed and improved.


Then how do I stop my sprite from jumping 3 or 4 squares up the screen when attacking while facing down?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 04, 2009, 07:26:53 pm
Are you using the newest version? You shouldn't have this issue. Oh wait you need to readjust your sprites to fit. Thats what you're getting at. Because if they're still set to the previous means then yeah you just need to open up photoshop and slide them up or down [[depending on which direction they fall]] and put them into place.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on March 04, 2009, 07:43:52 pm
I can't get over 8fps regularly with my game right now.
and I have ABSEAL at 1, with Autokill on.

any idea how to help this?
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 04, 2009, 08:23:14 pm
my fps are great.  Assuming that you don't have any other scripts, what's your config?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 04, 2009, 08:35:42 pm
I was curious as if there is a way to make a certain variable work if there are enemies on the map?

I mean I have it set up to where you gain a little bit of sanity if there are no enemies on the map but if there are then it flips on a switch that causes the sanity to slowly decrease.

Only problem is I get some error with doing it through two common events.
$game_variables[4] = $game_map.enemies.size

I'm using this code which stores it in variable 4. And I have it checking to see if the enemies present are greater than or equal to 1 then flip on switch 2 but if equal to 0 then switch 1 is off.

Again it seems to be set up correctly in my head but the problem being that when I go to test it out the game hangs up on me. :/

Now should I have the script piece thats called  inserted into a conditional branch or not?

any assistance is greatly appreciated. Thanks in advance.

And I'm not having any frame rate issues. Its just if I have a butt-load of enemies on the map then I get it. But other than that nothing.


ALSO!!!

Do I need to make a new page for the event to play the said item after it?
Because I have my events set up to give me sanity points but it should be set up to after they're dead if I remember correctly? But that doesn't seem to be the case so is there a special way of setting up this?

And I've RTFM in case.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on March 04, 2009, 08:43:42 pm
Quote from: winkio on March 04, 2009, 08:23:14 pm
my fps are great.  Assuming that you don't have any other scripts, what's your config?


other scripts:
running Shaded Text/Ultimate Font Override/Difficulties from Tons
CCOA's UMS
and a couple very small plugins for either BlizzABS or the basic system.

and stopping either of the parallel process common events I have isn't doing anything.

maybe it's just my computer...
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 04, 2009, 08:48:33 pm
I meant your script settings for Blizz-ABS.  Like sprites, pixel movement, and stuff.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 04, 2009, 09:14:30 pm
@Makasu:

Do you arbitrarily make up script commands and hope they work? :P

If you looked in the manual, it says the way to check how many enemies are in the map is as follows:

Quote
3.2.1. How many Battlers are left on the Map?
If you want to know how many battlers or specific type of battlers you have still on your map, you can use an event Call Script command and use this syntax:
$game_variables[ID] = $game_map.battlers.size
$game_variables[ID] = $game_map.battlers_type(CLASS).size
ID is the variable ID in which you will store the result. CLASS is the type of battler which you are requesting. CLASS can be Map_Enemy, Map_Critter or Map_Object.
Title: Re: [XP] Blizz-ABS
Post by: Landith on March 04, 2009, 09:25:21 pm
He was using the common event in Chronicles of Sir Lag a lot, not making it up :P
I used it to, but found out it didn't work so I looked in the Manual and saw what was wrong.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on March 04, 2009, 09:57:44 pm
Quote from: winkio on March 04, 2009, 08:48:33 pm
I meant your script settings for Blizz-ABS.  Like sprites, pixel movement, and stuff.


I'll post my config script for you then.

meh, the important part.

  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Config
  #----------------------------------------------------------------------------
  #  This module provides Blizz-ABS configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Config
   
    # 2.1. # Basic Configuration
    MAX_PARTY = 4
    MAX_PETS = 1
    MAX_MONSTERS = 1
    MAX_SUMMONS = 1
    CATERPILLAR = false
    ANIMATED_IDS = []
    HEAL_ON_LVLUP = true
    DISABLE_ABS_MODE = 0
    MENU_COLOR_TINT = 8
    ITEM_TIME = 30
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 80, 100)
    DROP_GOLD = ''
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
    PICKUP_ON_TOUCH = true
    EVENT_LOCK = 40
    FULL_DEFEND = true
    CORPSES = false
    EMPTY_CORPSES = false
    DIRECT_HOTKEYS = false
   
    # 2.2. # Movement Configuration
    PIXEL_MOVEMENT_RATE = 0
    REPAIR_MOVEMENT = false
    EIGHT_WAY_MOVEMENT = true
    NORMAL_SPEED = 4
    RUN_SPEED = 0
    SNEAK_SPEED = 0
    JUMPING = 2
    NO_JUMP_TAGS = [1]
    ALLOW_JUMP_TAGS = []
    NO_FLOOR_TAGS = []
    SNEAK_ON_CHARGE = false
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILTY = true
    ABSEAL_AUTOKILL = true
    FACTOR = 1
    DISABLE_ANTILAG_IDS = [13, 23]
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = true
    HUD_POSITION = 0
    HUD_TYPE = 0
    MINIMAP = false
    HOTKEYS = true
    ENEMY_HEALTH_BARS = 200
    MATCH_HEALTH_BAR_WIDTH = true
    BOUNCING_DAMAGE = false
    WEAPON_DATA_MODE = [0, 0]
    SKILL_DATA_MODE = [0, 0, 0]
    ITEM_DATA_MODE = [0, 0, 0]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '00000000'
    AI_DELAY_TIME = 20
    AI_MEMORY_COUNT = 80
    VIEW_RANGE = 5
    HEARING_RANGE_RATIO = 40
    RESPAWN_TIME = 0
    WALL_TAGS = [2]
    NO_ENEMY_TAGS = []
   
    # 2.6. # Animation Configuration
    ANIMATIONS = true
    SMALL_ANIMATIONS = true
    DISPLAY_LVLUP = false
    LVLUP_ANIMATION_ID = 0
    FLEE_LOOP_ANIMATION_ID = 0
    CALL_HELP_ANIMATION_ID = 0
    DEFEND_LOOP_ANIMATION_ID = 0
    UNSUMMON_ANIMATION_ID = 0
   
    # 2.7. # Sprite Control Configuration
    A_ACTION_SPRITES = false
    A_WEAPON_SPRITES = false
    A_SKILL_SPRITES = false
    A_ITEM_SPRITES = false
    A_IDLE_SPRITES = false
    A_CHARGE_SPRITES = false
    A_CHARGE_WEAPON_SPRITES = false
    A_CHARGE_SKILL_SPRITES = false
    A_CHARGE_ITEM_SPRITES = false
    E_ACTION_SPRITES = false
    E_SKILL_SPRITES = false
    E_IDLE_SPRITES = false
    E_CHARGE_SPRITES = false
    E_CHARGE_SKILL_SPRITES = false
    RUNNING_SPRITES = false
    SNEAKING_SPRITES = false
    JUMPING_SPRITES = false
   
  end
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 04, 2009, 10:12:16 pm
@Aqua: No I don't make them up. Like  Landith said I was using the ones from COSLAL but they don't seem to work the way I want them too despite the way they're set up. But yes I've looked in there at that but didn't see much of a difference. I guess I'll go from there.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 04, 2009, 10:13:47 pm
CoSLaL uses a VERRRRRY old version of Blizz-ABS.
A lot has been changed since then... the only thing I can think of right now that hasn't is just basic configuration. XD
Title: Re: [XP] Blizz-ABS
Post by: Landith on March 04, 2009, 10:19:16 pm
Yeah, that and the controls. Which, I guess, are part of Basic Configuration...
I can't wait for CoSLAL: EXA Edition though... It will be EPIC, almost as EPIC as TLoL4. Almost...
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 04, 2009, 10:29:53 pm
Yeah I got it to work. Thank you for pointing that out Aqua. :D *powers up* But yeah I can't wait for it either. We shall see how awesome it is. I don't doubt Blizz though. He knows what he's doing. But whats TLOL4???

Oh wait but now I need it to check if there are 0 enemies to increase the sanity it still takes it away. :(


I guess what I really need to know is if there is a way to make it so that once a map is cleared of enemies it considers them gone from the map. Because the way I want to set it up is that when all the enemies on a map are gone then you'll regain sanity. When some show up then you start to lose it. It works on maps that have no events prior but on maps that had enemies it doesn't work like that.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 05, 2009, 04:31:35 am
o.o;

To clear things up...

Yes, I've changed the commands. And yes, you shouldn't use CoSLAL as reference. That includes the sprites from the demo. I have posted a zip file with the updated (not all of them) sprites.

@NAMK: What about Blizz-ABS alone in a new project?

@Makasu: TLOL4 (aka The Legend of Lexima IV - Chaos Project) is my RMXP game which has entered beta stage just recently. :P Surpringily I'm not using my ABS as battle system. I made yet another custom battle system for that. It looks like the default but it's completely pimped. <3
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 05, 2009, 08:26:58 am
OHHHHHHHHHHHH hahhah wow I need to play it!! I've seen it a couple of times but its always just been under my radar. I think I saw a youtube video of it once? Not to sure. Downloading now. But you didn't use your baby?!?!?!? Isn't that like child neglegence? Hahah j/k.

But yes I realized that now becuase when I used the on in the manual it worked. But still the game won't check if there are enemies if the map already had them on there it'll only work on maps without enemies. Is there a way to counter this method or something? Because I have my event set up as

Conditional Branch : Variable [004:Enemies on map] <= 0
Control Variables: [Sanity]+=2
wait 20 frames


and I'm storing the enemies in
$game_variables[4] = $game_system.battlers_number
$game_variables[4] = $game_system.battlers_number_type(Map_Enemy)


But again it only works on maps where there haven't been enemies already placed.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on March 05, 2009, 08:41:10 am
Quote from: Blizzard on March 05, 2009, 04:31:35 am
@NAMK: What about Blizz-ABS alone in a new project?


I checked with Zylos, his computer is pretty much as fast as mine, and it runs at a steady 30-40 FPS, so it's likely just my VistAIDS.  I'll release the game later today, and if other people experience lag, then I'll try to figure it out.
Title: Re: [XP] Blizz-ABS
Post by: Landith on March 05, 2009, 05:17:46 pm
Quote from: NAMKCOR on March 05, 2009, 08:41:10 am
I'll release the game later today

Sweet! I can't wait to play it :)

Quote from: Makasu on March 05, 2009, 08:26:58 am
But yes I realized that now becuase when I used the on in the manual it worked. But still the game won't check if there are enemies if the map already had them on there it'll only work on maps without enemies. Is there a way to counter this method or something? Because I have my event set up as

Conditional Branch : Variable [004:Enemies on map] <= 0
Control Variables: [Sanity]+=2
wait 20 frames


and I'm storing the enemies in
$game_variables[4] = $game_system.battlers_number
$game_variables[4] = $game_system.battlers_number_type(Map_Enemy)


But again it only works on maps where there haven't been enemies already placed.

Erase this:

$game_variables[4] = $game_system.battlers_number_type(Map_Enemy)

You don't need that, and if it still doesn't work, then you need to define the variable before the conditional branch in your event and make sure it's Parell Process.

Also, your using the wrong code, it's this...

$game_variables[ID] = $game_map.battlers.size
not

$game_variables[ID] = $game_system.battlers_number

That checks how many enemies the map originally had, not how many there are now.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 05, 2009, 05:48:30 pm
Landith you're my hero. :3
Title: Re: [XP] Blizz-ABS
Post by: Landith on March 05, 2009, 05:51:07 pm
No problem, it explains it in the game "Blizz-ABS Tutorial" located in the New Projects section if you need any more help with the Basic Features of Blizz-ABS. :)
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 05, 2009, 06:43:21 pm
ok i have 1 question i did know how to remove the premenu then add the scenes to my menu but u cant figure it out since you changed it all mainly need the Ai trigger scene & behavior scenes because the menu cant read them in ur script
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on March 06, 2009, 01:29:48 pm
alright, need help big time.

I made respawn points for a specific fight.
they have guards, and when the guard dies, I want the respawn point to cease to exist as well.
however I try renaming the event, or using an 'erase event' call, and the enemies still respawn there.

is there any way to terminate a respawn point?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 06, 2009, 02:41:28 pm
You could make it where you have to kill it? Or is that not possible? Why not use variables?

Like
conditional if variable [x] >= 0


then it cuts on a switch. Then go to the spawn point. Make a new page and put it to where the switch is on.
Of course you'd have to make it so that when the enemies are downed they add a point to the variable.

$game_variables[x] = $game_map.battlers_type(Map_Enemy).size


Store the enemies in the x variable. Then have an even that'll check if the conditions are met and then flip on the switch. I think it'd need to be a parellel process though because autorun seems to freeze rmxp. :p

Or use a common event. Those are just easier to work with imo.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on March 06, 2009, 03:38:13 pm
Quote from: Makasu on March 06, 2009, 02:41:28 pm
bafgiponibkhadfskjstuff


that's all irrelevant.
it also wouldn't work.

the respawn points spawn small enemies
there is a guard for each point that keeps them open
when the guard dies, the point goes away

I have a switch on the guard which calls page 2 of the respawn event, which only has an 'erase event' trigger.
I've also tried renaming the event \respawn[] to make it not respawn any enemy types, this didn't work so I tried \respawn[99], since I don't have an enemy 99, and this also did not work.

also:
Makasu, Auto run doesn't freeze RMXP, they are designed to take over operation of the game, so that the player cannot do anything while the auto run event is running.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on March 06, 2009, 03:59:04 pm
Cant you just rename the event something else in stead of having respawn in it, could that solve the prob.

if you want to upload a little demo of the problem and then i can see if i can come up with something.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on March 06, 2009, 04:59:53 pm
Quote from: Shadonking on March 06, 2009, 03:59:04 pm
Cant you just rename the event something else in stead of having respawn in it, could that solve the prob.

if you want to upload a little demo of the problem and then i can see if i can come up with something.


I've tried renaming it blank and it still doesn't work.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on March 06, 2009, 05:09:36 pm
i see, could you make it so it originaly doesnt have a command in its name but in the event have it to change its name when a certain switch is off then when you want it to stop have another conditional branch in that when the variable or switch you want to trigger it to stop then rename it again to get rid of the command and turn the other switch on to stop it from renaming itself to begine with.

i think that made sense. if it didnt i could put up a picture to explain it better.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 06, 2009, 06:30:39 pm
 
Quote from: NAMKCOR on March 06, 2009, 03:38:13 pm
Quote from: Makasu on March 06, 2009, 02:41:28 pm
bafgiponibkhadfskjstuff


that's all irrelevant.
it also wouldn't work.

the respawn points spawn small enemies
there is a guard for each point that keeps them open
when the guard dies, the point goes away

I have a switch on the guard which calls page 2 of the respawn event, which only has an 'erase event' trigger.
I've also tried renaming the event \respawn[] to make it not respawn any enemy types, this didn't work so I tried \respawn[99], since I don't have an enemy 99, and this also did not work.

also:
Makasu, Auto run doesn't freeze RMXP, they are designed to take over operation of the game, so that the player cannot do anything while the auto run event is running.


And thats not true. You could do it with a variable! Just set the guard to when they get killed they add a point or whatever and when the point equals the one then it'll just rename the event. Which would in turn delete the spawn point.
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 06, 2009, 10:15:59 pm
The way Blizz-ABS is set up, I'm pretty sure that respawn points can't go away.what you could do is check the switch to make it go to a rename/erase event, then tele to another map (copy of the same map), then tele back.  It might work.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on March 06, 2009, 11:56:31 pm
Quote from: Makasu on March 06, 2009, 06:30:39 pm
And thats not true. You could do it with a variable! Just set the guard to when they get killed they add a point or whatever and when the point equals the one then it'll just rename the event. Which would in turn delete the spawn point.


it's the same as doing it with switches, which isn't working.
so yes, it's true.

Quote from: Shadonking on March 06, 2009, 05:09:36 pm
i see, could you make it so it originaly doesnt have a command in its name but in the event have it to change its name when a certain switch is off then when you want it to stop have another conditional branch in that when the variable or switch you want to trigger it to stop then rename it again to get rid of the command and turn the other switch on to stop it from renaming itself to begine with.


I kinda got an idea of what you said, and I'll give that a shot.
Title: Re: [XP] Blizz-ABS
Post by: G_G on March 07, 2009, 03:06:12 am
Okay what line do I go to to make it where the items dont drop as icons? I found it when Makasu asked for it and blizz said the line. That wasnt the line but than again that was an earlier version. Could someone tell me what line please?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 07, 2009, 07:09:19 am
Turn on the "Corpses" option.

@NAMK: I'll be sure to remove respawn points that are erased in the next version.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 07, 2009, 10:23:36 am
Hey Blizz I have a question about corpes and wall tags.

Now is there a way to make a corpse stop blinking?

And with wall tags if I have them set up a certain way I'm not able to shoot projectiles if I'm behind them. Lets say I have my wall tags set up as 7 but I have the passability set up as the square [[which makes the lining kinda act like a wall for autotiles]] but if I'm standing just a tiny bit behind it then I don't won't be able to attack. I hope that makes sense? Is there a remedy for such a thing? Because I don't want the walls to be able to be shot through but I would like to be able to attack from behind it and it not stop my projectiles.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 07, 2009, 10:40:02 am
The question with stopping dropped stuff to blink was answered before, use the search button.

Why did you do that? Why didn't you turn off the wall tag for that tile and simply used an invisible tile as wall overlay?
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on March 07, 2009, 10:50:21 am
so I'm waiting for 2.24 to be able to finish Anima :/
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 07, 2009, 04:38:42 pm
Quote from: Blizzard on March 07, 2009, 10:40:02 am
The question with stopping dropped stuff to blink was answered before, use the search button.

Why did you do that? Why didn't you turn off the wall tag for that tile and simply used an invisible tile as wall overlay?


I don't know actually. And you way works and seems so much better. :D thank you.

But do the explosions work? Or are they not set up to be like on map things? Like grenades and things of that nature? I'm testing them out now but the don't seem to be working as I thought they would be.

No they work its just they don't do damage?
But actually none of the items work. The beam, direct shockwave or any of that.

Homing works but still it doesn't damage them at all and trap just blows up.

In fact any item that I make doesn't work like its supposed to. Like healing items or any of that and I know I have them set up correctly as well. :(
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 07, 2009, 05:59:18 pm
Did you give the items a Rcvr HP number in the Database?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 07, 2009, 06:16:13 pm
Yes ma'am I did. And still nothing. :/ like I can use them in the menu but if I try to use them on the map I gets nothing. :(

Okay well now recovery items work thanks Aqua I was putting it on something else I guess but do you know whats going on with the explosions and whatnot?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 07, 2009, 08:59:16 pm
Mmm... if the explosions do 0 dmg to the target, the 0 dmg pop-up doesn't pop-up.

I think I forgot to tell Blizz to fix that... :P
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 07, 2009, 09:25:59 pm
Yes thats true but even if its supposed to do damage it still doesn't show up. Or do I have to set the items recovery rate to a negative number to make it damage? It won't work like a weapon?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 07, 2009, 09:36:20 pm
Well, if items recover, then positive numbers would... recover :P

Then multiply everything by -1! :O
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 07, 2009, 10:12:34 pm
XD thats what I meant. Hahaha but it can't be set up y'know how you set up projectiles in BABS? Where a gun can consume an item and  you hit the attack button it'll fire the projectile. But you can still use the item as an item and thats how you use the explosions not from the attack button if the item is tied to it but through the item button and I'm curious as to if there is a way around this to make it where I can shoot rockets from my rocket launcher [[since I'm making a shooting game]] and still get the effect as if I used it as an item [[mainly the explosions]] and not have to press the item button but the attack button.

I'm redundant :D
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 07, 2009, 10:17:17 pm
Wait... I don't get it...

You want the rocket to be used as
a)  A consumable item projectile that explodes
b)  An item used by weapon - rocket launcher - that explodes

Mmm... this should work... I think
*will test later I guess* :P
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 07, 2009, 10:59:15 pm
Well like for some odd reason it won't for me.

And yes. I know its really hard to explain. Lets see. I don't know how to put it actually.

My attack button is mapped to 'S' which allows me to fire bullets/rockets and various other weapons with ease. But to get the explosion effect that I have set up with the rocket I have to press the item button. Which I think I have mapped to 'I' currently. If I press S it'll just treat it like a normal projectile ignoring the fact that I have it set to explode. But if I press the item button it'll give it the explosion part as well. But see I'd like to have it mapped to attack that way the player won't have to juggle between pressing 'S' and 'I' and getting two different types of attacks. One that explodes and one that doesn't y'know?

I'm not to sure if that makes sense but thats the only real way I can put it.

And thank you. :D
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 07, 2009, 11:19:26 pm
Oh!  I get it...

Weapons don't explode :P

So when you use the rocket as ammo to a weapon, it'll be considered a weapon.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 07, 2009, 11:26:33 pm
Yes I think? Now I'm kinda confused. But yes I'd like it to be where the exploding effect is still on the rocket if its fired because I mean it just makes sense Imo. I could be wrong. But I can't figure a way around this so I figured that maybe I was doing something wrong? :p
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 07, 2009, 11:29:54 pm
Quote from: Aqua on March 07, 2009, 11:19:26 pm
Oh!  I get it...

Weapons don't explode :P

So when you use the rocket as ammo to a weapon, it'll be considered a weapon.



Now I'm just gonna add text here, so this post isn't just a quote...  :roll:

Mmm... and I could be wrong, but I'm /pretty/ sure that weapons don't explode... XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 08, 2009, 06:36:02 am
Quote from: Aqua on March 07, 2009, 11:29:54 pm
Mmm... and I could be wrong, but I'm /pretty/ sure that weapons don't explode... XD


Hm... I'm not sure either. If that is the case, I will probably make the able to explode.

@NAMK: Do you think you can put a list together of the features you need? If I add everything that was asked for and fix every reported bug, you won't see 2.24 for another month due my lack of time.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 08, 2009, 09:04:38 am
@Aqua: Hahah I know sorry I was restating the obvious. XD

@Blizz: Yay that'd be pretty sweet but is there a possiblitly of maybe adding a hit sound? Like that plays when the player or enemie gets hit? Or _hit frames for that matter? Pretty please? :3

Also sometimes I get this error. Its a rare occurance but it does happen sometimes

Script 'BlizzAbs pt 2' line 455 NoMethodError occured.
undefined method 'dispose' for #<BlizzABS::DamageRequest:0x1co2608


which takes me here
@damages.each {|sprite| sprite.dispose}
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 08, 2009, 10:13:09 am
hit sounds are done with animations in the database.  Simple as that.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 08, 2009, 10:55:57 am
Yes I know that but see then I'd have to set one up for every single enemy type [[Ie ghosts and zombies dogs and bears]] and then there's not one for the player. Almost like a battle cry y'know? But like it'd play a sound effect for if the player was hit. Like a grunt or whatever the case may be. That kinda thing. It'd just be easier to manage I think but I could be wrong.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 08, 2009, 12:25:48 pm
What winkio said. -_-
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 08, 2009, 12:44:10 pm
While I hate to have to compare to XAS

# Definição do Som quando o herói receber dano
  HERO_HIT_SE = RPG::AudioFile.new("Mana - Duran_Hit", 100, 100)


I mean something like this.  A sound effect that you can define within the script to play when the player or event. is hit. I don't know it could be like an addon of sorts. Because I mean you're able to set up animations through the database. I know this. But say like you have it hitting an enemy. A dog wouldn't make the same sound effect as a zombie if it were being hit.

it could be like
def self.hit(id)
      case id
      when 1 then return ("Mana - Duran_Hit", 100, 100) # Zombie monster
      when 2 then return ("Mana - Duran_Hit", 100, 100) # Dog monster


Of course thats not a real thing but y'know what I'm saying hopefully?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 08, 2009, 01:07:25 pm
I'm simply not going to implement it. It's so simple to make that it takes 5 minutes to do. When I do it and add it to Blizz-ABS, I will need 30-60 minutes since I have to add it to the manual, explain how to configure it manually and add it in the config app. No.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 08, 2009, 01:09:36 pm
Okay. :) It was just a suggestion. Thank you though.
Title: Re: [XP] Blizz-ABS
Post by: lTritonl on March 10, 2009, 02:17:42 pm
Hello, this script works great. Except I am having one problem. I have one ally in my party, with Caterpillar turned on. When I enter combat the following error message occurs

Undefined method '[]' for nil:NilClass


The line is 1667, which is this:

        if summon[0] == SUMMONNone || summon[1] == 0 || summon[2] == 0


What causes this error? Thank you.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on March 10, 2009, 02:20:34 pm
Makasu, just have someone make it a plugin :huh:

Quote from: Blizzard on March 08, 2009, 06:36:02 am
@NAMK: Do you think you can put a list together of the features you need? If I add everything that was asked for and fix every reported bug, you won't see 2.24 for another month due my lack of time.


just respawn points that are deleted when erased/renamed.
then Anima can pretty much be finished.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 10, 2009, 02:48:39 pm
Quote from: lTritonl on March 10, 2009, 02:17:42 pm
Hello, this script works great. Except I am having one problem. I have one ally in my party, with Caterpillar turned on. When I enter combat the following error message occurs

Undefined method '[]' for nil:NilClass


The line is 1667, which is this:

        if summon[0] == SUMMONNone || summon[1] == 0 || summon[2] == 0


What causes this error? Thank you.


Looks to me that you are either using an older version or you haven't regenerated the configuration script (part 1) with the config app after updating the script.
Title: Re: [XP] Blizz-ABS
Post by: lTritonl on March 10, 2009, 04:02:01 pm
Quote from: Blizzard on March 10, 2009, 02:48:39 pm
Quote from: lTritonl on March 10, 2009, 02:17:42 pm
Hello, this script works great. Except I am having one problem. I have one ally in my party, with Caterpillar turned on. When I enter combat the following error message occurs

Undefined method '[]' for nil:NilClass


The line is 1667, which is this:

        if summon[0] == SUMMONNone || summon[1] == 0 || summon[2] == 0


What causes this error? Thank you.


Looks to me that you are either using an older version or you haven't regenerated the configuration script (part 1) with the config app after updating the script.


I am using V2.2.3. Combat works fine if I only have one actor in the party, but the error seems to happen at random only when I have an ally in the party that is attacking the enemies. I have A_ACTION_SPRITES  and A_WEAPON_SPRITES on, other than that the settings are default, with no other scripts other than Blizz-ABS v2.2.3 running. Here is my current Configuration:
Spoiler: ShowHide


#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-ABS by Blizzard
# Version: 2.23
# Auto-Generated Configuration Script
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                                    PART 1
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Copy-paste this auto-generated script into the script slot instead of Part 1
# of the default Blizz-ABS script.
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# BlizzABS
#------------------------------------------------------------------------------
#  This is the master control, configuration, utility and battle process
#  module for Blizz-ABS.
#==============================================================================

module BlizzABS
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Control
  #----------------------------------------------------------------------------
  #  This module provides in-game control configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Control
   
    CUSTOM_CONTROLS = false
    DISABLE_DEFAULT = true
    UP = "Key['W']"
    LEFT = "Key['A']"
    DOWN = "Key['S']"
    RIGHT = "Key['D']"
    PREVPAGE = "Key['Q']"
    NEXTPAGE = "Key['E']"
    CONFIRM = "Key['H']"
    CANCEL = "Key['F']"
    ATTACK = "Key['K']"
    DEFEND = "Key['L']"
    SKILL = "Key['J']"
    ITEM = "Key['I']"
    SELECT = "Key['O']"
    HUD = "Key['Z']"
    HOTKEY = "Key['X']"
    MINIMAP = "Key['C']"
    RUN = "Key['M']"
    SNEAK = "Key['.']"
    JUMP = "Key[',']"
    TURN = "Key['U']"
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Config
  #----------------------------------------------------------------------------
  #  This module provides Blizz-ABS configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Config
   
    # 2.1. # Basic Configuration
    MAX_PARTY = 2
    MAX_PETS = 1
    MAX_MONSTERS = 1
    MAX_SUMMONS = 1
    CATERPILLAR = true
    ANIMATED_IDS = []
    HEAL_ON_LVLUP = true
    DISABLE_ABS_MODE = 0
    MENU_COLOR_TINT = 0
    ITEM_TIME = 30
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 80, 100)
    DROP_GOLD = ''
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
    PICKUP_ON_TOUCH = true
    EVENT_LOCK = 40
    FULL_DEFEND = true
    CORPSES = false
    EMPTY_CORPSES = false
    DIRECT_HOTKEYS = true
   
    # 2.2. # Movement Configuration
    PIXEL_MOVEMENT_RATE = 0
    REPAIR_MOVEMENT = true
    EIGHT_WAY_MOVEMENT = false
    NORMAL_SPEED = 4
    RUN_SPEED = 5
    SNEAK_SPEED = 3
    JUMPING = 2
    NO_JUMP_TAGS = []
    ALLOW_JUMP_TAGS = []
    NO_FLOOR_TAGS = []
    SNEAK_ON_CHARGE = false
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILTY = false
    ABSEAL_AUTOKILL = true
    FACTOR = 4
    DISABLE_ANTILAG_IDS = []
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = true
    HUD_POSITION = 0
    HUD_TYPE = 1
    MINIMAP = true
    HOTKEYS = true
    ENEMY_HEALTH_BARS = 255
    MATCH_HEALTH_BAR_WIDTH = false
    BOUNCING_DAMAGE = true
    WEAPON_DATA_MODE = [0, 0]
    SKILL_DATA_MODE = [0, 0, 0]
    ITEM_DATA_MODE = [0, 0, 0]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '00000000'
    AI_DELAY_TIME = 40
    AI_MEMORY_COUNT = 80
    VIEW_RANGE = 5
    HEARING_RANGE_RATIO = 40
    RESPAWN_TIME = 25
    WALL_TAGS = []
    NO_ENEMY_TAGS = []
   
    # 2.6. # Animation Configuration
    ANIMATIONS = true
    SMALL_ANIMATIONS = true
    DISPLAY_LVLUP = true
    LVLUP_ANIMATION_ID = 1
    FLEE_LOOP_ANIMATION_ID = 101
    CALL_HELP_ANIMATION_ID = 40
    DEFEND_LOOP_ANIMATION_ID = 65
    UNSUMMON_ANIMATION_ID = 91
   
    # 2.7. # Sprite Control Configuration
    A_ACTION_SPRITES = true
    A_WEAPON_SPRITES = true
    A_SKILL_SPRITES = false
    A_ITEM_SPRITES = false
    A_IDLE_SPRITES = false
    A_CHARGE_SPRITES = false
    A_CHARGE_WEAPON_SPRITES = false
    A_CHARGE_SKILL_SPRITES = false
    A_CHARGE_ITEM_SPRITES = false
    E_ACTION_SPRITES = false
    E_SKILL_SPRITES = false
    E_IDLE_SPRITES = false
    E_CHARGE_SPRITES = false
    E_CHARGE_SKILL_SPRITES = false
    RUNNING_SPRITES = false
    SNEAKING_SPRITES = false
    JUMPING_SPRITES = false
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Weapons
  #----------------------------------------------------------------------------
  #  This module provides weapon configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Weapons
   
    def self.type(id)
      case id
      when 1 then return 1
      when 8 then return 2
      end
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.consume(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Skills
  #----------------------------------------------------------------------------
  #  This module provides skill configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Skills
   
    def self.type(id)
      case id
      when 82 then return [1, 0]
      when 83 then return [1, 6.0]
      when 84 then return [6, 0]
      when 85 then return [4, 0]
      when 86 then return [1, 6]
      when 87 then return [1, 0]
      when 88 then return [1, 0]
      when 89 then return [4, 0]
      when 90 then return [4, 0]
      when 91 then return [2, 3]
      when 92 then return [5, 3]
      when 93 then return [6, 0]
      when 94 then return [3, 0]
      when 96 then return [1, 0]
      when 97 then return [3, 0]
      when 98 then return [1, 0]
      when 99 then return [3, 0]
      end
    end
   
    def self.range(id)
      case id
      when 82 then return 6
      when 83 then return 8
      when 84 then return 5
      when 85 then return 10
      when 86 then return 15
      when 87 then return 2
      when 88 then return 3
      when 89 then return 5
      when 90 then return 5
      when 91 then return 10
      when 92 then return 2
      when 93 then return 5
      when 94 then return 5
      when 96 then return 10
      when 97 then return 5
      when 98 then return 5
      when 99 then return 5
      end
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      case id
      when 92 then return 40
      end
    end
   
    def self.summon(id)
      case id
      when 93 then return [false, 3, 200]
      end
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Items
  #----------------------------------------------------------------------------
  #  This module provides item configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Items
   
    def self.type(id)
      return [DIRECT, 0.0]
    end
   
    def self.range(id)
      return 5.5
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONNone, 0, 0]
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Enemies
  #----------------------------------------------------------------------------
  #  This module provides enemy configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Enemies
   
    def self.type(id)
      return SWORD
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.enemy_set(id)
      return ''
    end
   
    def self.delay(id)
      return nil
    end
   
    def self.memory(id)
      return nil
    end
   
    def self.perception(id)
      return nil
    end
   
    def self.ai(id)
      return nil
    end
   
    def self.destruct(id)
      return 0
    end
   
    def self.respawn(id)
      return 0
    end
   
  end
 
end





Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 10, 2009, 04:08:30 pm
Have you removed the default values for self.trap and self.summon or what?

    def self.trap(id)
      case id
      when 92 then return 40
      end
    end
   
    def self.summon(id)
      case id
      when 93 then return [false, 3, 200]
      end
    end


There is no default return value defined. O_o
Title: Re: [XP] Blizz-ABS
Post by: Landith on March 10, 2009, 05:06:07 pm
Blizz, have you fixed the tileset event problem?
It's the one were if you select the tileset graphic in an event it only shows like a few pixels of it, actually a line of pixels.
If you need a screenshot I'll post one.

I need it for the section in Blizz-ABS Tutorial about making puzzles with BABS.
Of course I could also make it in a character set. But I would rather show people with the tileset graphic for convenience on their part.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 10, 2009, 05:10:22 pm
Not yet. Due to popular demand I'll probably see if I can put together v2.24 or even 2.3 over the weekend.
Title: Re: [XP] Blizz-ABS
Post by: lTritonl on March 10, 2009, 05:18:53 pm
Thanks Blizzard, the Undefined method problem is fixed. Except now I have another problem, I am getting a RGSS disposed sprite error on line 5936, which is this:

        if dmg[0].opacity == 0


it happens when I go into the menu when there are multiple attack animations and damage animations showing at one time. Any idea how to correct this? Thank you in advance.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 10, 2009, 06:00:32 pm
Actually this can't be happening. The piece of code right after that prevents that kind of error. I'm sorry, I don't know what could have gone wrong since it doesn't make any sense at all. If you want, you can upload a demo which demonstrates the problem and I can take a look at it.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on March 11, 2009, 08:20:51 am
i cant get respawn point to work, iv name it correctly like in the manual but it just does nothing and lets the enemies stay dead.

here is what i put

\respawn[35] \time[2]
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 11, 2009, 08:34:58 am
It works fine for me in Star G. Are you using v2.23? I think I fixed it there.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on March 11, 2009, 08:50:40 am
yeah im using 2.23, every thing else seems to work but enemies wont respawn.

i'll try redownloading the current version and replace what i have. i'll tell you what happens in a while
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 11, 2009, 09:16:00 am
It actually doesn't work for me either. And I even tried using the respawn point bug fix found in Star G. I had forgotten all about that.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 11, 2009, 09:27:52 am
Ah, so I put a fix in there. Alright, I'll remember fixing it in the official release.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on March 11, 2009, 09:45:08 am
Quote from: Shadonking on March 11, 2009, 08:20:51 am
i cant get respawn point to work, iv name it correctly like in the manual but it just does nothing and lets the enemies stay dead.

here is what i put

\respawn[35] \time[2]


it works fine for me in 2.21...
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on March 11, 2009, 10:15:14 am
iv used the bug fix in star G and it works now
Title: Re: [XP] Blizz-ABS
Post by: lTritonl on March 12, 2009, 02:38:29 am
I regenerated my Config file and undefined method '+' didn't come up since. Weird stuff =/

However, I'm having another problem now. It only happens when I have a summoned pet fighting alongside me and magic attacks are flying back and forth, it seems to happen at random. I have the Enemy AI set to Full power


undefined method '*' for nil:NilClass

This is the line where the errors occuring:

      when 8 then Rect.new(ch.real_x/4+8, ch.real_y/4+16-d*32, 16, d*32)

and this is the method:

    #--------------------------------------------------------------------------
    # get_projectile_area
    #  ch - map character
    #  d  - distance
    #  Returns area data for the given character and range for projectiles.
    #--------------------------------------------------------------------------
    def get_projectile_area(ch, d)
      return case ch.direction
      when 2 then Rect.new(ch.real_x/4+8, ch.real_y/4+16, 16, d*32)
      when 4 then Rect.new(ch.real_x/4+16-d*32, ch.real_y/4+8, d*32, 16)
      when 6 then Rect.new(ch.real_x/4+16, ch.real_y/4+8, d*32, 16)
      when 8 then Rect.new(ch.real_x/4+8, ch.real_y/4+16-d*32, 16, d*32)
      end
    end


Thank you.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 12, 2009, 03:28:47 am
I think I know what's causing this. A homing projectile is probably targeting a summoned ally and it disappears before the projectile can hit it. Try make the enemy launch an attack right before the summon is supposed to disappear. If you can cause the error in this way, then I'm probably correct about my assumption what is causing that error. Expect it to be fixed in the next version.
Title: Re: [XP] Blizz-ABS
Post by: lTritonl on March 12, 2009, 05:16:06 am
Quote from: Blizzard on March 12, 2009, 03:28:47 am
I think I know what's causing this. A homing projectile is probably targeting a summoned ally and it disappears before the projectile can hit it. Try make the enemy launch an attack right before the summon is supposed to disappear. If you can cause the error in this way, then I'm probably correct about my assumption what is causing that error. Expect it to be fixed in the next version.


Yup, this is true. If the summoned ally disappears and projectiles are still following, then the following line comes up as an error

Undefined method '+'

Line:

    battlers[index + 1].update_ci if battlers[index + 1] != nil

The method:

  #----------------------------------------------------------------------------
  # update_ci
  #  index - new caterpillar index
  #  Integrates back into the caterpillar by setting up @cindex.
  #----------------------------------------------------------------------------
  def update_ci(ind = (@cindex == nil ? nil : self.index))
    # set new cindex
    @cindex = ind
    # get all battlers
    battlers = $BlizzABS.battlers
    # if index isn't removing from caterpillar
    if ind != nil
      # iterate through all actors in front of self
      (0...index).each {|i|
          # decrease cindex if missing in the caterpillar or no battler
          @cindex -= 1 if battlers[i].cindex == nil || battlers[i].battler == nil}
    end
    # update the @cindex of the actor behind if he exists
    battlers[index + 1].update_ci if battlers[index + 1] != nil
  end


error happens every single time the summoned ally disappears (or if he dies) and projectiles are still chasing him.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on March 12, 2009, 10:16:41 am
sounds like it'd be easiest to Auto-kill homing projectiles if their target ceases to exist in some way or another.
Title: Re: [XP] Blizz-ABS
Post by: sk8r23 on March 13, 2009, 04:32:55 pm
Rmxp
Blizz abs script 2 version 2.23

When i start the game i get a message saying,"Script Abs2 line 6883:Name error occured, unidentified method, update for class, game system.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 13, 2009, 04:42:48 pm
That line is a comment...
  # battlers_number_type

Maybe you have the scripts in the wrong order or something...

Also... report errors in the Blizz-ABS thread; we don't need a new thread for every problem you have relating to Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 14, 2009, 06:32:02 am
Either that or he put all 3 parts into one slot. Why do people do this? Isn't it kinda obvious that you need to put them into seperate slots if they were seperated? -_-
Title: Re: [XP] Blizz-ABS
Post by: sk8r23 on March 15, 2009, 12:58:20 pm
It is all separated its not in one script but on the script the line is 6833 sorry and it says the same thing i said the script says
Spoiler: ShowHide
  Line6833  alias upd_blizzabs_later update


Once i start my game it reads
Spoiler: ShowHide
Name error occured, unidentified method, update for class, game system.


Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 15, 2009, 01:02:28 pm
http://forum.chaos-project.com/index.php?topic=23.0
Title: Re: [XP] Blizz-ABS
Post by: sk8r23 on March 15, 2009, 01:10:38 pm
Well I still do not understand cause the only scripts i fully have is blizz-abs andsome of mogs scripts:
Spoiler: ShowHide
MOG - MPW Map_Name
           MOG - Scene Title Celia
           MOG - Scene Shop
           MOG - Scene Equip
           MOG - Scene Item
           MOG - Scene Game Over
           MOG - Scene File


Dont get mad if im doing anything stupid or i didnt read right cause im sorta new to Xp i usually used rm2k3 and im not fully knowing of everything about rmxp.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 15, 2009, 01:14:12 pm
The only way how you can be getting this error is if you put Blizz-ABS above Game_System. In other words your scripts are NOT in the right order.
Title: Re: [XP] Blizz-ABS
Post by: sk8r23 on March 15, 2009, 01:18:22 pm
it is not above game system i always make shore its above main but this is the order of my scripts:
Spoiler: ShowHide
MOG - MPW Map_Name
           MOG - Scene Title Celia
           MOG - Scene Shop
           MOG - Scene Equip
           MOG - Scene Item
           MOG - Scene Game Over
           MOG - Scene File
           Blizz-Abs1
           Blizz-Abs2
           Blizz-Abs3
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 15, 2009, 01:28:00 pm
Then you deleted it or MOG scripts did.
Title: Re: [XP] Blizz-ABS
Post by: sk8r23 on March 15, 2009, 01:32:33 pm
What should i do about it, should i delete mog's scripts?
When  first put them in they worked just fine for a day or so.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 15, 2009, 01:40:28 pm
Try removing them temporarily and see how it works. Or upload a demo of the game and PM me a download link, I can look into it and tell you how to fix it in your game.

EDIT: Yes, you HAVE deleted the Game_System script. You have replaced it with a Blizz-ABS Part 1. And you need to put Blizz-ABS below the other scripts.
Title: Re: [XP] Blizz-ABS
Post by: sk8r23 on March 15, 2009, 02:31:13 pm
Did it work? Then can you please send it back to me i know i may alreayd have to but id like to have it to show me what youve done.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 15, 2009, 02:33:54 pm
Just put the default Game_System script back into its slot.

Code: Default Game_System
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  This class handles data surrounding the system. Backround music, etc.
#  is managed here as well. Refer to "$game_system" for the instance of
#  this class.
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :map_interpreter          # map event interpreter
  attr_reader   :battle_interpreter       # battle event interpreter
  attr_accessor :timer                    # timer
  attr_accessor :timer_working            # timer working flag
  attr_accessor :save_disabled            # save forbidden
  attr_accessor :menu_disabled            # menu forbidden
  attr_accessor :encounter_disabled       # encounter forbidden
  attr_accessor :message_position         # text option: positioning
  attr_accessor :message_frame            # text option: window frame
  attr_accessor :save_count               # save count
  attr_accessor :magic_number             # magic number
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @map_interpreter = Interpreter.new(0, true)
    @battle_interpreter = Interpreter.new(0, false)
    @timer = 0
    @timer_working = false
    @save_disabled = false
    @menu_disabled = false
    @encounter_disabled = false
    @message_position = 2
    @message_frame = 0
    @save_count = 0
    @magic_number = 0
  end
  #--------------------------------------------------------------------------
  # * Play Background Music
  #     bgm : background music to be played
  #--------------------------------------------------------------------------
  def bgm_play(bgm)
    @playing_bgm = bgm
    if bgm != nil and bgm.name != ""
      Audio.bgm_play("Audio/BGM/" + bgm.name, bgm.volume, bgm.pitch)
    else
      Audio.bgm_stop
    end
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # * Stop Background Music
  #--------------------------------------------------------------------------
  def bgm_stop
    Audio.bgm_stop
  end
  #--------------------------------------------------------------------------
  # * Fade Out Background Music
  #     time : fade-out time (in seconds)
  #--------------------------------------------------------------------------
  def bgm_fade(time)
    @playing_bgm = nil
    Audio.bgm_fade(time * 1000)
  end
  #--------------------------------------------------------------------------
  # * Background Music Memory
  #--------------------------------------------------------------------------
  def bgm_memorize
    @memorized_bgm = @playing_bgm
  end
  #--------------------------------------------------------------------------
  # * Restore Background Music
  #--------------------------------------------------------------------------
  def bgm_restore
    bgm_play(@memorized_bgm)
  end
  #--------------------------------------------------------------------------
  # * Play Background Sound
  #     bgs : background sound to be played
  #--------------------------------------------------------------------------
  def bgs_play(bgs)
    @playing_bgs = bgs
    if bgs != nil and bgs.name != ""
      Audio.bgs_play("Audio/BGS/" + bgs.name, bgs.volume, bgs.pitch)
    else
      Audio.bgs_stop
    end
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # * Fade Out Background Sound
  #     time : fade-out time (in seconds)
  #--------------------------------------------------------------------------
  def bgs_fade(time)
    @playing_bgs = nil
    Audio.bgs_fade(time * 1000)
  end
  #--------------------------------------------------------------------------
  # * Background Sound Memory
  #--------------------------------------------------------------------------
  def bgs_memorize
    @memorized_bgs = @playing_bgs
  end
  #--------------------------------------------------------------------------
  # * Restore Background Sound
  #--------------------------------------------------------------------------
  def bgs_restore
    bgs_play(@memorized_bgs)
  end
  #--------------------------------------------------------------------------
  # * Play Music Effect
  #     me : music effect to be played
  #--------------------------------------------------------------------------
  def me_play(me)
    if me != nil and me.name != ""
      Audio.me_play("Audio/ME/" + me.name, me.volume, me.pitch)
    else
      Audio.me_stop
    end
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # * Play Sound Effect
  #     se : sound effect to be played
  #--------------------------------------------------------------------------
  def se_play(se)
    if se != nil and se.name != ""
      Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch)
    end
  end
  #--------------------------------------------------------------------------
  # * Stop Sound Effect
  #--------------------------------------------------------------------------
  def se_stop
    Audio.se_stop
  end
  #--------------------------------------------------------------------------
  # * Get Playing Background Music
  #--------------------------------------------------------------------------
  def playing_bgm
    return @playing_bgm
  end
  #--------------------------------------------------------------------------
  # * Get Playing Background Sound
  #--------------------------------------------------------------------------
  def playing_bgs
    return @playing_bgs
  end
  #--------------------------------------------------------------------------
  # * Get Windowskin File Name
  #--------------------------------------------------------------------------
  def windowskin_name
    if @windowskin_name == nil
      return $data_system.windowskin_name
    else
      return @windowskin_name
    end
  end
  #--------------------------------------------------------------------------
  # * Set Windowskin File Name
  #     windowskin_name : new windowskin file name
  #--------------------------------------------------------------------------
  def windowskin_name=(windowskin_name)
    @windowskin_name = windowskin_name
  end
  #--------------------------------------------------------------------------
  # * Get Battle Background Music
  #--------------------------------------------------------------------------
  def battle_bgm
    if @battle_bgm == nil
      return $data_system.battle_bgm
    else
      return @battle_bgm
    end
  end
  #--------------------------------------------------------------------------
  # * Set Battle Background Music
  #     battle_bgm : new battle background music
  #--------------------------------------------------------------------------
  def battle_bgm=(battle_bgm)
    @battle_bgm = battle_bgm
  end
  #--------------------------------------------------------------------------
  # * Get Background Music for Battle Ending
  #--------------------------------------------------------------------------
  def battle_end_me
    if @battle_end_me == nil
      return $data_system.battle_end_me
    else
      return @battle_end_me
    end
  end
  #--------------------------------------------------------------------------
  # * Set Background Music for Battle Ending
  #     battle_end_me : new battle ending background music
  #--------------------------------------------------------------------------
  def battle_end_me=(battle_end_me)
    @battle_end_me = battle_end_me
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # reduce timer by 1
    if @timer_working and @timer > 0
      @timer -= 1
    end
  end
end
Title: Re: [XP] Blizz-ABS
Post by: Satoh on March 15, 2009, 03:11:16 pm
Ok, it's been a while...

I decided to check out the latest on the B-ABS scene.

A few tings I noticed (which are giving me hell to no end)

Apparently the party can act freely now... that isn't bad my itself, but, I don't have all my animations for the party yet, so when they attack I crash XD;;

I have a suggestion to fix this... a final solution to this issue. Default attack, skill, weapon, etc animations that are called automatically when a specific file is not found.

Also, there seems to be an error when I try to access the save menu... it tells me something about:
"Script 'Window_SaveFile' line 30: ArgumentError occurred.

undefined class/module Game_Controls"

An issue I have perpetually run into is B-ABS tries to call attack/skill/item animations for enemies and characters even when I have them disabled.

Example: I have character attack animations active, character skill/item animations and ALL enemy animations disabled...
but when a character uses a skill or an enemy does... well.. anything... I get a missing file error.

as for any new features... I haven't messed with them yet... but I certainly hope it's everything I've come to expect from your work previous.

I may hang around a while... I may not... college is pretty busy for me right now.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 15, 2009, 03:19:59 pm
Old savefiles sometimes get massively corrupted when I update to a new version (when I remove saved classes). Just delete them.
I'll look into the problems.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 16, 2009, 06:04:47 pm
Is this ABS compatible with any Message systems?
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on March 16, 2009, 06:23:52 pm
Hey it's RoseSkye.

Blizz-ABS should be best compatible with a recent version of ccoa's UMS. Good luck finding that in some places...There's actually a link lying around here in the forums...Shdwlink1993 might know of it, so maybe you can stalk some of his posts.
Title: Re: [XP] Blizz-ABS
Post by: Tazero on March 16, 2009, 06:31:44 pm
Search around here www.pcis-studios.com/ccoa
                                                 :roll:

:D

Plus, it does work fine i'm using ccoa's scripts (UMS WEATHER)
and my game worx fine.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 17, 2009, 02:22:20 am
It doesn't work with Dubealex's and Slipknots's systems to my knowledge.
Title: Re: [XP] Blizz-ABS
Post by: Landith on March 17, 2009, 03:14:16 am
It worked with dubleax's AMS I think, at least that's the one I use in my blizz-abs tutorial
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 17, 2009, 03:29:39 am
It did? I remember people reporting problems. Maybe it was just Slipknot's.
Title: Re: [XP] Blizz-ABS
Post by: Landith on March 17, 2009, 07:31:55 am
Well I'm not sure about it being compatible with all of the features of his AMS, but for the most part, I think so.

At least I didn't have any problems with it.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 17, 2009, 09:50:02 am
It works fine with Ccoa's UMS and as well as others. Are you putting your scripts in the correct order? That may have a reason or it may actually be conflicting scripts. But BABS should work fine with most if not all UMS' because it doesn't really change anything dealing with the display of messages and such.

You can get the latest build from spongen.com or rrrevolution or whatever its called. I can't remember the exact name.

EDIT: I don't know where the post went that this was addressed too O_o
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 17, 2009, 11:34:08 am
Yeah.. I was using the scrolling message system. I noticed after I changed systems ( and removed tons of add ons ) that it worked fine. Thanks.

Quote from: Starrodkirby86 on March 16, 2009, 06:23:52 pm
Hey it's RoseSkye.

Blizz-ABS should be best compatible with a recent version of ccoa's UMS. Good luck finding that in some places...There's actually a link lying around here in the forums...Shdwlink1993 might know of it, so maybe you can stalk some of his posts.


I already have the UMS (I download most of the scripts I see and categorize them in folders)

Another quick question.. anyone know how to use the bow and arrow setting? I'm pretty much addicted to tinkering with this ABS. I know I said that it was kinda complex but I have to admit I never really toyed around with it and it -is- one of the best ABS's I've run across.

I set up a bow and arrow setting to the Bronze - Mythril guns and gave them a range of 10 - 12  tiles I also assigned them to the item 'Ammo' (which is item 34 in my database). However, the A.I. nor I can use the equips. I even hotkey'd the 'ammo'. Is there a glitch or something?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 17, 2009, 01:43:15 pm
That's weird. What happens when you try to use it?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 17, 2009, 02:16:39 pm
Do you have the weapons set to consume the ammo? That may be the problem.

Its on like line 498

def self.consume(id)
      case id
      when 2 then return [22] # Beretta 92F
      when 3 then return [22] # CZ Mach-9
      when 4 then return [24] # Desert Eliminator
      when 5 then return [24] # Magnum S&W M629C
      when 6 then return [22] # Jerico-41
      when 9 then return [29] # Uzi
      when 10 then return [30] # Tech9
      when 39 then return [26] # RPG
      when 30 then return [23] # Benelli M3S


where the first number is the weapon and the second number is the ammo that it consumes.

And the class would have to be able to use the weapon as well. :p
Title: Re: [XP] Blizz-ABS
Post by: fugibo on March 17, 2009, 02:36:42 pm
...is it supposed to be an array?
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 17, 2009, 02:52:27 pm
  module Weapons
   
    def self.type(id)
      case id
      when 21 then return BOW_ARROW # Bronze Gun
      when 22 then return BOW_ARROW # Iron Gun
      when 23 then return BOW_ARROW # Steel Gun
      when 24 then return BOW_ARROW # Mythril Gun
      end
      return SWORD
    end
   
    def self.range(id)
      case id
      when 21 then return 10.0 # Bronze Gun
      when 22 then return 10.5 # Iron Gun
      when 23 then return 11.0 # Steel Gun
      when 24 then return 12.0 # Mythril Gun
      end
      return 1.5
    end
   
    def self.penalty(id)
      case id
      when 21 then return 22 # Bronze Gun
      when 22 then return 32 # Iron Gun
      when 23 then return 42 # Steel Gun
      when 24 then return 52 # Mythril Gun
      end
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.consume(id)
      case id
      when 21 then return [34] # Bronze Gun
      when 22 then return [34] # Iron Gun
      when 23 then return [34] # Steel Gun
      when 24 then return [34] # Mythril Gun
      end
      return []
    end
   
  end
 


What happens is the buzzer goes off and I'm unable to use the skill. (The same buzzer that goes off when I'm not in range of something).

I figured that the ammo needs to be shootable (after it didn't work) so I tried that.

module Items
   
    def self.type(id)
      case id
      when 34 then return [SHOOT, 0.0, 0] # Ammo
      end
      return [DIRECT, 0.0]
    end
   
    def self.range(id)
      case id
      when 34 then return [SHOOT, 0.0, 0] # Ammo
      end
      return 5.5
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONNone, 0, 0]
    end
   
  end


Nothing..
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 17, 2009, 03:03:41 pm
Did you set the ammo as your current item selection?
You can't just hotkey it; you have to press the hotkey and make it your item. :D

Hm... now I'm wondering how Direct Hotkeys handle the ammo since... it doesn't assign the item to the item slot...
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on March 17, 2009, 03:30:49 pm
It should be, I use Ccoa's UMS + BlizzABS without any problems ;)
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 17, 2009, 03:58:05 pm
Quote from: Aqua on March 17, 2009, 03:03:41 pm
Did you set the ammo as your current item selection?
You can't just hotkey it; you have to press the hotkey and make it your item. :D

Hm... now I'm wondering how Direct Hotkeys handle the ammo since... it doesn't assign the item to the item slot...


Oooooooh :O I'll try that.

Btw, nice ava.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 17, 2009, 04:09:20 pm
Aren't they supposed to be in brackets? [] those things?

And they aren't set to consume anything from what I can see. :/
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 17, 2009, 05:18:53 pm
It's right as it is. It IS an array of item IDs that can be used as ammo.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 18, 2009, 08:35:22 am
Quick question how do I disable the minimap/hotkey/HUD (even from being pulled up by pressing the respective keys) during cutscenes and such.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 18, 2009, 09:21:58 am
$game_system.hotkeys = 
true/false

to either cut it on or off and

I don't remember the others. But I think its the same just replace .hotkeys with like hud or minimap.

But you have to use a call script to do so. so it'd be best to set it up in the beginning of the cutscene
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 18, 2009, 12:01:25 pm
Quote from: Makasu on March 18, 2009, 09:21:58 am
$game_system.hotkeys = 
true/false

to either cut it on or off and

I don't remember the others. But I think its the same just replace .hotkeys with like hud or minimap.

But you have to use a call script to do so. so it'd be best to set it up in the beginning of the cutscene


I tried that but it can be pulled up again by pressing the respective hotkeys.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on March 18, 2009, 12:52:48 pm
The way Makasu says is right if you only want to stop showing the hud, minimap, or hotkeys, if they already being displayed. If you want to disable the button completely use this,

$game_system.hud_button = true/false
$game_system.hotkey_button = true/false
$game_system.minimap_button = true/false

Just remember to turn them back on after

Also most of this stuff is in the manual under Utilities, which is section 3.2 ;)
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 18, 2009, 05:37:49 pm
Quote from: Hellfire Dragon on March 18, 2009, 12:52:48 pm
The way Makasu says is right if you only want to stop showing the hud, minimap, or hotkeys, if they already being displayed. If you want to disable the button completely use this,

$game_system.hud_button = true/false
$game_system.hotkey_button = true/false
$game_system.minimap_button = true/false

Just remember to turn them back on after

Also most of this stuff is in the manual under Utilities, which is section 3.2 ;)


DOH! Manual
Title: Re: [XP] Blizz-ABS
Post by: war-famine_strife-death on March 19, 2009, 02:15:04 am
Hey Blizz can you set it up so that shields work like weapons you know- EX: ICON = Shield 01.png, Shield 02. png; CHARSET = Base_def.png , Base_def-shield 01.png, Base_def-shield 02.png, etc.Because I have three shields on my game and it only shows what you have set with _def that and, even if you don't have a shield equipped it still shows the animation when you press the shield button. If Blizz doesn't have time can someone make a plug-in for it?

EDIT: Thanks Blizz, can't wait until the new version is ready.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 19, 2009, 04:18:01 am
I think I can include that as native Blizz-ABS feature.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on March 19, 2009, 02:49:34 pm
Hey blizz, I just made a new project with nothing but Blizz ABS and the UMS. I have running sprites enabled, when I press run though it pops up saying that it can't find "_run" if I make a blank charset named _run the normal running charset works fine. So my charset is main.png the running charset is main_run.png you can see the charset changing behind the pop up btw easy fix with a blank charset but still, thought I'd say something.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 19, 2009, 05:19:15 pm
This bug's been notified at least 3 times now.

Winkio gave a temporary fix somewhere in this thread.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on March 20, 2009, 01:02:17 pm
Well i couldn't find it :O.o: Also it keeps switching between normal and run charsets, if that hasn't already been reported, I can't find anything on it :P
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on March 20, 2009, 01:30:45 pm
that error was also reported.

i think the other error fix is on page 79 or around there.
Title: Re: [XP] Blizz-ABS
Post by: Landith on March 20, 2009, 01:41:37 pm
Yupp

Quote from: winkio on March 01, 2009, 10:08:28 pm
okay, for the running sprites(the solution was so small it took me forever to find...):

in the same sprite update, in the line that says
elsif self.moving? && self.attacked <= 0 && self.running? &&


replace self.moving? with: (self.moving? || Input.dir8 != 0)

That other error sounds like an error with enemies...


There is the solution... >.>
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 20, 2009, 03:44:30 pm
Any fix for when a party member is walking directly under the leader?

(P.S. Anyone know the code snippet that tells which one actor is the leader to use with the condition event branch?)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 20, 2009, 05:55:08 pm
I wasn't able to find the reasons for it so far. Do you think you could put a demo together that demonstrates the problem? I've had it before, but I thought that I was able to get rid of it. Obviously I wasn't thoroughly enough. ._.;

What do you need the scnippet for? The leader is always the first actor in the party. You can check that with this piece of code:

$game_party.actors[0] == $game_actors[ACTOR_ID]
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 20, 2009, 06:58:22 pm
Quote from: Blizzard on March 20, 2009, 05:55:08 pm
I wasn't able to find the reasons for it so far. Do you think you could put a demo together that demonstrates the problem? I've had it before, but I thought that I was able to get rid of it. Obviously I wasn't thoroughly enough. ._.;

What do you need the scnippet for? The leader is always the first actor in the party. You can check that with this piece of code:

$game_party.actors[0] == $game_actors[ACTOR_ID]



Like if actor 1 was leader .. well I guess this is it lemme test it.
Title: Re: [XP] Blizz-ABS
Post by: war-famine_strife-death on March 20, 2009, 07:07:26 pm
About that problem with party members walking directly under the party leader, it seems to happen whenever there are no more enemies on screen and the party members return to the caterpillar, instead of going behind the party leader they go to the exact spot as the party leader. I usually just switch party leaders and move a square or two to fix it and then switch back to my other character.
hope that helps.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 21, 2009, 06:54:44 pm
Anyone know if Ccoa's weather script is compatible with BlizzABS?
Title: Re: [XP] Blizz-ABS
Post by: Landith on March 21, 2009, 07:10:30 pm
I think it is, I use it without a problem
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 22, 2009, 01:32:03 am
This has been bugging me for awhile, but.. um.. my party members are not able to summon. Any fixes?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 22, 2009, 01:38:00 pm
It works for me. o.o;
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 22, 2009, 02:02:52 pm
When I use force action on an enemy, there's a slight 2-3 second delay before it actually takes place...
The enemy's regular action command has nothing in it. 
Although for what I'm doing, it's not that big of a problem, it'd be better if it was immediate XD

Mmm...
When I forced a critter that was dead to do an action, I get

Blizz-ABS Part 2 line 2433: NoMethodError occurred

undefined method 'valid?' for nil:NilClass


if enemy.valid?
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 22, 2009, 03:31:42 pm
Quote from: Blizzard on March 22, 2009, 01:38:00 pm
It works for me. o.o;


I guess its because I put a charge time on the summon so the player can't spam the crap out of it.
Any way to make charges uninterrupted when the enemy hits?

*checks manual*
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 22, 2009, 03:44:42 pm
Part 3.
Lines 642, 680, 715

@charge = nil if result


Just delete (or comment) it
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 22, 2009, 03:46:46 pm
Quote from: Aqua on March 22, 2009, 03:44:42 pm
Part 3.
Lines 642, 680, 715

@charge = nil if result


Just delete (or comment) it


B-b- I just want charge interruption deleted for summons :(
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 22, 2009, 03:59:45 pm
if result && !(@charge.action == BlizzABS::CHARGESkill && BlizzABS::Skills.type(@charge.id)[0] == BlizzABS::SUMMON || @charge.action == BlizzABS::CHARGEItem && BlizzABS::Items.type(@charge.id)[0] == BlizzABS::SUMMON)
  @charge = nil
end
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 22, 2009, 04:02:52 pm
Quote from: Blizzard on March 22, 2009, 03:59:45 pm
if result && !(@charge.action == BlizzABS::CHARGESkill && BlizzABS::Skills.type(@charge.id)[0] == BlizzABS::SUMMON || @charge.action == BlizzABS::CHARGEItem && BlizzABS::Items.type(@charge.id)[0] == BlizzABS::SUMMON)
  @charge = nil
end



I put this under..

    def self.summon(id)
      return [SUMMONNone, 0, 0]
    end


Amirite?
Title: Re: [XP] Blizz-ABS
Post by: Landith on March 22, 2009, 04:08:38 pm
NO!

Part 3.
Lines 642, 680, 715

Change the @charge = nil

to what blizz said

(I think...)
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 22, 2009, 04:16:21 pm
Quote from: Landith on March 22, 2009, 04:08:38 pm
NO!

Part 3.
Lines 642, 680, 715

Change the @charge = nil

to what blizz said

(I think...)


I told you guys whenever I try to edit the RGSS it ends with dead kittens >=/.

*sniff* I read tutorials and everything *sniff*


Also Line 642 = comment. :/ I'll just search for @charge = nil.


I broke it >.>
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on March 22, 2009, 04:19:25 pm
Curious question, pointed at anyone knowledgeable of the system behind the BlizzABS:

Can I use a controller this script instead of the WASD+all the keys required to...control?
I notice that when I plug in a my Logitech controller, this script just seems to disable it entirely.
No buttons respond, no anything works, and I think it'd be nifty to not need the entire keyboard.
I know, there are more keys required than available on even a PS2 controller equivelant...
but should at least -some- of my buttons work?
If I could function essential things, like movement, attack, menu, run, etc...leave out a few things
like switching on/off the HUD, or the skill display, etc...
I dunno.
Can it be done?
Title: Re: [XP] Blizz-ABS
Post by: Landith on March 22, 2009, 04:29:54 pm
@Rose: Send my your script and I'll see if I can get it to work (only part 3)

@jragyn00: I believe that because blizzard uses the Input::Key["BLAH'] which makes it were you have to use a keyboard for it... :/
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 22, 2009, 04:37:38 pm
I can't upload the pt 3 of the script.
I assure you it is unedited, so .. if you have pt 3 of Blizz's ABS 2.23 you have my pt 3.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 22, 2009, 04:45:15 pm
@charge = nil is in Part 3. It should be at the position that Aqua mentioned.

@jragyn00: Use Joy2Key or whatever the program is called like. We've discussed it a few times at the forum, try running a search.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 22, 2009, 04:55:58 pm
Quote from: Blizzard on March 22, 2009, 04:45:15 pm
@charge = nil is in Part 3. It should be at the position that Aqua mentioned.

@jragyn00: Use Joy2Key or whatever the program is called like. We've discussed it a few times at the forum, try running a search.


I did it but I didn't do it correctly.

 @charge = nil if result
    # return result
    return result
  end


I replaced those lines with the ones you told me and an error popped up.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 22, 2009, 04:59:00 pm
Not all of them, only "@charge = nil if result"
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 22, 2009, 05:22:25 pm
I think this is a valid bug.. instead of my annoying inquisitive prattling.

(http://img259.imageshack.us/img259/6901/valid.png)

I tried disabling ABSEAL on that map.. but.. nope.. still buggy.
Title: Re: [XP] Blizz-ABS
Post by: G_G on March 22, 2009, 05:24:51 pm
Quote from: jragyn00 on March 22, 2009, 04:19:25 pm
Curious question, pointed at anyone knowledgeable of the system behind the BlizzABS:

Can I use a controller this script instead of the WASD+all the keys required to...control?
I notice that when I plug in a my Logitech controller, this script just seems to disable it entirely.
No buttons respond, no anything works, and I think it'd be nifty to not need the entire keyboard.
I know, there are more keys required than available on even a PS2 controller equivelant...
but should at least -some- of my buttons work?
If I could function essential things, like movement, attack, menu, run, etc...leave out a few things
like switching on/off the HUD, or the skill display, etc...
I dunno.
Can it be done?


It can be with a ps3 controller I've dont it before.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 22, 2009, 05:32:32 pm
Also

undefined method `action' for nil:NilClass


:(
Title: Re: [XP] Blizz-ABS
Post by: Landith on March 22, 2009, 05:48:10 pm
When reporting a bug, describe what you did before the bug...

The event tileset option isn't working at this point in time, but Blizz is working on it. It's been reported about 5 times so yeah...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 22, 2009, 06:29:24 pm
I'm not working on it, I simply lack the time to just open Blizz-ABS. There's always stuff that's currently more important. ._.

@RoseSkye: That's because of the code I gave you. Try this fixed one:

if result && @charge != nil && !(@charge.action == BlizzABS::CHARGESkill && BlizzABS::Skills.type(@charge.id)[0] == BlizzABS::SUMMON || @charge.action == BlizzABS::CHARGEItem && BlizzABS::Items.type(@charge.id)[0] == BlizzABS::SUMMON)
  @charge = nil
end


Man, what a conditional statement. #_#
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on March 22, 2009, 10:34:09 pm
After investigating the forums a bit, two programs came to light.
JoyToKey, and Xpadder.
I've tried both of these programs, and they work.
At least, they work everywhere but in RPG Maker.
Originally, the RPG Maker XP does carry its own controller compatibility thingy,
which works just dandy by itself,
but in any project that has BlizzABS in the scripts, my controller is useless.
Even in conjunction with Xpadder, or Joy2Key (which I will restate: work flawlessly anywhere else.)
Neither of them seem to work and go utterly unrecognized.

I don't get it.
Why does the controller work anytime but when BlizzABS is installed?
I don't even get partial control.

Spoiler: ShowHide
BlizzABS is too cool for failure.
I will find a way.

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 23, 2009, 08:39:58 am
Because Blizz-ABS uses a custom control module which isn't working with joypads. Those programs should actually work on a keyboard basis so that when you press a button, it simulates key input. GAX had no problem using JoyToKey in Chaos Project that uses an almost identical input module.
Title: Re: [XP] Blizz-ABS
Post by: G_G on March 23, 2009, 09:08:09 am
Quote from: jragyn00 on March 22, 2009, 10:34:09 pm
After investigating the forums a bit, two programs came to light.
JoyToKey, and Xpadder.
I've tried both of these programs, and they work.
At least, they work everywhere but in RPG Maker.
Originally, the RPG Maker XP does carry its own controller compatibility thingy,
which works just dandy by itself,
but in any project that has BlizzABS in the scripts, my controller is useless.
Even in conjunction with Xpadder, or Joy2Key (which I will restate: work flawlessly anywhere else.)
Neither of them seem to work and go utterly unrecognized.

I don't get it.
Why does the controller work anytime but when BlizzABS is installed?
I don't even get partial control.

Spoiler: ShowHide
BlizzABS is too cool for failure.
I will find a way.




I've done it before google a program Total Game Control, download it install it, then open it. Start a new profile called Blizz ABS then in the device list choose your USB Controller. Then go to the Control Tab and press new then type in the following things

Description - Action Key
Trigger - Check the box, hold down the button you want to be teh Action Key then hold it down while you uncheck the box.
Key(s) - h (all you type for this is a lowercase h)
Click OK

Do a new one again type this in
Description - Cancel/Menu
Trigger - Check the box, hold down the button you want to be teh Action Key then hold it down while you uncheck the box.
Key(s) - f

Do this until you have all of the keys done for Blizz ABS. And I recommend instead of using the Analog Sticks to move use the Direcitional Pad. I used both analog sticks to select my hotkeys. Here are the special keys you'll need.

<UP>
<DOWN>
<LEFT>
<RIGHT>
,
m
w
a
s
d
j
k
l
i
o

Now when you're setting the analog sticks to be hotkeys 1-9 hold up the analog stick, uncheck the trigger box then type in 1 in the key(s) box and do the same. This way you'll only be able to have 1-8 hotkeyed but it still works out for me.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 23, 2009, 01:41:42 pm
*looks up*
  *looks down*
*looks up*
  *looks down*


Holy crap! Blizz didn't know something about his own ABS!
WHERE IS MY GOD NOW! I NEED HIM!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 23, 2009, 01:48:51 pm
What did I not know?
Title: Re: [XP] Blizz-ABS
Post by: G_G on March 23, 2009, 02:12:51 pm
He thinks you didnt know that you could use a controller for your ABS. Boy he thought wrong xD
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on March 23, 2009, 04:03:11 pm
Ahh Mister Game Guy.
I did as yu suggested, with that...program, 'Total Game Control', and despite the failures of Xpadder and Joy2Key, this program worked just as intended.
Thank yu kindly. :)
Playing ABS with a controller does infact make the difference. =D


--JeR

PS_Blizzard: You'll be making a controller specifically designed for blizzABS in the future, right?
      Hah.
Title: Re: [XP] Blizz-ABS
Post by: G_G on March 23, 2009, 04:15:43 pm
You're very welcome and yes it is a major difference playing it so now I dont have to move my hands all over the place. The controller also works as a mouse and can be used to play any pc game pretty much :)
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 23, 2009, 04:25:13 pm
How do I control the Caterpillar party?

I made an event that directional fixes the player when they climb up and down a ladder.. however the caterpillar event just walks down without facing up or blah blah blah.
Title: Re: [XP] Blizz-ABS
Post by: fugibo on March 23, 2009, 05:17:44 pm
@controller: If you have Bluetooth support and Wiimote w/ Classic controller, you can download a program and use that with your PC.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 23, 2009, 05:34:23 pm
Quote from: jragyn00 on March 23, 2009, 04:03:11 pm
PS_Blizzard: You'll be making a controller specifically designed for blizzABS in the future, right?
      Hah.


Lol, what?

Quote from: RoseSkye on March 23, 2009, 04:25:13 pm
How do I control the Caterpillar party?

I made an event that directional fixes the player when they climb up and down a ladder.. however the caterpillar event just walks down without facing up or blah blah blah.


Only through script calls. The caterpillar actors can be accessed using the array $BlizzABS.actors ($BlizzABS.battlers if you want to include the summoned actors) where the first actor is the player himself. You pretty much need to do the script calls manually.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 23, 2009, 05:43:22 pm
Mmm... how do I check the HP of monster with event id X?

(If this is in the manual... then I'll feel bad... ._.)
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on March 23, 2009, 05:58:00 pm
$BlizzABS.enemy_hp(ID)

is this what your after

while we are on this subject how would you place the HP into a Variable
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 23, 2009, 06:05:31 pm
I don't remember adding that yet. xD

I posted it in the last few pages I think (it's not in the manual).

$game_variables[ID] = $game_map.events[X].battler.hp
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on March 23, 2009, 06:43:26 pm
i'll try that call script tomoz, its late here so im getting some sleep first
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 23, 2009, 07:22:29 pm
Quote from: Blizzard on March 23, 2009, 05:34:23 pm
Quote from: jragyn00 on March 23, 2009, 04:03:11 pm
PS_Blizzard: You'll be making a controller specifically designed for blizzABS in the future, right?
      Hah.


Lol, what?

Quote from: RoseSkye on March 23, 2009, 04:25:13 pm
How do I control the Caterpillar party?

I made an event that directional fixes the player when they climb up and down a ladder.. however the caterpillar event just walks down without facing up or blah blah blah.


Only through script calls. The caterpillar actors can be accessed using the array $BlizzABS.actors ($BlizzABS.battlers if you want to include the summoned actors) where the first actor is the player himself. You pretty much need to do the script calls manually.


Mmm.. so I just put that into move event?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 24, 2009, 04:05:52 am
Put it in a script call. Something like "$BlizzABS.actors[1].move_down". Keep in mind that this takes pixel movement into account.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 28, 2009, 12:50:35 pm
Alright Blizz I've got a new problem that maybe you could help me solve beause I can't see a way around it.

Now I have blank templates set up for the weapons that way I can just make the animations seperately from the weapons because it just works easier that way. Problem being that if I don't have any weapon equipped it'll still play the attack animation [[the blank template]] that I believe is set up for weapon type 1? I'm not to sure  what the weapon type for not having anything equipped is. It might be zero? I'm not to sure. Anyways so yes do you see my problem and is there a way around this that won't compromise having a blank template as the stand-ins?

In case its not to clear:

If the player has no weapon equipped is there a way to disable the attack animation thats supposed to play?
Or would it be possible to include another type and maybe make it like a hand-to-hand attack kinda thing?

Thanks in advance!
:D

Oh yeah! edit:
I know there is a way to set up to what party members you can't play as but is there also a way to make it so that if the party memebers you can play as die then you're not able to continue playing? Because from the way it is if the main actor dies and there is still another member in the party [[even if you're not being allowed to play as them]] it still registers as you still having actors alive. And sometimes it'll keep you alive where you're still able to attack but you have 0 hp and cant access the menu.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 28, 2009, 02:29:52 pm
Quote from: Makasu on March 28, 2009, 12:50:35 pm
Alright Blizz I've got a new problem that maybe you could help me solve beause I can't see a way around it.

Now I have blank templates set up for the weapons that way I can just make the animations seperately from the weapons because it just works easier that way. Problem being that if I don't have any weapon equipped it'll still play the attack animation [[the blank template]] that I believe is set up for weapon type 1? I'm not to sure  what the weapon type for not having anything equipped is. It might be zero? I'm not to sure. Anyways so yes do you see my problem and is there a way around this that won't compromise having a blank template as the stand-ins?

In case its not to clear:

If the player has no weapon equipped is there a way to disable the attack animation thats supposed to play?
Or would it be possible to include another type and maybe make it like a hand-to-hand attack kinda thing?

Thanks in advance!
:D


To be honest, I'm not sure how it will work. I haven't tried using the attack animations without a weapon. Since you CAN attack without a weapon, it will probably use the default setting for that (which is SWORD). Best you try it and see how it works. It actually should take all default settings when you don't have a weapon.

Quote from: Makasu on March 28, 2009, 12:50:35 pm
Oh yeah! edit:
I know there is a way to set up to what party members you can't play as but is there also a way to make it so that if the party memebers you can play as die then you're not able to continue playing? Because from the way it is if the main actor dies and there is still another member in the party [[even if you're not being allowed to play as them]] it still registers as you still having actors alive. And sometimes it'll keep you alive where you're still able to attack but you have 0 hp and cant access the menu.


The method is located in Game_Party and is called "all_dead?" I think. It needs to be altered so it doesn't take the excluded actors into account.
Title: Re: [XP] Blizz-ABS
Post by: yuyu on March 29, 2009, 02:36:40 pm
Can someone tell me what is this:

(http://i708.photobucket.com/albums/ww86/Darksoulmen/5b2298c5.jpg)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 29, 2009, 02:37:36 pm
Stat Distribution System is indicating that you have points to distribute. :)
Title: Re: [XP] Blizz-ABS
Post by: Tazero on March 29, 2009, 07:19:53 pm
How do you
1) make an item pop up after an enemy dies?(or critter)
2) make a boss
3) disable the hud/minimap/hotkeys
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 29, 2009, 07:27:48 pm
1. Read the manual.
2. Bosses are enemies.
3. Read the manual.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 30, 2009, 05:27:45 pm
Alright Blizz I've noticed either a slight bug with having an enemy with the "Leader" attribute. If the leader can't see you then the rest of the enemies won't attack you at all. Maybe I'm not doing something right but I'm currently testing it. Unless I need to give all the enemies a "Leader" attribute? I'm not to sure.

EDIT:
Nevermind its mentioned in the manual. I'm looking right at it.

QuoteAllows enemies to control other enemies that don't have the Leader attribute active. All enemies under the same leader share observation experience and perception area. In order to lead a massive attack a leader may override the AI delay timer for his minions and even synchronize the target(s).


My mistake.  :P
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 30, 2009, 06:26:52 pm
How to check if a character is defending with a conditional event?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 30, 2009, 07:32:18 pm
Just use the script option of the condition branch and see if the defend button is being pressed,held, or stroked. Now if you want to check if one of the actors in the party is I'm not to sure on that one.
Title: Re: [XP] Blizz-ABS
Post by: Tazero on March 30, 2009, 09:06:15 pm
Sorry, I was wondering is jumping able to be disabled?
Plus wouldit be easier to go thru the script controls and change them to taking the client and doing it?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on March 30, 2009, 10:36:45 pm
Just disable the jump button and you should be fine.

Also I can't get respawns to work. :p even using the bugfix found in STAR G I get no luck.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 31, 2009, 07:39:00 pm
I actually want to check if a character is defending.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 01, 2009, 03:14:36 am
"character.action.valid? && character.action.defend?" it is. I think.
Title: Re: [XP] Blizz-ABS
Post by: Pliio8 on April 02, 2009, 01:41:49 pm
Is there a way to make enemies attack other enemies, as well as Actors? Or be on the side of the actor, but no follow, and instead go their own ways? (Like people in a war zone, or people defending a remote location.)
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on April 02, 2009, 02:34:35 pm
they are critters, look in the manual to make them, its under how to make enemies i think
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 03, 2009, 07:43:37 pm
Hey Blizz I've got a new problem believe it or not. But there is no way that the attack sprites will show up if the player is on the edge of the map. Is there a way around this or if this is a glitch but I'm not to sure.

is there a way around this?

I know it has nothing to do with my terrain setup. :p I'm stumped.
And is there a way to slow down how fast the idl sprites are displayed?


Also for some odd reason even if I set the enemy to not drop any money if they die the money icon still shows up. :o
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 04, 2009, 11:03:54 am
I don't quite understand the first question.

The idl sprites animation speed is controlled by the player's moving speed.
IDK why the gold drop icon is displayed. Do you get any money from the drops? Are you using corpses by any chance?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 04, 2009, 01:45:23 pm
Oh well allow me to clarify because yeah it doesn't make much sense.

Okay well it seems to be working now. I don't know what the problem was. Its just that sometimes if I'm standing no the edge of a map. Lets say like 0,0 and I'm aiming at something down or whatever it'll act almost like there's a wall tile there or it just won't display the bullet. But I don't know I just tested it and it seems to be working now. :p

As for the idle oh yeah hahaha. My mistake.

And I get no gold. It just displays. I'm not using corpses or anything either. Its happens. I could put together a demo in case you're not sure what I'm talking about.
Title: Re: [XP] Blizz-ABS
Post by: Delyemerald2 on April 04, 2009, 01:59:48 pm
I have major problems with this system.
I understand everything except how you must put the scripts in the game folder:

I downloaded that version 2.23
Then I placed it in the newly made game folder.
Then I read those documents but I couldn't find how to put those scripts in the project, so...
I made 3 new sections and inserted the scripts Blizz-ABS Part 1, 2 and 3.
But then, about 10 errors occured.
So my question is, what do I need to have and how do I install the scripts?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 04, 2009, 02:23:51 pm
Are you using PK edition? That might be a problem. :p

@Blizz: Now I seem to be having a problem with items not showing up. Sometimes they do but then sometimes they don't.
Say like I have a gernade as an item and I throw it. Sometimes it'll show the characterset for the gernade but other times it won't.

EDIT: Okay I got it now. I had to set the scope to something. But here's something interesting. If I have an item set to target all enemies it'll target the players and if I have it set to target allies it'll target the enemies!  :D

Which is funny because I  keep blowing myself up.
Title: Re: [XP] Blizz-ABS
Post by: Delyemerald2 on April 04, 2009, 02:32:11 pm
Blizz-ABS 2.23 Package + Blizz-ABS Config 2.23

I only used this one.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 04, 2009, 02:36:32 pm
Quote from: Delyemerald2 on April 04, 2009, 02:32:11 pm
Blizz-ABS 2.23 Package + Blizz-ABS Config 2.23

I only used this one.


No no no your version or Rpg maker. When you load it up does it say Postillity Knights version? Because if you have the official american version that might not be the problem.

What are the errors that you get?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 04, 2009, 02:42:39 pm
Makasu, if your grenade has an explosion, it'll target EVERYONE.

Del, what errors do you get?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 04, 2009, 03:05:14 pm
Yeah I forgot I had the rang of the explosions set up to be like 116 thinking it was the animations slot. XD
Title: Re: [XP] Blizz-ABS
Post by: Delyemerald2 on April 04, 2009, 03:15:59 pm
It started with the third of the three scripts, line 146 NoMethodError.
Then somwhere at line 14(or 5)00.
After I deleted those two lines, errors occured at 914 and the other lines in the 900.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 04, 2009, 03:22:19 pm
...
You don't just randomly delete lines... o.o

Restore the Blizz-ABS scripts to the original and make sure you configured everything properly with the Config App.  Use the App to generate part 1 and paste it in there.

You could also check out Landith's Blizz-ABS Tutorial Game if you're having more trouble
http://forum.chaos-project.com/index.php?topic=2897.0
Title: Re: [XP] Blizz-ABS
Post by: Delyemerald2 on April 04, 2009, 03:55:32 pm
Uhmm... I didn't edited something in the config.exe... YET. But, I'll try it!
Title: Re: [XP] Blizz-ABS
Post by: Delyemerald2 on April 04, 2009, 04:00:25 pm
Didn't work again.
Full Error:
Script 'ABS Part 3' line 146: NoMethodError occured.
undefined method 'pixel_rate' for #<Game_System:0x3dd5b38>
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 04, 2009, 04:23:30 pm
Don't double-post...
Edit the previous one instead.

Hm... what did you set as your PIXEL_MOVEMENT_RATE in part 1?
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 04, 2009, 04:40:33 pm
Quote from: Delyemerald2 on April 04, 2009, 04:00:25 pm
Didn't work again.
Full Error:
Script 'ABS Part 3' line 146: NoMethodError occured.
undefined method 'pixel_rate' for #<Game_System:0x3dd5b38>


Try using code tags that way the error doesnt get messed up
[ code ]error here [ /code ]


Remove the spaces.

And did you place all of the scripts in order? I get quite a few errors when I dont.

Also how do we have to setup the items for summoning. I set the item up in the script but no matter what I try I cant use the item.
Do I need to set the scope to something other than user? I have the occasion set to always.
Title: Re: [XP] Blizz-ABS
Post by: Delyemerald2 on April 04, 2009, 04:52:55 pm
1. Sorry, didn't saw that I was DP-ing.
2. Didn't know that you had to put errors in codes XD
3. Uhhm... Let's see... 0 for the pixel movement.
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 04, 2009, 04:53:42 pm
Its ok I didnt know either when I signed up so its all good.

*stupid summons* I still cant get them working
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 04, 2009, 04:54:42 pm
Quote from: game_guy on April 04, 2009, 04:53:42 pm

*stupid summons* I still cant get them working

I can't get them or respawns to work either. :/

Is anyone else having lag problems? Sometimes there's like a lot. And then there is way to little. The game itself can't even keep up with whats going on at times! I'm not sure what the cause of it is but I need a steady source of lag to keep my eyes from going crazy.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on April 04, 2009, 05:07:58 pm
my summons and respawn points work.

i got that lag problem sometimes, at times there is no lag at all and then there is a huge amount of lag but it does dissapear after a while. i just thought its because of the scripts i use.
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 04, 2009, 05:14:11 pm
Shadon how do I setup the summon items then? I dont know how to get them working
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 04, 2009, 06:06:24 pm
Yes how do you set up respawn points? Because I've read in the manual and tried almost everything but I get nothing.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on April 04, 2009, 06:38:07 pm
for the item summon i just used the config to make the item a summon, then i chose what thing to summon and the times it lasts. then in the items menu in RPG XP i made that item use in battle only then i hotkeyed it then select the hotkey then press I (unless you use other controlles). nothing special.

for the respawn points i did what the manual says plus i used the fix in Star G. if that doest work then upload a little demo with the respawn in it.
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 04, 2009, 06:57:44 pm
Heres my config (configured from the app)
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-ABS by Blizzard
# Version: 2.23
# Auto-Generated Configuration Script
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                                    PART 1
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Copy-paste this auto-generated script into the script slot instead of Part 1
# of the default Blizz-ABS script.
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# BlizzABS
#------------------------------------------------------------------------------
#  This is the master control, configuration, utility and battle process
#  module for Blizz-ABS.
#==============================================================================

module BlizzABS
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Control
  #----------------------------------------------------------------------------
  #  This module provides in-game control configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Control
   
    CUSTOM_CONTROLS = false
    DISABLE_DEFAULT = true
    UP = "Key['W']"
    LEFT = "Key['A']"
    DOWN = "Key['S']"
    RIGHT = "Key['D']"
    PREVPAGE = "Key['Q']"
    NEXTPAGE = "Key['E']"
    CONFIRM = "Key['H']"
    CANCEL = "Key['F']"
    ATTACK = "Key['K']"
    DEFEND = "Key['L']"
    SKILL = "Key['J']"
    ITEM = "Key['I']"
    SELECT = "Key['O']"
    HUD = "Key['Z']"
    HOTKEY = "Key['X']"
    MINIMAP = "Key['C']"
    RUN = "Key['M']"
    SNEAK = "Key['.']"
    JUMP = "Key[',']"
    TURN = "Key['U']"
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Config
  #----------------------------------------------------------------------------
  #  This module provides Blizz-ABS configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Config
   
    # 2.1. # Basic Configuration
    MAX_PARTY = 6
    MAX_PETS = 6
    MAX_MONSTERS = 6
    MAX_SUMMONS = 6
    CATERPILLAR = false
    ANIMATED_IDS = []
    HEAL_ON_LVLUP = true
    DISABLE_ABS_MODE = 0
    MENU_COLOR_TINT = 0
    ITEM_TIME = 30
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 80, 100)
    DROP_GOLD = ''
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
    PICKUP_ON_TOUCH = false
    EVENT_LOCK = 40
    FULL_DEFEND = true
    CORPSES = false
    EMPTY_CORPSES = false
    DIRECT_HOTKEYS = false
   
    # 2.2. # Movement Configuration
    PIXEL_MOVEMENT_RATE = 3
    REPAIR_MOVEMENT = true
    EIGHT_WAY_MOVEMENT = true
    NORMAL_SPEED = 4
    RUN_SPEED = 5
    SNEAK_SPEED = 3
    JUMPING = 2
    NO_JUMP_TAGS = []
    ALLOW_JUMP_TAGS = []
    NO_FLOOR_TAGS = []
    SNEAK_ON_CHARGE = false
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILTY = false
    ABSEAL_AUTOKILL = true
    FACTOR = 4
    DISABLE_ANTILAG_IDS = []
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = true
    HUD_POSITION = 0
    HUD_TYPE = 0
    MINIMAP = true
    HOTKEYS = true
    ENEMY_HEALTH_BARS = 0
    MATCH_HEALTH_BAR_WIDTH = false
    BOUNCING_DAMAGE = false
    WEAPON_DATA_MODE = [0, 0]
    SKILL_DATA_MODE = [0, 0, 0]
    ITEM_DATA_MODE = [0, 0, 0]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '00000000'
    AI_DELAY_TIME = 40
    AI_MEMORY_COUNT = 80
    VIEW_RANGE = 5
    HEARING_RANGE_RATIO = 40
    RESPAWN_TIME = 0
    WALL_TAGS = []
    NO_ENEMY_TAGS = []
   
    # 2.6. # Animation Configuration
    ANIMATIONS = true
    SMALL_ANIMATIONS = true
    DISPLAY_LVLUP = true
    LVLUP_ANIMATION_ID = 0
    FLEE_LOOP_ANIMATION_ID = 0
    CALL_HELP_ANIMATION_ID = 0
    DEFEND_LOOP_ANIMATION_ID = 0
    UNSUMMON_ANIMATION_ID = 0
   
    # 2.7. # Sprite Control Configuration
    A_ACTION_SPRITES = false
    A_WEAPON_SPRITES = false
    A_SKILL_SPRITES = false
    A_ITEM_SPRITES = false
    A_IDLE_SPRITES = false
    A_CHARGE_SPRITES = false
    A_CHARGE_WEAPON_SPRITES = false
    A_CHARGE_SKILL_SPRITES = false
    A_CHARGE_ITEM_SPRITES = false
    E_ACTION_SPRITES = false
    E_SKILL_SPRITES = false
    E_IDLE_SPRITES = false
    E_CHARGE_SPRITES = false
    E_CHARGE_SKILL_SPRITES = false
    RUNNING_SPRITES = false
    SNEAKING_SPRITES = false
    JUMPING_SPRITES = false
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Weapons
  #----------------------------------------------------------------------------
  #  This module provides weapon configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Weapons
   
    def self.type(id)
      return SWORD
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.consume(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Skills
  #----------------------------------------------------------------------------
  #  This module provides skill configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Skills
   
    def self.type(id)
      return [DIRECT, 0.0]
    end
   
    def self.range(id)
      return 1.0
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONNone, 0, 0]
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Items
  #----------------------------------------------------------------------------
  #  This module provides item configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Items
   
    def self.type(id)
      case id
      when 7 then return [SUMMON, 0.0] # Zombie Ghoul
      when 8 then return [SUMMON, 0.0] # Skeleton Warrior
      when 9 then return [SUMMON, 0.0] # Ghost of the Past
      when 10 then return [SUMMON, 0.0] # Fairy
      when 11 then return [SUMMON, 0.0] # Ghizard
      when 12 then return [SUMMON, 0.0] # Aquiguana
      when 13 then return [SUMMON, 0.0] # Vicious Wolf
      when 14 then return [SUMMON, 0.0] # Gobi
      when 15 then return [SUMMON, 0.0] # Furious Chick
      when 16 then return [SUMMON, 0.0] # Demi Demon
      when 20 then return [SUMMON, 0.0] # Lhamia
      when 21 then return [SUMMON, 0.0] # Lizaguana
      when 22 then return [SUMMON, 0.0] # Cerberus
      when 23 then return [SUMMON, 0.0] # Mercenary Gobi
      when 24 then return [SUMMON, 0.0] # harpy Lady
      when 25 then return [SUMMON, 0.0] # Elite Soldier
      when 26 then return [SUMMON, 0.0] # Gunko
      when 27 then return [SUMMON, 0.0] # Darkos
      when 28 then return [SUMMON, 0.0] # Angelic Killer
      when 29 then return [SUMMON, 0.0] # Angelic Mage
      when 30 then return [SUMMON, 0.0] # Drake the Vamp
      when 31 then return [SUMMON, 0.0] # DragonFly
      when 35 then return [SUMMON, 0.0] # Dark Diablos
      when 36 then return [SUMMON, 0.0] # Shadow Ninja
      when 37 then return [SUMMON, 0.0] # Dark Demi Wizard
      when 38 then return [SUMMON, 0.0] # Hydra
      when 39 then return [SUMMON, 0.0] # Kraken
      when 40 then return [SUMMON, 0.0] # Gryffin
      when 41 then return [SUMMON, 0.0] # King Gobi
      when 42 then return [SUMMON, 0.0] # Tauro
      when 43 then return [SUMMON, 0.0] # Thunder Dragon
      when 44 then return [SUMMON, 0.0] # Demi Thrasher
      when 45 then return [SUMMON, 0.0] # Angelic Princess
      when 46 then return [SUMMON, 0.0] # Ifra
      when 47 then return [SUMMON, 0.0] # Shiva
      when 48 then return [SUMMON, 0.0] # Eartha
      when 49 then return [SUMMON, 0.0] # Winda
      when 50 then return [SUMMON, 0.0] # Shadow Demi
      when 51 then return [SUMMON, 0.0] # Poisonious Viper
      when 55 then return [SUMMON, 0.0] # Aqui
      when 56 then return [SUMMON, 0.0] # Ogre
      when 57 then return [SUMMON, 0.0] # Great Garuda
      when 58 then return [SUMMON, 0.0] # Demi King
      when 59 then return [SUMMON, 0.0] # Angelic Queen
      when 60 then return [SUMMON, 0.0] # Bahumat
      when 61 then return [SUMMON, 0.0] # Ancient Ruins
      when 62 then return [SUMMON, 0.0] # Tree Spirit
      when 63 then return [SUMMON, 0.0] # Vicious Doll
      when 64 then return [SUMMON, 0.0] # Grim Reaper
      when 65 then return [SUMMON, 0.0] # Ifrit
      when 66 then return [SUMMON, 0.0] # Odin
      when 67 then return [SUMMON, 0.0] # Ryas Ruler of All
      end
      return [DIRECT, 0.0]
    end
   
    def self.range(id)
      return 5.5
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      case id
      when 7 then return [SUMMONPet, 5, 60] # Zombie Ghoul : Zombie Ghoul
      when 8 then return [SUMMONPet, 6, 60] # Skeleton Warrior : Skeleton Warrior
      when 9 then return [SUMMONPet, 7, 10] # Ghost of the Past : Ghost of the Past
      when 10 then return [SUMMONPet, 8, 60] # Fairy : Fairy
      when 11 then return [SUMMONPet, 9, 60] # Ghizard : Ghizard
      when 12 then return [SUMMONPet, 10, 60] # Aquiguana : Aquiguana
      when 13 then return [SUMMONPet, 11, 60] # Vicious Wolf : Vicious Wolf
      when 14 then return [SUMMONPet, 12, 60] # Gobi : Gobi
      when 15 then return [SUMMONPet, 13, 60] # Furious Chick : Furious Chick
      when 16 then return [SUMMONPet, 14, 60] # Demi Demon : Demi Demon
      when 20 then return [SUMMONPet, 18, 80] # Lhamia : Lhamia
      when 21 then return [SUMMONPet, 19, 80] # Lizaguana : Lizaguana
      when 22 then return [SUMMONPet, 20, 80] # Cerberus : Cerberus
      when 23 then return [SUMMONPet, 21, 80] # Mercenary Gobi : Mercenary Gobi
      when 24 then return [SUMMONPet, 22, 80] # harpy Lady : Harpy Lady
      when 25 then return [SUMMONPet, 23, 80] # Elite Soldier : Elite Soldier
      when 26 then return [SUMMONPet, 24, 80] # Gunko : Gunko
      when 27 then return [SUMMONPet, 25, 80] # Darkos : Darkos
      when 28 then return [SUMMONPet, 26, 80] # Angelic Killer : Angelic Killer
      when 29 then return [SUMMONPet, 27, 80] # Angelic Mage : Angelic Mage
      when 30 then return [SUMMONPet, 28, 80] # Drake the Vamp : Drake the Vamp
      when 31 then return [SUMMONPet, 29, 80] # DragonFly : DragonFly
      when 35 then return [SUMMONPet, 33, 100] # Dark Diablos : Dark Diablos
      when 36 then return [SUMMONPet, 34, 100] # Shadow Ninja : Shadow Ninja
      when 37 then return [SUMMONPet, 35, 100] # Dark Demi Wizard : Dark Demi Wizard
      when 38 then return [SUMMONPet, 36, 100] # Hydra : Hydra
      when 39 then return [SUMMONPet, 37, 100] # Kraken : Kraken
      when 40 then return [SUMMONPet, 38, 100] # Gryffin : Gryffin
      when 41 then return [SUMMONPet, 39, 100] # King Gobi : King Gobi
      when 42 then return [SUMMONPet, 40, 100] # Tauro : Tauro
      when 43 then return [SUMMONPet, 41, 100] # Thunder Dragon : Thunder Dragon
      when 44 then return [SUMMONPet, 42, 100] # Demi Thrasher : Demi Thrasher
      when 45 then return [SUMMONPet, 43, 100] # Angelic Princess : Angelic Princess
      when 46 then return [SUMMONPet, 44, 100] # Ifra : Ifra
      when 47 then return [SUMMONPet, 45, 100] # Shiva : Shiva
      when 48 then return [SUMMONPet, 46, 100] # Eartha : Eartha
      when 49 then return [SUMMONPet, 47, 100] # Winda : Winda
      when 50 then return [SUMMONPet, 48, 100] # Shadow Demi : Shadow Demi
      when 51 then return [SUMMONPet, 49, 100] # Poisonious Viper : Poisonious Viper
      when 55 then return [SUMMONPet, 53, 120] # Aqui : Aqui
      when 56 then return [SUMMONPet, 54, 120] # Ogre : Ogre
      when 57 then return [SUMMONPet, 55, 120] # Great Garuda : Great Garuda
      when 58 then return [SUMMONPet, 56, 120] # Demi King : Demi King
      when 59 then return [SUMMONPet, 57, 120] # Angelic Queen : Angelic Queen
      when 60 then return [SUMMONPet, 58, 120] # Bahumat : Bahumat
      when 61 then return [SUMMONPet, 59, 120] # Ancient Ruins : Ancient Ruins
      when 62 then return [SUMMONPet, 60, 120] # Tree Spirit : Tree Spirit
      when 63 then return [SUMMONPet, 61, 120] # Vicious Doll : Vicious Doll
      when 64 then return [SUMMONPet, 62, 120] # Grim Reaper : Grim Reaper
      when 65 then return [SUMMONPet, 63, 120] # Ifrit : Ifrit
      when 66 then return [SUMMONPet, 64, 120] # Odin : Odin
      when 67 then return [SUMMONPet, 65, 120] # Ryas Ruler of All : Ryas Ruler of All
      end
      return [SUMMONNone, 0, 0]
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Enemies
  #----------------------------------------------------------------------------
  #  This module provides enemy configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Enemies
   
    def self.type(id)
      return SWORD
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.enemy_set(id)
      return ''
    end
   
    def self.delay(id)
      return nil
    end
   
    def self.memory(id)
      return nil
    end
   
    def self.perception(id)
      return nil
    end
   
    def self.ai(id)
      return nil
    end
   
    def self.destruct(id)
      return 0
    end
   
    def self.respawn(id)
      return 0
    end
   
  end
 
end


Do i need the scope set to anything? I have it set to Only in Battle.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on April 04, 2009, 07:07:58 pm
that looks the same as mine, is a small demo posible.

also O.O thats alot of summoning items.

edit

you need caterpiller on
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 04, 2009, 07:15:55 pm
i know lol. Its for the contest I made. I entered it and I'm making a yu-gi-oh game. I'll post how my item is setup.
(http://i307.photobucket.com/albums/nn318/bahumat27/item.png)
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on April 04, 2009, 07:17:56 pm
yeah thats fine, i think you need caterpiller on to use AI that includes summons
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on April 04, 2009, 07:22:55 pm
Quote from: game_guy on April 04, 2009, 07:15:55 pm
i know lol. Its for the contest I made. I entered it and I'm making a yu-gi-oh game. I'll post how my item is setup.
(http://i307.photobucket.com/albums/nn318/bahumat27/item.png)


aww damn.
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 04, 2009, 07:26:21 pm
aww dam what?
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on April 04, 2009, 08:31:07 pm
Furious Chick sounds sexy.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 04, 2009, 08:39:16 pm
Okay got it but anybody know how traps work? Because mine don't seem to work. :( either it'll target a random enemy and just blow them up which is prety funny or it just won't do anything. Depending on the scope I have it set to I mean.

If its set to One Enemy then it just blows one enemy up.
It its set to all it still just blows up one random enemy.

And I really wanted to see what they'd be like too. :(
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 04, 2009, 08:46:38 pm
@rose: Its a chicken xD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 05, 2009, 07:21:52 am
The lag problem is due to people requsting that the AI is constantly updated rather than only while not moving. :P I'm going to change that again.

Quote from: Makasu on April 04, 2009, 01:45:23 pm
And I get no gold. It just displays. I'm not using corpses or anything either. Its happens. I could put together a demo in case you're not sure what I'm talking about.


It's alright. I think I know what the problem is. I'll fix it.

Quote from: Makasu on April 04, 2009, 08:39:16 pm
Okay got it but anybody know how traps work? Because mine don't seem to work. :( either it'll target a random enemy and just blow them up which is prety funny or it just won't do anything. Depending on the scope I have it set to I mean.

If its set to One Enemy then it just blows one enemy up.
It its set to all it still just blows up one random enemy.

And I really wanted to see what they'd be like too. :(


I explained quite well how traps work in the manual. -_- They activate as soon as a possible target gets into range.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 05, 2009, 09:17:26 am
Ahh see  I didn't know that about the lag. But see the traps for me I mean since I have no idea what the range is supposed to be set to it still just targets one random enemy. Want a demo? I'd have to cut a lot of resources out to show you what I mean.

EDIT: OMG I'm an idiot. I keep forgetting that I have the range of the items set up to be really far. I'm setting up the trigger of the blast not the range of the item. :p

But now I have to ask and I'm going go to feel really bad but is there a way to define how long traps stay down? Or is it the amount of time that items are set to drop?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 05, 2009, 09:35:05 am
Range works like this: When an enemy gets into range, the trap goes off. i.e. you put a bear trap down there and set the range to 0.5. It will go off as soon as an enemy steps onto it.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 05, 2009, 09:45:16 am
So the range of the item has no real importance then?

def self.type(id)
      case id
when 48 then return [TRAP, 1.5, 116] #mine


 def self.range(id)
      case id
when 48 then return 2.5 #mine


and range would be the one that needs to be set up with the radius correct?
Also if I wanted the HUD to draw the name of the current weapon used what be the way of doing so?
I have no use for Levels in my game so I'm having the hud draw either the current status of the player or the currently equipped weapon name. But I can't figure out what the weapons name and or status is connected to. Like actor.states or whatever the case may be.

And would exploding objects be possible? Y'know like exploding barrels? That'd be a pretty cool function.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on April 05, 2009, 12:48:16 pm
blizz the arrows in my hotkey menu are not in line with the boxes.

the only script i use that messes with you abs is this

Spoiler: ShowHide
#==============================================================================
# Scene_CMSSave
#==============================================================================

class Scene_CMSSave < Scene_Save
 
  def on_cancel
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Menu.new(9)
  end
 
end

#==============================================================================
# Scene_CMSLoad
#==============================================================================

class Scene_CMSLoad < Scene_Load
 
  def on_cancel
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Menu.new(10)
  end
 
end
#==============================================================================
# ** Window_Command_Scroll
#------------------------------------------------------------------------------
#  This window deals with general command choices.
#==============================================================================

class Window_Command_Scroll < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     width    : window width
  #     commands : command text string array
  #--------------------------------------------------------------------------
  def initialize(width, commands, height)
    # Compute window height from command quantity
    super(0, 0, width, height)
    @item_max = commands.size
    @commands = commands
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #     color : text color
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index])
  end
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
end

#==============================================================================
# Window_CMSCommand EDIT 12345
#==============================================================================

class Window_CMSCommand < Window_Command_Scroll
 
  attr_reader :continue
 
  def initialize(index, continue)
    @background = 'CMSCommand'
    commands = [$data_system.words.item, 'Equipment', $data_system.words.equip,
        $data_system.words.skill, 'Status', 'Hotkeys', 'AI Behavior',
        'AI Triggers', 'Options', 'Save', 'Load', 'Exit']
    super(180, commands, 320)
    @continue, self.index, self.x, self.y, self.z = continue, index, 972, 0, 999
  end
 
  def draw_item(i, color)
    self.contents.fill_rect(0, i*32, 148, 32, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon("CMS/commandmenu#{i}")
    opacity = (color == normal_color ? 255 : 128)
    self.contents.blt(4, 4 + i*32, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.font.color = color
    self.contents.draw_text(32, i*32, 148, 32, @commands[i])
  end
 
end

#==============================================================================
# Scene_Menu EDIT 12345
#==============================================================================

class Scene_Menu
 
  def initialize(menu_index = 0)
    @menu_index = menu_index
    @actor_index = @target_index = -1
    @viewport1 = Viewport.new(0, 0, 640, 480)
    @moved = false
  end

  def main
    if BlizzCFG::MAP_BACKGROUND
      @spriteset = Spriteset_Map.new
    elsif BlizzCFG::CMS_EDITION
      @spriteset = Sprite.new
      @spriteset.bitmap = RPG::Cache.picture("CMS/#{BlizzCFG::CMS_EDITION}/CMSFullscreen")
    end
    continue = ((1..BlizzCFG::SAVE_FILES_NUMBER).any? {|i|
        FileTest.exist?("#{BlizzCFG::SAVE_NAME}#{i}.#{BlizzCFG::SAVE_EXTENSION}")})
    @command_window = Window_CMSCommand.new(@menu_index, continue)
    (0...8).each {|i| @command_window.disable_item(i)} if $game_party.actors.size == 0
    @command_window.disable_item(9) if $game_system.save_disabled
    @info_window = Window_CMSInfo.new
    @status_windows, @target_windows = [], []
    $game_party.actors.each {|actor|
        @status_windows.push(Window_CMSMenuStatus.new(actor))}
    @help_window = Window_Help.new
    @help_window.x, @help_window.y, @help_window.z = 0, -368, 9999
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if @scene != nil || $scene != self
    end
    loop do
      Graphics.update
      (@status_windows + [@command_window, @info_window]).each {|win| win.update}
      move_da_outro
      break if @status_windows[0].x <= - 512
    end
    Graphics.freeze
    (@status_windows + @target_windows + [@command_window, @info_window,
        @help_window, @spriteset]).each {|obj| obj.dispose if obj != nil}
    del_sort if @sort_window != nil
    del_status if @playerstatus_window != nil
    del_equip if @left_window != nil
    del_skill if @skill_window != nil
    del_end if @end_window != nil
    del_items if @item_choose_window != nil
    del_items if @equips_window != nil
    del_options if @options_window != nil
    if @scene.is_a?(Scene_Title)
      Graphics.transition(25)
      Graphics.freeze
    end
    $scene = @scene
  end
 
  def update_command #EDIT 12345
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.actors.size == 0 && @command_window.index < 5
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        if BlizzCFG::CUSTOM_ITEM_SCENE
          @scene = Scene_Item.new
        else
          @item_choose_window = Window_CMSChooseItem.new
          @items_window1 = Window_NormalItem.new
          @items_window2 = Window_QuestItem.new
          @items_window1.help_window = @items_window2.help_window = @help_window
          @command_window.active = false
          @help_window.x, @help_window.y = 0, -576
          @help_window.set_text('')
          @help_window.visible = false
          items_refresh
        end
      when 1..4
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_windows.each {|win| win.active = true}
        @actor_index = 0
      when 5
        $game_system.se_play($data_system.decision_se)
        @scene = Scene_Hotkeys.new
      when 6
        $game_system.se_play($data_system.decision_se)
        @scene = Scene_AI_Behavior.new
      when 7
        $game_system.se_play($data_system.decision_se)
        @scene = Scene_AI_Triggers.new
      when 8
        $game_system.se_play($data_system.decision_se)
        if BlizzCFG::CUSTOM_OPTIONS_SCENE
          @scene = Scene_Options.new
        else
          @options_window = Window_CMSOptions.new
          @command_window.active = false
        end
      when 9
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
        else
          $game_system.se_play($data_system.decision_se)
          @scene = Scene_CMSSave.new
          Graphics.transition(0)
        end
      when 10
        if @command_window.continue
          $game_system.se_play($data_system.decision_se)
          @scene = Scene_CMSLoad.new
          Graphics.transition(0)
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      when 11
        $game_system.se_play($data_system.decision_se)
        if BlizzCFG::CUSTOM_END_SCENE
          @scene = Scene_End.new
        else
          @command_window.active = false
          @end_window = Window_CMSEndCommand.new
        end
      end
    end
  end

end

#==============================================================================
# Scene_Hotkeys
#------------------------------------------------------------------------------
#  This class handles the skill/item hotkey processing.
#==============================================================================

class Scene_Hotkeys
 
  def initialize
    super
  end
  #----------------------------------------------------------------------------
  # main
  #  The main processing method.
  #----------------------------------------------------------------------------
  def main
    # create spriteset
    @spriteset = Spriteset_Map.new
    # create viewport
    @view = Viewport.new(0, 0, 640, 480)
    # create HUD if HUD is turned on and HUD active
    @hud = Hud.new if BlizzABS::Config::HUD_ENABLED && $game_system.hud
    # if ASSIGNMENT is turned
    if BlizzABS::Config::HOTKEYS
      # create assignment display
      @hotkeys = Hotkey_Assignment.new
      # set z position
      @hotkeys.z = 5000
    end
    # if MINIMAP is turned on and minimap active
    if BlizzABS::Config::MINIMAP && $game_system.minimap > 0
      # create HUD
      @minimap = Minimap.new
    end
    # create sprite
    @choice = Sprite.new
    # create bitmap
    @choice.bitmap = $BlizzABS.cache.image('menu_arrow')
    # set x, y and z positions
    @choice.x, @choice.y, @choice.z, @choice.opacity = 160, 40, 500, 128
    # set x position offset
    @choice.ox = -8
    # set active flag
    @active = true
    # set index
    @index = 0
    # set up mode flag
    @up_mode = true
    # create modified skill window
    @skill_window = Window_Skill_Hotkey.new($game_player.battler)
    # create modified item window
    @item_window = Window_Item_Hotkey.new
    # set last active
    @last_active = true
    # transtition
    Graphics.transition
    # loop
    loop do
      # update game screen
      Graphics.update
      # update input
      Input.update
      # frame update
      update
      # stop if chosen an option
      break if $scene != self
    end
    # freeze screen
    Graphics.freeze
    # delet spriteset
    @spriteset.dispose
    # delete HUD elements that exist
    [@hud, @hotkeys, @minimap].each {|s| s.dispose if s != nil}
    # delete choice sprite
    @choice.dispose
    # delete skill window
    @skill_window.dispose
    # delete item window
    @item_window.dispose
    # delete viewport
    @view.dispose
  end
  #----------------------------------------------------------------------------
  # update
  #  The update processing method.
  #----------------------------------------------------------------------------
  def update
    # update choice sprite
    @choice.update
    # update skill window
    @skill_window.update
    # update item window
    @item_window.update
    # update hotkey assignment display if existing
    @hotkeys.update if @hotkeys != nil
    # move by 2 or 1 whether active in direction depending on @up_mode
    @choice.oy += (@up_mode ? (@active ? 2 : 1) : (@active ? -2 : -1))
    # set new @up_mode if necesseray depending on @up_mode
    @up_mode = (@up_mode ? (@choice.oy < 8) : (@choice.oy <= -8))
    # if select button pressed
    if $game_system.select_button && Input.trigger?(Input::Select)
      # switch to next actor
      @skill_window.switch_actor
    # if active
    elsif @active
      # set choice offset always to a number dividable with 2
      @choice.oy = @choice.oy / 2 * 2
      # update hotkey selection
      update_choice
    # if skill window is active
    elsif @skill_window.active
      # update skill selection
      update_skill
    # if item window is active
    elsif @item_window.active
      # update item selection
      update_item
    end
  end
  #----------------------------------------------------------------------------
  # update_choice
  #  Updates input during the hotkey selection.
  #----------------------------------------------------------------------------
  def update_choice
    # set x position
    @choice.x = 146 + @index * 28
    # if pressed B
    if Input.trigger?(Input::B)
      # play cancel sound
      $game_system.se_play($data_system.cancel_se)
      # go back to menu
      $scene = Scene_Menu.new(5)
    # if C is pressed
    elsif Input.trigger?(Input::C)
      # play sound
      $game_system.se_play($data_system.decision_se)
      # not active
      @active = false
      # the one that was active the last time is now active
      @skill_window.active = @last_active
      @item_window.active = (!@last_active)
    # if RIGHT is being pressed
    elsif Input.repeat?(Input::RIGHT)
      # if RIGHT is pressed or index is less than 9
      if Input.trigger?(Input::RIGHT) || @index < 9
        # play sound
        $game_system.se_play($data_system.cursor_se)
        # set new index
        @index = (@index + 1) % 10
      end
    # if LEFT is being pressed
    elsif Input.repeat?(Input::LEFT)
      # if LEFT is pressed or index is equal or greater than 1
      if Input.trigger?(Input::LEFT) || @index >= 1
        # play sound
        $game_system.se_play($data_system.cursor_se)
        # set new index
        @index = (@index + 9) % 10
      end
    end
  end
  #----------------------------------------------------------------------------
  # update_skill
  #  Updates input during the skill selection.
  #----------------------------------------------------------------------------
  def update_skill
    # set last active
    @last_active = true
    # if B is pressed
    if Input.trigger?(Input::B)
      # play cancel sound
      $game_system.se_play($data_system.cancel_se)
      # set active
      @active = true
      # skill window is not active
      @skill_window.active = false
      # delete cursor
      @skill_window.cursor_rect.empty
    # if C is pressd
    elsif Input.trigger?(Input::C)
      # play sound
      $game_system.se_play($data_system.decision_se)
      # if last position
      if @skill_window.index == @skill_window.item_max - 1
        # remove hotkey assigmnent from skill
        $game_player.skill_hotkeys[(@index+1)%10] = 0
      else
        # set skill to hotkey
        $game_player.skill_hotkeys[(@index+1)%10] = @skill_window.skill.id
      end
      # remove hotkey assigmnent from item
      $game_player.item_hotkeys[(@index+1)%10] = 0
      # draw hotkey display if hotkey display exists
      @hotkeys.draw(@index+1) if @hotkeys != nil
      # set active
      @active = true
      # skill window is not active
      @skill_window.active = false
      # delete cursor
      @skill_window.cursor_rect.empty
    # if RIGHT or LEFT is pressed
    elsif Input.trigger?(Input::RIGHT) || Input.trigger?(Input::LEFT)
      # play sound
      $game_system.se_play($data_system.cursor_se)
      # item window is active
      @item_window.active = true
      # skill window is not active
      @skill_window.active = false
      # delete cursor
      @skill_window.cursor_rect.empty
    end
  end
  #----------------------------------------------------------------------------
  # update_item
  #  Updates input during the item selection.
  #----------------------------------------------------------------------------
  def update_item
    # set last active
    @last_active = false
    # if B is pressed
    if Input.trigger?(Input::B)
      # play cancel sound
      $game_system.se_play($data_system.cancel_se)
      # set active
      @active = true
      # item window is not active
      @item_window.active = false
      # delete cursor
      @item_window.cursor_rect.empty
    # if C is pressed
    elsif Input.trigger?(Input::C)
      # play sound
      $game_system.se_play($data_system.decision_se)
      # if last position
      if @item_window.index == @item_window.item_max - 1
        # remove hotkey assigmnent from item
        $game_player.item_hotkeys[(@index+1)%10] = 0
      else
        # set item to hotkey
        $game_player.item_hotkeys[(@index+1)%10] = @item_window.item.id
      end
      # remove hotkey assigmnent from skill
      $game_player.skill_hotkeys[(@index+1)%10] = 0
      # draw hotkey display if hotkey display exists
      @hotkeys.draw(@index+1) if @hotkeys != nil
      # set active
      @active = true
      # item window is not active
      @item_window.active = false
      # delete cursor
      @item_window.cursor_rect.empty
    # if RIGHT or LEFT is pressed
    elsif Input.trigger?(Input::RIGHT) || Input.trigger?(Input::LEFT)
      # play sound
      $game_system.se_play($data_system.cursor_se)
      # skill window is active
      @skill_window.active = true
      # item window is not active
      @item_window.active = false
      # delete cursor
      @item_window.cursor_rect.empty
    end
  end
 
end
#==============================================================================
# Scene_AI_Behavior
#------------------------------------------------------------------------------
#  This class processes handling of the scene where ally behavior can be set
#  up which is used by the Ally Combat AI.
#==============================================================================

class Scene_AI_Behavior
 
  #----------------------------------------------------------------------------
  # Initialization
  #  tone  - screen background tone
  #  index - actor party index
  #----------------------------------------------------------------------------
  def initialize(index = 0, command_window_index = 0)
    # base data
    @index = index
    # get battler
    @actor = $BlizzABS.battlers[index].battler
    # command window index
    @command_window_index = command_window_index
  end
  #----------------------------------------------------------------------------
  # main
  #  The main processing method.
  #----------------------------------------------------------------------------
  def main
    # create spriteset
    @spriteset = Spriteset_Map.new
    # create viewport
    @view = Viewport.new(0, 0, 640, 480)
    # create command window
    @command_window = Window_Command.new(160, BlizzABS::Cache::CommandsAIBehavior)
    # command window coordinates
    @command_window.x = 480
    # command window initial index
    @command_window.index = @command_window_index
    # get map actor
    map_actor = $BlizzABS.battlers[@index]
    # create behavior window
    @behavior_window = Window_Behavior.new(@actor, map_actor)
    # transition
    Graphics.transition
    # loop
    loop do
      # update game screen
      Graphics.update
      # update input
      Input.update
      # update the scene
      update
      # stop if frame update
      break if $scene != self
    end
    # freeze screen
    Graphics.freeze
    # delete command window
    @command_window.dispose
    # delete behavior window
    @behavior_window.dispose
    # delete spriteset
    @spriteset.dispose
    # delete viewport
    @view.dispose
  end
  #----------------------------------------------------------------------------
  # update_command
  #  The command window update processing method.
  #----------------------------------------------------------------------------
  def update_command
    # update command window
    @command_window.update
    # if B is pressed
    if Input.trigger?(Input::B)
      # play cancel sound
      $game_system.se_play($data_system.cancel_se)
      # create map scene
      $scene = Scene_Menu.new(6)
    # if C is pressed
    elsif Input.trigger?(Input::C)
      # which option
      case @command_window.index
      when 0
        # play sound
        $game_system.se_play($data_system.decision_se)
        # deactivate command window
        @command_window.active = false
        # activate behavior window
        @behavior_window.active = true
      when 1
        # play sound
        $game_system.se_play($data_system.decision_se)
        # get all AI actors
        battlers = $BlizzABS.battlers
        # set next index
        @index = (@index + 1) % battlers.size
        # if battler not valid
        while battlers[@index].battler == nil
          # try to find one that is
          @index = (@index + 1) % battlers.size
        end
        # create hotkey assignment scene with the current screen tint
        $scene = Scene_AI_Behavior.new(@index, @command_window.index)
      when 2
        # play sound
        $game_system.se_play($data_system.decision_se)
        # get all AI actors
        battlers = $BlizzABS.battlers
        # set previous index
        @index = (@index + battlers.size - 1) % battlers.size
        # if battler not valid
        while battlers[@index].battler == nil
          # try to find one that is
          @index = (@index + battlers.size - 1) % battlers.size
        end
        # create hotkey assignment scene with the current screen tint
        $scene = Scene_AI_Behavior.new(@index, @command_window.index)
      when 3
        # play sound
        $game_system.se_play($data_system.decision_se)
        # create map scene
        $scene = Scene_Map.new
      end
    # if R is pressed
    elsif Input.trigger?(Input::R)
      # play sound
      $game_system.se_play($data_system.decision_se)
      # get all AI actors
      battlers = $BlizzABS.battlers
      # set next index
      @index = (@index + 1) % battlers.size
      # if battler not valid
      while battlers[@index].battler == nil
        # try to find one that is
        @index = (@index + 1) % battlers.size
      end
      # create hotkey assignment scene with the current screen tint
      $scene = Scene_AI_Behavior.new(@index, @command_window.index)
    # if L is pressed
    elsif Input.trigger?(Input::L)
      # play sound
      $game_system.se_play($data_system.decision_se)
      # get all AI actors
      battlers = $BlizzABS.battlers
      # set previous index
      @index = (@index + battlers.size - 1) % battlers.size
      # if battler not valid
      while battlers[@index].battler == nil
        # try to find one that is
        @index = (@index + battlers.size - 1) % battlers.size
      end
      # create hotkey assignment scene with the current screen tint
      $scene = Scene_AI_Behavior.new(@index, @command_window.index)
    end
  end
end
#==============================================================================
# Scene_AI_Triggers
#------------------------------------------------------------------------------
#  This class processes handling of the scene where ally action triggers can be
#  set up which is used by the Ally Trigger AI.
#==============================================================================

class Scene_AI_Triggers
 
  #----------------------------------------------------------------------------
  # Initialization
  #  tone  - screen background tone
  #  index - actor party index
  #----------------------------------------------------------------------------
  def initialize(index = 0, command_window_index = 0)
    # data
    @index, @actor = index, $BlizzABS.battlers[index].battler
    # command window index
    @command_window_index = command_window_index
    # status effect names
    @states = [BlizzABS::Cache::WORDNormalState]
    (1...$data_states.size).each {|id| @states.push($data_states[id].name)}
  end
  #----------------------------------------------------------------------------
  # main
  #  The main processing method.
  #----------------------------------------------------------------------------
  def main
    # create spriteset
    @spriteset = Spriteset_Map.new
    # create viewport
    @view = Viewport.new(0, 0, 640, 480)
    # create command window
    @command_window = Window_Command.new(160, BlizzABS::Cache::CommandsAITrigger)
    # command window coordinates
    @command_window.x = 480
    # command window initial index
    @command_window.index = @command_window_index
    # create trigger command window
    @tcommand_window = Window_Command.new(160, BlizzABS::Cache::CommandsTrigger)
    # trigger command window coordinates
    @tcommand_window.x = 480
    @tcommand_window.y = @command_window.height
    # trigger command window no cursor
    @tcommand_window.index = -1
    # trigger command window not active
    @tcommand_window.active = false
    # create name window
    @name_window = Window_Base.new(480, 416, 160, 64)
    # create bitmap
    @name_window.contents = Bitmap.new(@name_window.width - 32,
        @name_window.height - 32)
    # if using Dyna Edition scripts
    if $fontface != nil
      # set font name and size
      @name_window.contents.font.name = $fontface
      @name_window.contents.font.size = $fontsize
    # if using PK Edition 2
    elsif $defaultfonttype != nil
      # set font name and size
      @name_window.contents.font.name = $defaultfonttype
      @name_window.contents.font.size = $defaultfontsize
    end
    # draw actor name
    @name_window.draw_actor_name(@actor, 4, 0)
    # update trigger command display
    check_triggers
    # creat triggers window
    @triggers_window = Window_Triggers.new(@actor)
    # transition
    Graphics.transition
    # loop
    loop do
      # update game screen
      Graphics.update
      # update input
      Input.update
      # update the scene
      update
      # stop if frame update
      break if $scene != self
    end
    # freeze screen
    Graphics.freeze
    # delete command window
    @command_window.dispose
    # delete trigger command window
    @tcommand_window.dispose
    # delete triggers window
    @triggers_window.dispose
    # delete name window
    @name_window.dispose
    # delete spriteset
    @spriteset.dispose
    # delete viewport
    @view.dispose
  end
  #----------------------------------------------------------------------------
  # update_command
  #  The command window update processing method.
  #----------------------------------------------------------------------------
  def update_command
    # update command window
    @command_window.update
    # if B is pressed
    if Input.trigger?(Input::B)
      # play cancel sound
      $game_system.se_play($data_system.cancel_se)
      # create map scene
      $scene = Scene_Menu.new(7)
    # if C is pressed
    elsif Input.trigger?(Input::C)
      # which option
      case @command_window.index
      when 0
        # play sound
        $game_system.se_play($data_system.decision_se)
        # deactivate command window
        @command_window.active = false
        # activate trigger command window
        @tcommand_window.active = true
        # set cursor
        @tcommand_window.index = 0
      when 1
        # play sound
        $game_system.se_play($data_system.decision_se)
        # get all AI actors
        battlers = $BlizzABS.battlers
        # set next index
        @index = (@index + 1) % battlers.size
        # if battler not valid
        while battlers[@index].battler == nil
          # try to find one that is
          @index = (@index + 1) % battlers.size
        end
        # create hotkey assignment scene with the current screen tint
        $scene = Scene_AI_Triggers.new(@index, @command_window.index)
      when 2
        # play sound
        $game_system.se_play($data_system.decision_se)
        # get all AI actors
        battlers = $BlizzABS.battlers
        # set next index
        @index = (@index + battlers.size - 1) % battlers.size
        # if battler not valid
        while battlers[@index].battler == nil
          # try to find one that is
          @index = (@index + battlers.size - 1) % battlers.size
        end
        # create hotkey assignment scene with the current screen tint
        $scene = Scene_AI_Triggers.new(@index, @command_window.index)
      when 3
        # play sound
        $game_system.se_play($data_system.decision_se)
        # create map scene
        $scene = Scene_Map.new
      end
    # if R is pressed
    elsif Input.trigger?(Input::R)
      # play sound
      $game_system.se_play($data_system.decision_se)
      # get all AI actors
      battlers = $BlizzABS.battlers
      # set next index
      @index = (@index + 1) % battlers.size
      # if battler not valid
      while battlers[@index].battler == nil
        # try to find one that is
        @index = (@index + 1) % battlers.size
      end
      # create hotkey assignment scene with the current screen tint
      $scene = Scene_AI_Triggers.new(@index, @command_window.index)
    # if L is pressed
    elsif Input.trigger?(Input::L)
      # play sound
      $game_system.se_play($data_system.decision_se)
      # get all AI actors
      battlers = $BlizzABS.battlers
      # set next index
      @index = (@index + battlers.size - 1) % battlers.size
      # if battler not valid
      while battlers[@index].battler == nil
        # try to find one that is
        @index = (@index + battlers.size - 1) % battlers.size
      end
      # create hotkey assignment scene with the current screen tint
      $scene = Scene_AI_Triggers.new(@index, @command_window.index)
    end
  end
end


is this cuasing the problem.
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 05, 2009, 06:17:58 pm
How do we check to see if a certain summon has been summoned?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 05, 2009, 09:23:58 pm
Quote from: game_guy on April 05, 2009, 06:17:58 pm
How do we check to see if a certain summon has been summoned?

You could check if that summon is in the party since you have to define the summons in the party y'know? Just use a conditional branch and check if player [whatever] is in the party
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 05, 2009, 09:38:53 pm
I meant like if any summon was in your party. I really dont want 52 branches in one event.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 06, 2009, 04:58:52 am
Quote from: Makasu on April 05, 2009, 09:45:16 am
So the range of the item has no real importance then?

def self.type(id)
      case id
when 48 then return [TRAP, 1.5, 116] #mine


 def self.range(id)
      case id
when 48 then return 2.5 #mine


and range would be the one that needs to be set up with the radius correct?


It does. It's the radius in which it will go off. In this case it would go off if the enemy gets closer than 2.5 and then it would hurt everything within 1.5 with an explosion as well.

Quote from: Makasu on April 05, 2009, 09:45:16 am
Also if I wanted the HUD to draw the name of the current weapon used what be the way of doing so?
I have no use for Levels in my game so I'm having the hud draw either the current status of the player or the currently equipped weapon name. But I can't figure out what the weapons name and or status is connected to. Like actor.states or whatever the case may be.


"$data_weapons[actor.weapon_id].name". Just be sure to check if actor.weapon_id is equal to 0. In that case you need to avoid drawing anything.

Quote from: Makasu on April 05, 2009, 09:45:16 am
And would exploding objects be possible? Y'know like exploding barrels? That'd be a pretty cool function.


You can make a barrel a lifeless object which uses a forced action the moment it dies. But that won't probably work right. You'll have to wait for Custom Event Triggers and Timed Traps (aka bombs).

Quote from: Shadonking on April 05, 2009, 12:48:16 pm
blizz the arrows in my hotkey menu are not in line with the boxes.

the only script i use that messes with you abs is this

Spoiler: ShowHide
~REMOVED :P


is this cuasing the problem.


The script is too big to identify the problem right away. I'd need a demo.

Quote from: game_girl on April 05, 2009, 06:17:58 pm
How do we check to see if a certain summon has been summoned?


$BlizzABS.summoned?(CHARACTER)


CHARACTER is a map character. All summoned characters are contained in $BlizzABS.pets and $BlizzABS.monsters. If you want to check if a specific actor was summoned, you will need to use this:

($BlizzABS.pets + $BlizzABS.monsters).any? {|c| c.battler.id == ACTOR_ID}


In 2.24 you will alternatively be able to use this:

$BlizzABS.summons.any? {|c| c.battler.id == ACTOR_ID}


and/or this:

$BlizzABS.summoned_actor?(ACTOR_ID)

Title: Re: [XP] Blizz-ABS
Post by: Shadonking on April 06, 2009, 06:30:37 am
QuoteThe script is too big to identify the problem right away. I'd need a demo.


ok i'll post a demo when i get some time.

edit

just sent a PM with it in
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 06, 2009, 08:03:12 am
I didn't get any PM. o.o;
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on April 06, 2009, 08:11:25 am
okay try now, i temp lost internet connection when i sent it so that could have stopped it.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 06, 2009, 08:29:43 am
Blizz you're my hero. :D I couldn't figure it out for anything and that worked perfectly.
I also figured out a way around the displaying a blank characterset when no weapon is equipped using a long ass common event. :p But its okay nonetheless. Thanks once again.

*Powers up*

But I have a question now would I have to define a new update method so it'll update upon weapon switching because this happens

overlapping: ShowHide
(http://www.fileden.com/files/2006/6/6/52931/overlapping.png)[/img]

Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 07, 2009, 10:46:04 am
Hey blizz is there a way to check if a projectile skill or weapon hit an enemy? Also is there a way to check the ID of that enemy?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 07, 2009, 12:09:55 pm
Sure. When something hits an enemy, it's processed in Map_Battler. The methods are attack_effect, skill_effect and item_effect. You can check the IDs of the current battler (self.battler.id), the skill ID in skill_effect (skill.id), the item ID in item_effect (item.id) and the weapon ID of the attacking battler (battler.weapon_id for actors or battler.id for enemies).

You will need to alias those methods and add what you need.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 07, 2009, 12:22:10 pm
How would I do that?
Title: Re: [XP] Blizz-ABS
Post by: Delyemerald2 on April 07, 2009, 02:27:26 pm
I have two problems:
1. I have made a item called Red Potion. For example, I pickup three. When I use it I still have three. And if I set it as hotkey, it has the ifinite character with it.
2. How can you let an event start, if you defeat a boss?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 07, 2009, 03:17:49 pm
1. Did you set the scope to something? Sometimes I foget to set the scope of the item to be like one enemy the user etc. The infinite symbol is because you don't have it set to consumable under the items tab. Just set those and it should be good. Give it a scope and make it consumable.
2. Use a switch that is activated in the events name since custom triggers aren't out yet. Just set it to turn on the switch and then then have the event activate when the switch is on. You know how to do this correct?
Title: Re: [XP] Blizz-ABS
Post by: Delyemerald2 on April 08, 2009, 01:19:32 am
1. -.- I thought if you set it to no you can't sell or buy it... XD
2. Yeah, I read the whole enemy part yesterday, so.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 08, 2009, 04:49:37 am
FINALLY! v2.3 IS UP! It contains several bug fixes and a few small extras.

I forgot to fix the tile graphic with events error. I'll do it in the next few days. And I fixed something that I forgot to add into the version history. That wouldn't be a problem, but I forgot what it was. >.<

EDIT: Nvm, I fixed it in v2.31.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 08, 2009, 08:31:15 am
DORIS?!?!?!?! Anyways yes Blizz you are a scripting god. You fixed so much! :D And added so much.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on April 08, 2009, 09:06:37 am
Quote from: Doris on April 08, 2009, 04:49:37 am
FINALLY! v2.3 IS UP! It contains several bug fixes and a few small extras.

I forgot to fix the tile graphic with events error. I'll do it in the next few days. And I fixed something that I forgot to add into the version history. That wouldn't be a problem, but I forgot what it was. >.<

EDIT: Nvm, I fixed it in v2.31.


did you fix the respawn point thing?
what where they don't get erased if you delete or rename them?
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 08, 2009, 09:24:29 am
Quote from: Blizz ABS Manual 2.31
$game_variables[44] = $BlizzABS.get_enemy(6).maxhp
$game_variables[83] = $BlizzABS.get_enemy(9).maxhp
$game_variables[1] = $BlizzABS.get_enemy(2).maxhp

In the given example the execution will be as following:
The MAX HP of enemy 6 will be stored into variable 44.
The current HP of enemy 9 will be stored into variable 83.
The database enemy ID enemy 2 will be stored into variable 1.


I'm confused, unless you made a mistake, $game_variables[44] = $BlizzABS.get_enemy(6).maxhp stores the max hp of enemy 6 in variable 44, I get that but $game_variables[83] = $BlizzABS.get_enemy(9).maxhp stores the current hp of enemy 9 in variable 83, I don't get that, unless $BlizzABS.get_enemy(9).maxhp should be something else, same for $game_variables[1] = $BlizzABS.get_enemy(2).maxhp
They way those script parts are each one of the, would just store the an enemies max hp in a variable right? Not do what it says in the text under them.

@Foxy check the version history in the manual,
Quote
Fixed bug where Respawn Points wouldn't work properly.
Fixed bug where Respawn Points didn't disappear after erasing.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on April 08, 2009, 09:41:13 am
Quote from: Sally on April 08, 2009, 09:24:29 am
@Foxy check the version history in the manual,
Quote
Fixed bug where Respawn Points wouldn't work properly.
Fixed bug where Respawn Points didn't disappear after erasing.



I'm at work right now, and I don't even have Windows on my computer right now, I had no way to check it myself.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 08, 2009, 07:41:49 pm
Hey Blizz out of curiosity would it be possible to make an enemy a respawn point and not have the enemy just respawn at a random point but instead at the position of the person respawing them. Like a boss that would spit out like offspring kinda thing y'know? I tested it but yeah they just popped up at random locations.
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 08, 2009, 07:44:29 pm
Quote from: Sally on April 08, 2009, 09:24:29 am
Quote from: Blizz ABS Manual 2.31
$game_variables[44] = $BlizzABS.get_enemy(6).maxhp
$game_variables[83] = $BlizzABS.get_enemy(9).maxhp
$game_variables[1] = $BlizzABS.get_enemy(2).maxhp

In the given example the execution will be as following:
The MAX HP of enemy 6 will be stored into variable 44.
The current HP of enemy 9 will be stored into variable 83.
The database enemy ID enemy 2 will be stored into variable 1.




I'm confused, unless you made a mistake, $game_variables[44] = $BlizzABS.get_enemy(6).maxhp stores the max hp of enemy 6 in variable 44, I get that but $game_variables[83] = $BlizzABS.get_enemy(9).maxhp stores the current hp of enemy 9 in variable 83, I don't get that, unless $BlizzABS.get_enemy(9).maxhp should be something else, same for $game_variables[1] = $BlizzABS.get_enemy(2).maxhp
They way those script parts are each one of the, would just store the an enemies max hp in a variable right? Not do what it says in the text under them.

@Foxy check the version history in the manual,
Quote
Fixed bug where Respawn Points wouldn't work properly.
Fixed bug where Respawn Points didn't disappear after erasing.



Try this hellfire
$game_variables[44] = $BlizzABS.get_enemy(6).hp
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 08, 2009, 07:51:06 pm
Quote from: Makasu on April 08, 2009, 07:41:49 pm
Hey Blizz out of curiosity would it be possible to make an enemy a respawn point and not have the enemy just respawn at a random point but instead at the position of the person respawing them. Like a boss that would spit out like offspring kinda thing y'know? I tested it but yeah they just popped up at random locations.


Quote3.1.6. Creating a Respawn Point
Respawn Points are a special feature in Blizz-ABS that allows the respawn of enemies at one specific point. Such a Respawn Point is created the same way as enemies are; by adding a specific command to their event name. Instead of \e[ID] it is necessary to use \respawn[ID1, ID2, ID3, ...]. The various IDs are enemy IDs from enemy types that 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 that setting. The waiting time for respawning in this case is 5 seconds. It can be changed by adding \time[TIME] where TIME is the number of seconds which needs to pass 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 enemies defined in the setting. Respawn Points are normal events that are simply marked which means that they completely act like normal events. As critters and lifeless objects don't respawn, they can't use Respawn Points.


Just use events to change the respawn's location to the boss's location.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 09, 2009, 04:33:53 am
Quote from: Sally on April 08, 2009, 09:24:29 am
Quote from: Blizz ABS Manual 2.31
$game_variables[44] = $BlizzABS.get_enemy(6).maxhp
$game_variables[83] = $BlizzABS.get_enemy(9).maxhp
$game_variables[1] = $BlizzABS.get_enemy(2).maxhp

In the given example the execution will be as following:
The MAX HP of enemy 6 will be stored into variable 44.
The current HP of enemy 9 will be stored into variable 83.
The database enemy ID enemy 2 will be stored into variable 1.


I'm confused, unless you made a mistake, $game_variables[44] = $BlizzABS.get_enemy(6).maxhp stores the max hp of enemy 6 in variable 44, I get that but $game_variables[83] = $BlizzABS.get_enemy(9).maxhp stores the current hp of enemy 9 in variable 83, I don't get that, unless $BlizzABS.get_enemy(9).maxhp should be something else, same for $game_variables[1] = $BlizzABS.get_enemy(2).maxhp
They way those script parts are each one of the, would just store the an enemies max hp in a variable right? Not do what it says in the text under them.


Yes, it should be .hp and .id. Sorry about that. ._.; *puts up a fixed version of the manual*
The other calls are maxsp, sp, atk, pdef, mdef, eva, str, dex, agi, int, etc.

Quote from: Makasu on April 08, 2009, 07:41:49 pm
Hey Blizz out of curiosity would it be possible to make an enemy a respawn point and not have the enemy just respawn at a random point but instead at the position of the person respawing them. Like a boss that would spit out like offspring kinda thing y'know? I tested it but yeah they just popped up at random locations.


Basically what Aqua said. This will probably also turn out to be useful when I add the creation of enemies on the map. Then I'll also make enemies able to summon.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on April 09, 2009, 09:16:58 am
hey Doris lol i have been meaning to tell u this u might have already fixed it its not really a big thing but in ur manual when ur telling how to turn on & off the caterpillar  script u have the pixel movement in there
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 09, 2009, 02:28:21 pm
Ahh I see thanks in advance. Just gotta wait. But now I have to ask about charge sound effects. Y'know like in megaman when you would charge up his megabuster it'd make that one sound. Any possiblity of adding this or no?

And also are you going to add back in that one option for making items drop or not. I really hate to have to search for that line of code to remove it again seeing as how its some 45+ pages back. :p
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 09, 2009, 02:34:14 pm
I'm not gonna add this.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 09, 2009, 03:38:56 pm
Hey blizz is there a way to turn off item and gold drops? I have a tournament side quest in my game and I didn't want to have to make the same enemies twice just so I could set them not to drop items. I couldn't find it in the manual btw :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 09, 2009, 03:57:43 pm
Nope, it's not built-in. You will just have to make duplicate enemies.
Title: Re: [XP] Blizz-ABS
Post by: war-famine_strife-death on April 10, 2009, 12:06:20 am
about the traps thing where it sometimes doesn't show the trap and only it's effect- it seems to happen when you are within it's (the trap's) explosion radius of an enemy. If you aren't within the (trap's) explosion range of an enemy the trap item will show.
@Doris: Hurry up with the "Timed Trap" so I can have working Bombs.

Edit: @Doris: What Makasu says.
@ Makasu: I don't need mines right now, I am however thinking of making traps that cause status ailments like slow or stop. Of course that means a lot of new sprites that I'll have to create.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 10, 2009, 04:26:45 am
Quote from: war-famine_strife-death on April 10, 2009, 12:06:20 am
about the traps thing where it sometimes doesn't show the trap and only it's effect- it seems to happen when you are within it's explosion radius of an enemy. If you aren't within the explosion range of an enemy the trap item will show.


What you are saying makes no sense as enemies have no explosion range, because it doesn't make any sense.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 10, 2009, 09:13:07 am
@War: Its because the trap is detonated when the enemy is in range automatically. :p Almost like a claymore. They have those red sights on them and whenever something is in the range it detonates. Thats why.
And gotta be patient my man.
Title: Re: [XP] Blizz-ABS
Post by: dnasman on April 10, 2009, 10:17:56 pm
Spoiler: ShowHide
(http://img262.imageshack.us/img262/2969/snap645.png)

where can i get those HUD? It looks better than default Blizz-ABS HUD
thnx!
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on April 10, 2009, 10:20:03 pm
That was actually a fake HUD Blizzard posted up for his April Fools' joke of the game. Though I'm pretty sure you can actually script something like that, heh.

It's a custom HUD, basically. If you want to achieve pretty results like that, you got to edit the HUD code in the script. Or you can find some other custom HUDs around, such as winkio's Custom HUD script here in this Database.

EDIT: Oooooh, you spoilered the image after I made this post. Nice job. :3
Title: Re: [XP] Blizz-ABS
Post by: dnasman on April 10, 2009, 11:08:50 pm
LOL! :haha:
i though it was true HUD! :shy:
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on April 10, 2009, 11:19:22 pm
Quote from: dnasman on April 10, 2009, 11:08:50 pm
LOL! :haha:
i though it was true HUD! :shy:
Looks like Blizzard did his job! :xD: (In April Fools, that is)

Again, it's probably VERY possible to actually script that whole thing. It's just probably difficult and pretty visually demanding (Won't cause massive lags around I bet, but nevertheless).

Once more, I suggest you take a look at winkio's custom HUD and play'n'tinker around with the HUD of Blizz-ABS (Search the script for it). You might end up with something cool. :3
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on April 10, 2009, 11:31:05 pm
Quote from: game_girl on April 04, 2009, 08:46:38 pm
@rose: Its a chicken xD


:huh: Really?

Furious Chick sounds sexy.   :haha:
Title: Re: [XP] Blizz-ABS
Post by: Landith on April 11, 2009, 03:09:34 am
Okay, I'm not sure if this is a bug or not.
But when I have an event code in the enemy and using a respawn point for the enemy(well enemies actually), they just won't respawn.

Like, I have "Change Variable 4: Amount killed +1" and after I kill it he won't respawn. But as soon as I take out the "Change Variable" he respawns.
Makes it kinda hard to create a mini-game where it calculates your points and what not...

I'm just not sure if Blizz-ABS supports this or if it's a bug so I'm just mentioning it  :^_^':

PS. I can give you a demo if you can't recreate it...
Title: Re: [XP] Blizz-ABS
Post by: randhill on April 11, 2009, 08:13:55 am
Ok Maybe this is one of another dumb question which has been answered for centuries but as I cannot find it, I want to ask again:

-How can you execute Event just after a monster dies?(Which Script code)

Example: Fighting a boss, boss dies and then some kind of text appear.

I tried to look for it in the manual but well, as far as I know, there was no mentioning it.
Thanks for helping me :)
Title: Re: [XP] Blizz-ABS
Post by: fugibo on April 11, 2009, 08:35:19 am
Last time I checked, the event autoruns after the monster dies. Just kill it and the event will run.
Title: Re: [XP] Blizz-ABS
Post by: randhill on April 11, 2009, 08:58:06 am
Ohhhhhh. I get it! So basically you just have to set up the Commands in enemy event itself and when it is destroyed, the event will be executed!!!

Wow, new discovery :D
Thanks :)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 11, 2009, 12:12:54 pm
Quote
3.2.3. How to start the Event Code of Battlers
To start the event code of an battler, you only have to kill him. If the battler is an enemy and respawns, the code will be simply executed again if you kill the enemy again. If you want to prevent this, you can simply use a switch. Preconditions work the same way like in normal events.


Here it is in the manual.

Let's see... this question has been asked... at least 5 times.
Blizz-ABS really needs a FAQ :P
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 11, 2009, 01:07:25 pm
Quote from: Aquaman on April 11, 2009, 12:12:54 pm
Here it is in the manual.

Let's see... this question has been asked... at least 5 times.
Blizz-ABS really needs a FAQ :P

A FAQ and a search button in the manual :P
Title: Re: [XP] Blizz-ABS
Post by: fugibo on April 11, 2009, 01:36:14 pm
Or OpenOffice.

With a search button.

...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 13, 2009, 03:54:15 pm
Quote from: Lani on April 11, 2009, 03:09:34 am
Okay, I'm not sure if this is a bug or not.
But when I have an event code in the enemy and using a respawn point for the enemy(well enemies actually), they just won't respawn.

Like, I have "Change Variable 4: Amount killed +1" and after I kill it he won't respawn. But as soon as I take out the "Change Variable" he respawns.
Makes it kinda hard to create a mini-game where it calculates your points and what not...

I'm just not sure if Blizz-ABS supports this or if it's a bug so I'm just mentioning it  :^_^':

PS. I can give you a demo if you can't recreate it...


I fixed that in v2.3x. o.o

Quote from: Aquaman on April 11, 2009, 12:12:54 pm
Let's see... this question has been asked... at least 50 times.


Fixed.

Quote from: Sally on April 11, 2009, 01:07:25 pm
a search button in the manual :P


I know. ._.;
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 16, 2009, 12:17:49 pm
My projectile weapons wont work... I have everything named properly, when i hit the attack button all i get is the buzzer sound. The weapon is set to be bow & arrow, weapon has icon named 'handgun.png' there's a charset called 'handgun.png' I set the weapon to use handgun bullets,
Spoiler: ShowHide
(http://img223.imageshack.us/img223/535/abs.png)

So what's wrong?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 16, 2009, 01:36:53 pm
You didn't assign the item "Handgun Bullets" as hotkeyed item. How else is the system supposed to know what item you actually want to use as ammo?
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 16, 2009, 02:15:38 pm
By hotkeyed, you mean go to the pre-menu and equip it in hotkeys right? I did
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 16, 2009, 02:19:04 pm
And you pressed the number key so it appears in the item slot in the main HUD?
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 16, 2009, 02:27:34 pm
>.< Now I feel like an idiot.... :<_<:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 16, 2009, 02:57:22 pm
Don't worry, you're not the first this happened to. In fact I'll include this question in the Blizz-ABS FAQ.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 16, 2009, 03:02:29 pm
Okay how about this, I get this error when I kill en 'object' the \o[ID] enemies
Spoiler: ShowHide
(http://img201.imageshack.us/img201/4231/24264477.png)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 16, 2009, 03:17:29 pm
I'll probably not look into it as I'm currently changing that subsystem because I am implementing a generic alignment system. That means that in future "\o[ID]" will probably look like "\e[ID] \g[5]" where 5 would be group #5 that was marked as lifeless. xD
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 17, 2009, 12:57:08 pm
If direct hotkeys are enabled, you can't use projectile weapons because you can't set the item as a hotkey
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 17, 2009, 01:00:41 pm
I know. Anybody has a suggestion how to solve this problem?
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 17, 2009, 02:24:41 pm
Blue dots keep appearing randomly on the minimap now :<_<:
Spoiler: ShowHide
(http://img19.imageshack.us/img19/8520/25134385.png)


EDIT: It starts when an enemy is killed, a blue square appears where it died and then just seem to keep spreading
Title: Re: [XP] Blizz-ABS
Post by: Landith on April 17, 2009, 05:30:43 pm
Blue Squares means a dropped item.
Are they like spreading after you kill 1 enemy?
Or after you kill multiple enemies..?
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 17, 2009, 06:02:10 pm
After I kill one enemy, and they appear all over the place, but I don't have enemies set to drop anything :huh:
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 17, 2009, 08:32:14 pm
Hrmm thats odd I haven't had that problem yet. They aren't projectiles are they?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 18, 2009, 05:39:10 am
Demo, I can't reproduce it.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 18, 2009, 06:47:53 am
NVM it's the ammo dropping from the weapon I used, but there's no charset appearing on the map to show it's there, only on the minimap. I just realised that when I looked at my ammo when walking into the blue squares. Also is there a way to disable weapons dropping there projectiles if it doesn't hit something, because I'm using guns and I don't think you'd go looking for a bullet after you shot it... :<_<:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 18, 2009, 07:19:32 am
Quote from: Blizzard on December 07, 2008, 12:14:25 pm
If you don't want them to drop, find line 3632-3638 in part 3:

          case @type
          when BlizzABS::REMShotItem, BlizzABS::REMNormalItem,
               BlizzABS::REMBreakItem
            $BlizzABS.drop_event([$data_items[@id]], @real_x + 64, @real_y + 64)
          when BlizzABS::REMShotWeapon
            $BlizzABS.drop_event([$data_weapons[@id]], @real_x + 64, @real_y + 64)
          end


Just delete it. I was going to add it as optional feature somewhere later. But for now this should do it.


EDIT: Prototype. :3

Spoiler: ShowHide
(http://img509.imageshack.us/img509/6486/cfgss.png)
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 18, 2009, 07:52:58 am
ty and that looks sweet! So what does linked and permanent do?

Spoiler: ShowHide
Blizzy, your not using a cool theme, just windows silver :o

xD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 18, 2009, 08:18:16 am
"Linked" propagates alignment changes to all battlers with the given group. i.e. You attack an NPC and a guard sees you. He propagates that you are an enemy to all guards. "Permanent" simply makes it permanent. New battlers of that group in the current map will get the same altered alignment and it will stay even if you leave the map. Of course you can reset the alignment of a group with a script call. i.e. You payed the fine and the guards leave you alone.

The theme I was using messed up the tabs layout too much and since I had to add a new tab, I needed it to look proper on the default theme. xD
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 18, 2009, 11:50:15 am
I've hit a new error. It won't let me go into my hotkeys menu without giving me a "script is hanging error."

And I haven't modified the hotkeys display at all.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 18, 2009, 11:53:31 am
What other scripts do you have running?
And could your game be lagging too much?  Press F2 to check your FPS.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 18, 2009, 12:02:44 pm
Its apparently my font?
Because I'm using ultimate font override but when I change it back to Arial it works just fine. :p

And no there's nothing on the map that I'm testing it on. Only the player and a treasure chest. :p

EDIT: Yeah its my font thats causing it...
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 18, 2009, 12:12:05 pm
Thats happened to me before. The font was too complicated to draw in the system.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 18, 2009, 12:43:05 pm
Quote from: game_guy on April 18, 2009, 12:12:05 pm
Thats happened to me before. The font was too complicated to draw in the system.


Ahh I didn't even know that could happen! And it sucks because I really liked the font too. :( oh well it'll be alright.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 19, 2009, 05:47:16 am
Also keep in mind that a high numbers of skills and items takes a moment to draw.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 19, 2009, 03:36:44 pm
Is there a way to temporarly disable enemies being able to see the player? I want them to react only when the player is heard
Title: Re: [XP] Blizz-ABS
Post by: war-famine_strife-death on April 19, 2009, 05:41:50 pm
Quote from: Hellfire Dragon on April 17, 2009, 12:57:08 pm
If direct hotkeys are enabled, you can't use projectile weapons because you can't set the item as a hotkey


actually I use direct hotkeys and bow and arrow settings, you just have to hit the button once that the item is hotkeyed to and then you will be able to attack.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2009, 04:39:40 am
Oh right. >.< I remember adding that so you could use it. xD

@HD: I don't think I added something like that. Anyway...

Here it is! Blizz-ABS v2.5! What's new?



And that's not all...





It has come a long way. It's been almost 3 years since I started working on Blizz-ABS. To celebrate this I have decided to post up something that hasn't been online for a long time. And that is...

Blizz-ABS 1.1 MMO Edition (http://www.sendspace.com/file/ishrpb)
Blizz-ABS 1.54 Netplay+ Aerion Online Edition (http://www.sendspace.com/file/vqsep8)

I'll explain the a little bit how it came to this...



Blizz-ABS 1.1 MMO Edition

History

MMO Edition was a project that I have started even before the real Blizz-ABS 1.0 was released. Obviously it supported mouse movement and an MMO like menu which would actually shift the screen a little bit rather than appearing simply one the edge. One of the best features back then was supposed to be a lagfree implementation of a path finding algorithm. Apart from that it had a name display for enemies and players. It would also display the hotkeys for the menu when hovering over the menu buttons in the HUD. The HUD back then was a little primitive and ugly, but still quite powerful. This Blizz-ABS was already using Blizz-ABSEAL 1.0. Not to forget item drops. This was one of Blizz-ABS's first features. Another feature I was kinda proud of is the info window in the lower left corner that would display informations during the game. To that time no ABS had something like this. I was even going to add it into the real Blizz-ABS, but I changed my mind in the last minute. Same with the mouse control system.

An MMO using Blizz-ABS would definitely be more fast-paced than most other MMOs.

Controls

I don't remember them all, but this should cover it:

ESC : toggle game menu
0-9 : use skill / item  (hover over an enemy)
Alt+(0-9) : map skill / item to hotkey (for that you need to hover the mouse cursor over the appropriate skill / item in the menu)
click : attack selected enemy or move to location
I - Inventory menu hotkey (click to use, hover and Alt+NUMBER to map to hotkey)
S - Skill menu hotkey (click to use, hover and Alt+NUMBER to map to hotkey)
E - Equipment menu hotkey (click to activate equipment part, click again to equip / unequip)
H - Status menu hotkey (nice status screen)
O - Options menu hotkey (nothing, really)



Blizz-ABS 1.54 Netplay+ Aerion Online Edition

History

At one day during my time at RMRK a new member joined. His name was Naphe. Some people here might remember that douche (probably NAMKCOR). Anyway, he liked Blizz-ABS MMO and we kinda got together into a business. It was obviously an MMO. The name was Aerion Online. That MMO was actually online for a few months. That was mainly the time I was working on it. Heck, I almost failed a few classes because of Blizz-ABS AO. >.<

Blizz-ABS AO Edition was something different. This was the first Blizz-ABS version that had a minimap (which would scale itself properly) and the classical hotkey assignment display that is even today a vital part of Blizz-ABS. Funny thing is that the subsystem was actually completely different. I recoded it from scratch for the normal Blizz-ABS Edition. The HUD itself was coded to create less lag and be more minimalistic. That is also the reason while the EXP display in the normal Blizz-ABS stayed for a while. It was mainly a concept leftover from those 2 MMO editions. An interesting feature was definitely that it had a stat distribution system implemented even before I actually made the SDS that I distribute today. After you connect to the server, you would actually get the character selection screen and you would always start out at the very same position in the game. And rather than displaying all enemy names at once, it would only display the name of the enemy or special event that you have your mouse cursor hovering above. But the definitely most powerful feature was that this edition of Blizz-ABS was merged into Netplay+ 1.7. It wasn't just an offline MMO ABS, no, it was truly an MMO ABS. The first MMO Edition could be played as such without an online server, but AO MMO Edition needed a server to run. Of course as developer I had to test the ABS so I implemented a dual operating mode. With just decommenting a few lines of code Blizz-ABS AO would switch from online to offline or from offline to online mode and I could continue testing it in a sandbox environment or I could test it in realtime on the server.

Why I actually got involved with Naphe? First thing, I was going to get paid. Man, he made a total drama when I was going to leave. He was an ass and I didn't like him. But that wouldn't matter if I get paid. In the end I got fed up with him and decided to leave. He wasn't acting as if I was a valuable asset to the project even though I was the very backbone of it. Without me Aerion Online would have never gotten online. I was definitely going to leave so I made up a story about some other guys who would pay me 60% of the earnings. Believe it or not, but in that conversation with Naphe, he actually went that far that he wanted to pay me 40% which would be more than his share after he paid the graphic designers. And when I turned down that offer, he offered me 60%. I guess that some people don't understand that there are things that are more valuable than money for some people. In the end Aerion Online died as I requested Blizz-ABS to be removed from his game. He wanted to prevent that and told me something about copyrighting the entire package; AO and everything in it. Of course he did that without my permission. So I asked him to remove Blizz-ABS or I would resort to nastier methods. I got an e-mail several months ago (forum news was turned on in my profile at his old forum) in which was written that AO will be back online or something like that. Who cares. xD

I'm still thinking of releasing the mouse controller as script. Then I would create a plugin that would make it work with Blizz-ABS as well. BTW, I've left you a savegame there.

Quote from: meAn MMO using Blizz-ABS would definitely be more fast-paced than most other MMOs.


Blizz-ABS AO pretty much shows that this is quite true since the engine was still far from finished and yet it is already fast-paced.

Controls

I think I have them all as no other keys reacted:

F4 : toggle game menu
F5 : toggle minimap
F7 : toggle hotkey assignment display
F7 : toggle chat window
0-9 : use skill / item  (hover over an enemy)
Alt+(0-9) : map skill / item to hotkey (for that you need to hover the mouse cursor over the appropriate skill / item in the menu)
click : attack selected enemy or move to location
I - Inventory menu hotkey (click to use, hover and Alt+NUMBER to map to hotkey)
S - Skill menu hotkey (click to use, hover and Alt+NUMBER to map to hotkey)
E - Equipment menu hotkey (click to activate equipment part, click again to equip / unequip)
H - Status menu hotkey (click on the + signs to upgrade your stats)
O - Options menu hotkey (this one had save option, a character selection option and )
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on April 20, 2009, 08:37:12 am
you know, this gives me an idea Blizz, expect a PM.

Also, did you get the savegame from Aqua? She triggered the HUD flickering bug in Anima, apparently it's related to showing pictures somehow.  I think there's another bug for you to look into :P
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 20, 2009, 09:27:54 am
Holy....wow I wasn't expecting this much and MMO settings as well! defintely worth a power up. Or two. :D

Whats even better is how amazing the mmo works. At least the functions. I love how well the mouse system registers. Instead of clicking and wait you click and move. Almost like in whats that game...? I can't remember its name. Guild wars?

EDIT: As you know a demo is going to be requested soon as well too. Hahaha XD.

OH but on a sidenote and I know I'm going to get canned about asking this but are the way objects and such are set up is still the same correct?
\o[5] because from the alignment system it seems to have changed up the way.
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 20, 2009, 09:50:38 am
I agree! This is awesome! I love the demo the part being able to use the mouse to move and attack takes off 5 keys already in the MMO of course. And i love the new features in Babs 2.5 :D *powers up*

EDIT: Cant tell when it happens but it happens either when I try to attack an enemy or it tries to attack me.
(http://i307.photobucket.com/albums/nn318/bahumat27/error-1.png)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2009, 10:15:36 am
I figured. I uploaded a fixed version. It should be "b.ai.sight" in that line.
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 20, 2009, 10:29:11 am
One question I couldnt find it in the Manual and sorry if its in there.

Ok I know how to setup alignments, but how do we setup which enemies are in which alignments? Or is there a special command that we insert in the event name to tell it what alignment it belongs in?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2009, 10:55:48 am
\e[ID] \g[GROUP_ID]. I forgot to add that to the manual along with a few other things. Sorry about that. >.< I'm going to fix that ASAP.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 20, 2009, 11:31:16 am
Hey Blizz I'm getting this error before the game even loads up


Script 'BlizzAbs pt 2' line 4684: NoMethodError Occured
Undefined Method '[]' For Nil:NilClass


Which takes me to this:


@negative = $game_system.alignments[@group].enemies.clone


EDIT:
It was my old save game data. Forgot upgrading makes you have to delete it. XD

EDIT 2: But then I hit this error.
No MethodError Occured While Running Script. 
Undefined Method 'Battlers_Type' for #<Game_map:0x40332BO>


I actually think it might have to do with the fact that I'm using a common event to check
$game_variables[4] = $game_map.battlers_type(Map_Enemy).size


because upon reading the guide it says its now

$game_variables[ID] = $game_system.battlers_number_group(GROUP)


So did you change map enemy? And would I need to change this around?

Because I changed it to
$game_variables[4] = $game_map.battlers_group(2).size


and hit another brick wall. XD
Script 'BlizzAbs pt 2' Line 6078 NoMethodError Occured
Undefined Method 'Group' for Nil:NilClass


which then takes me to this:
 ai.memory.each_key {|b| in_range.push(b) if b.ai.group == @ai.group}


Hahaha wow I'm just hitting all sorts of errors actually. Maybe a PM would be easier? XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2009, 12:57:09 pm
Quote from: Makasu on April 20, 2009, 11:31:16 am
Because I changed it to
$game_variables[4] = $game_map.battlers_group(2).size


and hit another brick wall. XD
Script 'BlizzAbs pt 2' Line 6078 NoMethodError Occured
Undefined Method 'Group' for Nil:NilClass



$game_variables[4] = $game_map.battlers_number_group(2).size


You mistyped it. ^_^
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 20, 2009, 01:16:53 pm
Hahaha so I did. :D

Thank you Blizz!

But now a new error has arrived. :o

Script 'BlizzAbs pt 2' Line 4366: NoMethod Error Occured.
Undefined Method '[]' Nil:NilClass


which takes me to

 scope = $data_skills[id].scope


And I have no skills set up so that might be the problem?

Because it won't even let me get to the title screen before this pops up. :(
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 20, 2009, 01:31:11 pm
Quote from: Blizzard on April 13, 2009, 03:54:15 pm
Quote from: Sally (Hellfire Dragon) on April 11, 2009, 01:07:25 pm
a search button in the manual :P


I know. ._.;

Quote from: BlizzardNow the manual supports a search feature.

Yay :D

1.51 is awesome, thanks you for the auto-gameover! :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 20, 2009, 01:34:12 pm
Quote from: Hellfire Dragon[/quote
Yay :D

1.51 is awesome, thanks you for the auto-gameover! :^_^':


You need to upgrade to the latest version of BABS. XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2009, 01:43:10 pm
Quote from: Makasu on April 20, 2009, 01:16:53 pm
Hahaha so I did. :D

Thank you Blizz!

But now a new error has arrived. :o

Script 'BlizzAbs pt 2' Line 4366: NoMethod Error Occured.
Undefined Method '[]' Nil:NilClass


which takes me to

 scope = $data_skills[id].scope


And I have no skills set up so that might be the problem?

Because it won't even let me get to the title screen before this pops up. :(


I'm putting 2.52 together already. I'll simply fix it. Yes, it has something to do with the skill setup. Actually you shouldn't be getting that error. xD

Quote from: Hellfire Dragon on April 20, 2009, 01:31:11 pm
Quote from: Blizzard on April 13, 2009, 03:54:15 pm
Quote from: Sally (Hellfire Dragon) on April 11, 2009, 01:07:25 pm
a search button in the manual :P


I know. ._.;

Quote from: BlizzardNow the manual supports a search feature.

Yay :D

1.51 is awesome, thanks you for the auto-gameover! :^_^':


Remember that you need a parallel process common event to handle the exception when everybody is dead. You can use "$game_party.all_dead?" to check that and then execute what you need. :)
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 20, 2009, 03:40:23 pm
Quote from: Manual3.2.15
In the given example the setup will be as following:
The event page will be run when using the item with ID 42 on the enemy event.
The event page will be run when using the weapon with ID 3 on the enemy event.
The event page will be run when using the weapon with ID 1 on the enemy event.
The event page will be run when enemy with ID 10 uses an attack on the enemy event.
The event page will be run when using any skill on the enemy event.
This example works altogether for one single event page. If any trigger is activated, the event will be run. If you use mixed normal and special triggers or more than one normal trigger, only the first normal trigger and all special triggers will be active. Triggers without ID have a higher priority than triggers with an ID.

Shouldnt all the "page will be run"s be "page will be ran"?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2009, 03:56:37 pm
I'm not entirely sure, but I think I wrote it correctly. Anyway, v2.52 is up. <3
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 20, 2009, 04:00:59 pm
Links broken. I clicked it and it brought me to a wierd page.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 20, 2009, 04:10:41 pm
They work fine for me :huh:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2009, 04:16:21 pm
Fact is that I forgot to upload it in the first place. Try it now.
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 20, 2009, 04:16:42 pm
Ok works perfectly. Thank you blizzard.
Title: Re: [XP] Blizz-ABS
Post by: Jensen on April 20, 2009, 04:39:58 pm
Hey, Blizzard.

First off; great system. I love it.

I´m having some troubles getting projectile weapons to work properly. I have a bow & arrow weapon set up like this:

(http://img18.imageshack.us/img18/7935/setupnlv.th.png) (http://img18.imageshack.us/my.php?image=setupnlv.png)

I have named the ammo spritesheet the same as the weapon´s icon, but when I try to use the weapon
it´s like the range is 0. I don´t get that buzzer sound (the arrow-item is hotkeyed alright). If I stand next
to an enemy and press against it, the weapon will do damage. If no enemy is in the way, the ammo just
drops in front of the actor.

Same thing happens with bow-weapons. The range is 0.

I have spent a few days reading the User Manual and searching this topic for answers, but I just can´t
find out what I´m doing wrong here... Please help.

Thanks for your time.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2009, 04:44:04 pm
Hm, that's weird. I fixed some things in v2.52. Maybe it would help if you update. If it doesn't, be sure to check if you have regenerated the configuration script and copy-pasted it into the script editor instead of Part 1. If even this doesn't help, you can upload a demo that demonstrates the problem and I will look into it. A single map is enough. You should make it a small demo for your own and my sake.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 20, 2009, 04:45:07 pm
XD I'm still getting the same error. I don't know what it is but my game doesn't seem to like

scope = $data_skills[id].scope
Title: Re: [XP] Blizz-ABS
Post by: Jensen on April 20, 2009, 04:47:25 pm
Quote from: Blizzard on April 20, 2009, 04:44:04 pm
Hm, that's weird. I fixed some things in v2.52. Maybe it would help if you update. If it doesn't, be sure to check if you have regenerated the configuration script and copy-pasted it into the script editor instead of Part 1. If even this doesn't help, you can upload a demo that demonstrates the problem and I will look into it. A single map is enough. You should make it a small demo for your own and my sake.


Wow. That´s a fast answer!

Well, actually, I´ve had this problem a few versions back. Stay tuned, I´ll
prepare a small demo.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2009, 04:48:09 pm
Alright. I'll be online for a while longer so simply post when you have it done.

@Makasu: Hm... I think there is a script that tries to access the skill names before the skill are actually loaded into the game. Have you recently added a new script? If you aren't sure, try putting together a small demo and I will take a look at it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 20, 2009, 04:48:47 pm
In that screenie, you have the range as 6,0
I'm not sure about this, but try changing it to 6.0 with a dot instead of comma XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2009, 04:51:16 pm
Actually I think that this won't change much. Worst case the 6,0 will be interpreted as 60. But that's still not 0.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 20, 2009, 04:51:58 pm
Hohaw! I have a demo. I'll either PM you or I'm going to test somethings. I think its because I set a weapon to shoot out a trap and BABS wasn't having that. :(

No mine thrower for me. XD

But I'll test it out and then if not I'll pm you.

Thanks in advance.

EDIT: I do think that was it...It seems to be working now but I'm not entirely sure.

I'll update this post with my response

EDIT 2:M'kay so it works now but then I hit the same problem I had earlier with the
$game_variables[4] = $game_map.battlers_number_group(2).size


But hopefully I should be able to figure this out.

EDIT 3: M'kay it works now. :) I had to use
$game_variables[2] = $game_map.battlers.size

instead of the other one for some odd reason?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2009, 05:03:55 pm
I think that it should be just

$game_variables[4] = $game_map.battlers_number_group(2)


or

$game_variables[4] = $game_map.battlers_group(2).size

Title: Re: [XP] Blizz-ABS
Post by: Jensen on April 20, 2009, 05:06:00 pm
Hi, again.

Here´s a demo:

http://www.mediafire.com/?bw3qmmmgmjb

(demo in swedish, hope you manage)

Hm. The dot thing didn´t work. It wouldn´t even let me write a dot instead
of comma. And btw when you change the range with the arrows, a comma is
what is used by default?

EDIT: comma, not coma :)
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 20, 2009, 05:06:20 pm
No I just tried it and the first one didn't work. :x

EDIT: But the second one did! :D thanks Blizz you're the man!
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 20, 2009, 05:12:29 pm
@Jensen: I looked at your demo and you only have your projectile range set to 1.0. I can't remember what the problem was OH YEAH the scope was set to NONE and it needs to be set to one enemy or whatever the case may be. Give it a go and you should be good. :D

Also none of your weapons are set to consume ammo? I can't really tell if I'm correct on that one. Its really hard to read. Because I'm not swedish and my windowblinds theme is a pain in my arse.

EDIT: Nevermind. they are set to consume.
@Blizz: Hahahah :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2009, 05:13:59 pm
LOL! There's still some stuff I need to sort out, though.

Oh, don't fear the EDIT button. :P

@Jensen: If what Makasu said doesn't work, I'll look into it.

EDIT: @Makasu: Loooooooooooooooooool! No, it's all fine. xD
Title: Re: [XP] Blizz-ABS
Post by: Jensen on April 20, 2009, 05:18:54 pm
Quote from: Makasu on April 20, 2009, 05:12:29 pm
@Jensen: I looked at your demo and you only have your projectile range set to 1.0. I can't remember what the problem was OH YEAH the scope was set to NONE and it needs to be set to one enemy or whatever the case may be. Give it a go and you should be good. :D


Hm. I´m pretty sure the weapon range is set to 6,0. But the ammo item scope needs to be set to "one enemy"? Didn´t know
that. I also have weapons that are set to just "bow" (w/o ammo) that doesn´t work properly.

Probably should mention that all this worked great at first. It´s in the last couple of version upgrades something
happened.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 20, 2009, 05:21:02 pm
I don't know because projectiles work pretty okay in my game...?
And I actually don't know what the "bow" setting does. I never use it for the simple fact that it scares me. Hahaha.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2009, 05:21:54 pm
"Bow" is the same as "Bow & Arrow" but without consuming ammo.

@Jensen: As I said, you might have forgotten to regenerate the config script and copy-paste it. I'll look into it now.

Quote from: Jensen on April 20, 2009, 05:06:00 pm
Hm. The dot thing didn´t work. It wouldn´t even let me write a dot instead
of comma. And btw when you change the range with the arrows, a comma is
what is used by default?


Of course not. As in my country a comma is used for that instead of a dot. The application simply adjusted to your PC's settings. :)
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 20, 2009, 05:33:26 pm
I made a box event named '\e[34] \g[4] \hide' (\g[4] is lifeless) When I destroy the box I have a call script changing its name and activating a self switch, which works fine but only after I go into the menu and then back to the map. So, box destroyed -> event name change + self switch -> new page with a charset for an item. The charset doesn't show until the menu is called then canceled
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2009, 05:40:17 pm
I'll look into that.

@Jensen: I found it. You have accidently set 0 as Wall Terrain Tag in the Enemy Behavior configuration.

EDIT: @HD: I actually get a crash when I try to rename an event that's dying. Trigger by anything else than death seems to be working fine, though. Demo?
Title: Re: [XP] Blizz-ABS
Post by: Jensen on April 20, 2009, 05:51:26 pm
Quote from: Blizzard on April 20, 2009, 05:40:17 pm
@Jensen: I found it. You have accidently set 0 as Wall Terrain Tag in the Enemy Behavior configuration.


Gah! Thank you so much... Now I can go back enjoying your ABS! You have
no idea how much fun I have with this!

Thanks!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2009, 05:54:15 pm
Trust me, I do. In the earlier versions like 1.8x and 1.9x I used make a map with loads of enemies and simply go out playing and killing stuff for like 15 minutes. xD I still sometimes run it for the heck of it. It's just a much smaller map and I play way less.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 20, 2009, 07:06:26 pm
Hey Blizz I have a question about custom triggers.

So if I set up a guard to have a custom trigger I cannot attack him. Or can I? Because I'm testing it out now but it won't allow me to attack only talk to him.

\e[5]\g[5]

And it'll allow me to talk to him but not attack him. Enemies won't attack him either... Unless I'm missing something?

Or is this not possible yet?

I've even tried it setting it to be an NPC [[group 6]] and still nothing.
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 20, 2009, 08:29:55 pm
When blizz abs is in the Steps stop updating

when I take it out they update
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 20, 2009, 08:34:57 pm
Yeah... Blizz should know about this since I pestered him about it.

However, with the way he has movement now, it's kinda hard to fix this problem...
Unless... hmmmm *thinks*
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 21, 2009, 03:39:26 am
Quote from: Makasu on April 20, 2009, 07:06:26 pm
Hey Blizz I have a question about custom triggers.

So if I set up a guard to have a custom trigger I cannot attack him. Or can I? Because I'm testing it out now but it won't allow me to attack only talk to him.

\e[5]\g[5]

And it'll allow me to talk to him but not attack him. Enemies won't attack him either... Unless I'm missing something?

Or is this not possible yet?

I've even tried it setting it to be an NPC [[group 6]] and still nothing.


Yes, you can attack the guard. It just looks as if there is a problem which trigger is which. Basically the player should be able to attack every group on the map except the group that is the primary actor group. Did you even add the proper trigger?

Code: Event comment
Trigger:ActionButton
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 21, 2009, 08:49:58 am
I did. I added it to the beginning of the event code and nothing. It'll still let me attack the guard but I can't talk to him.

screenshot: ShowHide
(http://www.fileden.com/files/2006/6/6/52931/error.jpg)


I hope you can see that. My current theme is kinda dark. XD

But I think I have it set up correctly? If I'm not mistaken it is. But yeah nothing. I can't talk to him only attack him.
And as well for like NPC's objects etc. Only vice versa. I can talk to them but I can't attack them.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on April 21, 2009, 09:18:21 am
all I can say is dear -god- that skin is terrible.

are your attack and talk buttons the same o_O?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 21, 2009, 09:32:43 am
What NAMK said. If not, a demo would help.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 21, 2009, 10:23:32 am
XD I like it. :D

And no. My attack is mapped to "S" and talk is "Enter"

I'll PM you a demo Blizz hold on its uploading now!
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on April 21, 2009, 04:32:10 pm
OMG, 2.5 made this officially the greatest ABS to ever be written for a 2D system ever! I love the group system, now we can make something like Oblivion! (huzzah!)

However, I have a few questions/requests

1. Is there a way to check if enemies from a certain group can see the player? (I want to create something like the Elder Scrolls series)

2. Is there a way to check if enemies from a certain group are on the current map? Is there also a way to check if they're on a map of a specified ID (I want to check if guards are on the map, or "outside" the house I'm stealing from when the NPC calls for help)

3. Could you add another event trigger for when an enemy detects the player? (maybe one to check if they detect a certain type of enemy also)

4. Could you add the ability to let the player "yield"? (Defending, then using the action button on them is how you yield). I'd like the player to be able to surrender to certain groups, but not others (like guards. You can yield to them, and pay the fine, but you can't yield to monsters)

If all of these are (or eventually become) possible, I would be insanely happy. It would improve the quality of my game so much.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 21, 2009, 07:13:36 pm
Also is anyone else having a problem when adding more than 4 members to a party? Because I can't seem to get that to work for me either. :p I have the number set up right I think. And catepillar is on. But still I can't have more than 4
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on April 21, 2009, 07:25:39 pm
Quote from: Makasu on April 21, 2009, 07:13:36 pm
Also is anyone else having a problem when adding more than 4 members to a party? Because I can't seem to get that to work for me either. :p I have the number set up right I think. And catepillar is on. But still I can't have more than 4


RMXP by default caps the party size at 4
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 21, 2009, 07:48:35 pm
Go into Game_party, line 109
if @actors.size < 4 and not @actors.include?(actor)

Change the 4 I think that'll work.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on April 21, 2009, 07:52:44 pm
Quote from: game_guy on April 21, 2009, 07:48:35 pm
Go into Game_party, line 109
if @actors.size < 4 and not @actors.include?(actor)

Change the 4 I think that'll work.


if it was that easy, I don't think there'd be Large Party scripts.
I'm not certain, but I think there's more to it than that.
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 21, 2009, 07:54:58 pm
Dargor's large party script does more than that. His changes the menustatus window to have it scrolling and also changes the spriteset_battle. That line there just has the max number while large party scripts do more then just change the max number.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 21, 2009, 09:36:11 pm
NO but see Babs has this
MAX_PARTY = 8

And I was under the impression that it was to allow for more party members?

But game_guy's way worked as well. :D thanks!

Title: Re: [XP] Blizz-ABS
Post by: tSwitch on April 21, 2009, 11:06:13 pm
Quote from: Makasu on April 21, 2009, 09:36:11 pm
NO but see Babs has this
MAX_PARTY = 8

And I was under the impression that it was to allow for more party members?

But game_guy's way worked as well. :D thanks!




no, that determines how many actors can be in the caterpillar, counting your party and summons/pets
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 22, 2009, 06:30:35 am
@LB:

1. You didn't read the updated manual, did you? ._. Chapter 3.2.

2. Same as 1.

3. Will do.

4. I was actually thinking for people to solve this via a parallel process. I probably need to add more conditional script calls to make that easier. Or I could make ranged triggers. >.< I'll see how I'll do this.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 22, 2009, 08:44:25 am
Hey Blizz there seems to be a problem with enemies trying to attack only dead people. :p they'll just stop trying to attack the other characters and only target the dead ones. Its not really that much of a big deal y'know but its still something.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 22, 2009, 08:51:31 am
You don't make enemies attack dead people. -_-
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 22, 2009, 09:29:52 am
No the enemies are trying to attack the dead people lol.

Also is there a way for the game not to consider the player as "dead" if there are no people in the party. Say for like opening cutscenes and such? I guess I could just use a blank characterset of course. :p
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 22, 2009, 11:13:29 am
Go with a blank charset. 0 people in party ususually is regarded as game over. >.<
Title: Re: [XP] Blizz-ABS
Post by: LumPen on April 22, 2009, 01:17:10 pm
I got this error when i try to open blizz-ABS Config.exe

   
It was not to initialize properly (0xc0000135). Click OK to terminate the program.

got an idea how to fix it?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 22, 2009, 01:35:05 pm
Quote from: LumPen on April 22, 2009, 01:17:10 pm
I got this error when i try to open blizz-ABS Config.exe

   
It was not to initialize properly (0xc0000135). Click OK to terminate the program.

got an idea how to fix it?


Are you using the latest version of BABS?
Because that error should've been fixed. It might actually be the type of file that you're using as well I think the new config uses .sbc? I can't remember the exact extension of it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 22, 2009, 02:52:00 pm
Quote from: LumPen on April 22, 2009, 01:17:10 pm
I got this error when i try to open blizz-ABS Config.exe

   
It was not to initialize properly (0xc0000135). Click OK to terminate the program.

got an idea how to fix it?


Do you have .NET 2.0 or higher installed? I mentioned that in the first post.
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 22, 2009, 07:44:27 pm
Blizzard have you fixed the Steps problem yet? They stop updating when I have BABS in the game.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 22, 2009, 07:59:21 pm
Blizz I get a problem when I try to reset the aligment systems.

I'm using the code correctly
$BlizzABS.reset_alignment_group(5)


But the game just freezes up. And then I get a script is hanging error. Or another error. I'm not sure if its been reported or not or if its happening to anyone else or not.

I'll test it out in a new project first to see if its something in mine or not.

Error: ShowHide
(http://www.fileden.com/files/2006/6/6/52931/errora.png)
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 22, 2009, 08:27:20 pm
Tps:
Instead of using print screen to get the whole screen press alt + print screen to just capture the error screen. Makes file sizes much smaller and whatnot.

Tps:
http://forum.chaos-project.com/index.php?topic=938.0 Try that script and than try it. See if it works than.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 22, 2009, 08:31:05 pm
:o I didn't know that! I'll have to remember that. Hahaha.

Thanks G_G

And the script still didn't work. :(
Even in a new project I still get nothing

*powers up*
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 22, 2009, 09:04:59 pm
Can you post a screenie of the event code of the event?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 22, 2009, 09:25:43 pm
Spoiler: ShowHide
(http://www.fileden.com/files/2006/6/6/52931/errorc.png)


I don't know. No one else's geting these problems? I think BABS hates me. XD

Group 5 are Guards

I haven't changed any of the settings up either.

And then there is still the issue of
Spoiler: ShowHide
(http://www.fileden.com/files/2006/6/6/52931/errord.png)

Why this won't work for me either... :/
Title: Re: [XP] Blizz-ABS
Post by: war-famine_strife-death on April 23, 2009, 12:09:22 am
Finally I can make real bombs and set up an all out war. Wow Blizz 100 pages!
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 23, 2009, 12:14:23 am
Quote from: war-famine_strife-death on April 23, 2009, 12:09:22 am
Finally I can make real bombs and set up an all out war. Wow Blizz 100 pages!


What no thanks for me for actually posting the 100th page post? :V:

Quote from: Makasu on April 22, 2009, 09:25:43 pm
Spoiler: ShowHide
(http://www.fileden.com/files/2006/6/6/52931/errorc.png)


I don't know. No one else's geting these problems? I think BABS hates me. XD

Group 5 are Guards

I haven't changed any of the settings up either.

And then there is still the issue of
Spoiler: ShowHide
(http://www.fileden.com/files/2006/6/6/52931/errord.png)

Why this won't work for me either... :/


First lets see if it does work! We need to make sure its setup right the Comment. Erase the babs name and name it event or something. Then try it. But replace action button with a different button because than of course it would work :P
Title: Re: [XP] Blizz-ABS
Post by: war-famine_strife-death on April 23, 2009, 01:28:34 am
QuoteWhat no thanks for me for actually posting the 100th page post? :V:

@G_G: Fine you can have your thanks. Heck there will be 101 or more by tomorrow anyway.



Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 23, 2009, 04:16:53 am
I documented it wrongly. It should be

$BlizzABS.utils.reset_alignment_group(GROUP)
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 23, 2009, 09:14:41 am
@Blizz that worked. :)

@G_G: That didn't work. :/ it'll let me talk to the event normally but not custom wise.
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 23, 2009, 10:15:08 am
Quote from: Makasu on April 23, 2009, 09:14:41 am
@Blizz that worked. :)

@G_G: That didn't work. :/ it'll let me talk to the event normally but not custom wise.


Then theres something wrong with event triggers or you're not setting them up right *coughs* Blizzard might wanna check them *coughs*
I also cant get them to work.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 23, 2009, 12:27:33 pm
I know. Aqua mentioned already.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on April 23, 2009, 01:01:11 pm
Quote from: Makasu on April 22, 2009, 09:25:43 pm
Spoiler: ShowHide
(http://www.fileden.com/files/2006/6/6/52931/errorc.png)


I don't know. No one else's geting these problems? I think BABS hates me. XD

Group 5 are Guards

I haven't changed any of the settings up either.

And then there is still the issue of
Spoiler: ShowHide
(http://www.fileden.com/files/2006/6/6/52931/errord.png)

Why this won't work for me either... :/


That is an awesome sprite.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 23, 2009, 01:46:06 pm
[offtopic]Hahaha thanks. To bad the animations aren't done. Gotta do like 100's of them. :p
And even then its to short. :/[/topic]

For the sake of not making this a useless post at least I'm not alone! I figured it'd be one of my scripts messing with it or something. Phew. :D



Title: Re: [XP] Blizz-ABS
Post by: erthia on April 24, 2009, 04:55:09 am
I am using the latest version ot the battle system. I it seems pretty flexible. However, I have a small problem. Sometimes the enemies just stand and do nothing. I also notice that the actors don't move once in a while. Is there anyway to fix this?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 24, 2009, 06:33:54 am
Have you changed the alignment groups somehow? Have you named the enemy events properly? Are they really enemies, can you attack them? Have you defined the group as lifeless? Have you given enemies any actions? Have you made their perception area too small? Have you used the \move command in their names accidently? Have you made the enemies passive accidently either through global setup, enemy specific setup or event specific setup?
Title: Re: [XP] Blizz-ABS
Post by: erthia on April 24, 2009, 07:08:56 am
I have checked all of the above. I don't know if this may be the problem, but I have my map set at 75 by 75. Would that effect the enemies?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 24, 2009, 07:37:18 am
Are you talking about enemies that are visible on the current screen or all enemies on the map? If the latter, then the Event Anti Lag System of Blizz-ABS prevents their update in order to improve performance. You can disable it in various maps or simply define the setting Factor in the Lag Prevention configuration high enough so that it's practically disabled.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 24, 2009, 04:50:38 pm
If the player uses an explosion skill, and the explosion hits the allies, it'll cause them to attack allies including the player.

It's kinda like the same problem with skills that do 0 dmg that I told you about before.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 25, 2009, 05:42:43 am
I'll make it work so allies can't become enemies.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 25, 2009, 10:02:34 am
If I use the change event thing the event will become an enemy take a step forward and then become a normal event again... :<_<:
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 25, 2009, 10:07:41 am
Hahah not sure if this has been reported or not blizz but if I disable a button and try to reneable it again it won't work.

For say like a part where you don't need to run.
$game_system.running_button = false


But then if I enable it again.
$game_system.running_button = true


It won't allow me to run anymore.

And I've tried using it like:
$game_system.running_button = 
true


But nothing still.

EDIT: Would it be possible to make the players able to be walked through when considered dead? Because the enemies can't get to the player if there are dead players in the way. Which isn't so bad I guess but its kinda weird at the same time.
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 25, 2009, 11:50:57 am
Quote from: Makasu on April 25, 2009, 10:07:41 am
Hahah not sure if this has been reported or not blizz but if I disable a button and try to reneable it again it won't work.

For say like a part where you don't need to run.
$game_system.running_button = false


But then if I enable it again.
$game_system.running_button = true


It won't allow me to run anymore.

And I've tried using it like:
$game_system.running_button = 
true


But nothing still.

EDIT: Would it be possible to make the players able to be walked through when considered dead? Because the enemies can't get to the player if there are dead players in the way. Which isn't so bad I guess but its kinda weird at the same time.


Wierd it worked for me Makusa. You do have all the scripts in the right order right?
http://forum.chaos-project.com/index.php?topic=23.0
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 25, 2009, 12:38:16 pm
I do G_G its just BABS hates me with a strong passion. :p
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 25, 2009, 12:59:56 pm
Lol! Try the Interpreter Fix script by Juan.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on April 25, 2009, 07:03:25 pm
Yay that worked! :)
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on April 25, 2009, 10:06:52 pm
Quote from: Blizzard on April 22, 2009, 06:30:35 am
@LB:

1. You didn't read the updated manual, did you? ._. Chapter 3.2.


No I read through the new one. Maybe I misread it, but I couldn't find out how to do the following. I want something like...

$BlizzABS.group_can_see?(group_id)

where group_id is the id (or id's) of the alignment group. I basically want to be able to check if there are ANY NPCs or guards around to "witness" a crime. Is that possible?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 25, 2009, 10:32:25 pm
No, you didn't understand what I meant. The new alignment system automatically handles that already. If you attack a group that is considered an ally of a second group and the second group witnesses that, it will consider you an enemy.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on April 25, 2009, 11:21:20 pm
oh, I know that. I've played around with it (the action button trigger doesn't work, BTW). But I mean if I steal a book, and a guard or an NPC can see me, I want them to do something. Make sense?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 26, 2009, 06:38:43 am
I see. Well, you could do something like this in a script call:

$game_map.battlers_group(GROUP_ID).any? {|b| $BlizzABS.enemy_can_see?(b.id, ACTORS, 0)}


You can read it like "If any battler event on the map, that is in group GROUP_ID, can see the 0th actor in the party."
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on April 26, 2009, 03:44:18 pm
Perfect, that does exactly what I was hoping. Thanks. With that, you've made making a 2D Elder Scrolls style game possible!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 26, 2009, 03:55:42 pm
I'll add a script call for groups later.

$BlizzABS.group_can_see?(GROUP_ID, TYPE, ID)


And I'll add it for other calls as well.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on April 27, 2009, 03:04:24 am
I think I found a bug. I'm not sure though.

If an enemy is unreachable with a map full of blockade events (to prevent phasing errors around some cliffs)  either when an ally tries to hunt an enemy that cant be touched  because they're on a cliff  which cant be accessed from the current position or an enemy tries to hunt an ally in a similar situation it causes monumental lag at times.

My guess would be because of the AI checking for a route, either that or a loop of 'ignore if cant be moved' calls.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 27, 2009, 05:58:15 am
That's a bug I thought I had fixed. I'll look into it.
But the cause isn't because the enemy is trying to find a route. Only 4 nodes (representing map positions) are checked each frame. It's possible that an enemy or an ally freezes for a few frames before they actually go after each other, but they shouldn't be causing a "moment of lag". I assume that you are using 2.52.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on April 27, 2009, 11:00:35 am
Quote from: Blizzard on April 27, 2009, 05:58:15 am
That's a bug I thought I had fixed. I'll look into it.
But the cause isn't because the enemy is trying to find a route. Only 4 nodes (representing map positions) are checked each frame. It's possible that an enemy or an ally freezes for a few frames before they actually go after each other, but they shouldn't be causing a "moment of lag". I assume that you are using 2.52.


Yeah 2.52.

Could it be because I'm using blocker events to prevent passability errors?
Spoiler: ShowHide
(http://i2.photobucket.com/albums/y18/TokyoAngel/DynamicEntry.jpg)


I think when I took out the blocker events one time it didn't lag.. but the ravens didn't "fly" over the cliffs at the time so who knows.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 27, 2009, 11:02:27 am
Have you tried using the \passable option?
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on April 27, 2009, 11:05:24 am
Quote from: Blizzard on April 27, 2009, 11:02:27 am
Have you tried using the \passable option?


Thats the only reason they can fly over the enemies. I've been going over the lag section of the FAQ with a fine tooth comb to prevent lag to no avail. I may have missed an obvious thing though.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 27, 2009, 11:17:49 am
It has nothing to do with that setup, it's a problem with the pathfinder most probably.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 27, 2009, 01:05:51 pm
Quote from: Hellfire Dragon on April 25, 2009, 10:02:34 am
If I use the change event thing the event will become an enemy take a step forward and then become a normal event again... :<_<:

Anything on this?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 27, 2009, 02:20:55 pm
Why are you still using event renaming when you have custom triggers and alignments anyway? xD
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 27, 2009, 05:26:21 pm
Did you ever fix the custom triggers? I still cant get them to work :<_<:
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on April 27, 2009, 05:51:37 pm
Quote from: game_guy on April 27, 2009, 05:26:21 pm
Did you ever fix the custom triggers? I still cant get them to work :<_<:


he fixed them when he made Star G.
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 27, 2009, 05:54:49 pm
Quote from: NAMKCOR on April 27, 2009, 05:51:37 pm
Quote from: game_guy on April 27, 2009, 05:26:21 pm
Did you ever fix the custom triggers? I still cant get them to work :<_<:


he fixed them when he made Star G.


I'm talking about Custom Event Triggers. If thats what you meant I dont think he had them in Star G. And I ask if he fixed them yet because before they never worked and I still cant get them to work even with the new version.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 28, 2009, 03:17:04 am
Weapon, Skill, Item and Enemy Custom Triggers work just fine. Only the default event triggers don't work properly.
Title: Re: [XP] Blizz-ABS
Post by: Mightylink on April 28, 2009, 06:54:10 am
Wow congrats on over a hundred pages of Blizz-ABS posts.

Its definetly the best script here, its funny that its the only one I'm not using :P Sorry to say I am using rpg maker xp for a reason, the battle system...

Awesome job though, keep up the good work and I recommend blizz-abs to all my friends.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on April 28, 2009, 04:18:22 pm
Quote from: Mightylink on April 28, 2009, 06:54:10 am
Wow congrats on over a hundred pages of Blizz-ABS posts.

Its definetly the best script here, its funny that its the only one I'm not using :P Sorry to say I am using rpg maker xp for a reason, the battle system...

Awesome job though, keep up the good work and I recommend blizz-abs to all my friends.


(VX has pretty good battle systems.. too bad VX sucks)
Title: Re: [XP] Blizz-ABS
Post by: Comrade911 on May 01, 2009, 12:47:59 pm
Can anyone tell me how to use Custom Event Triggers? I read the manual and it says that I need to use comment event command at the top of the event command list. So I used comment command with ''Trigger:ActionButton'' text inside but it don't work. Can someone explain me how to make it work?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 01, 2009, 02:52:51 pm
They're bugged.
Wait for an update.
Title: Re: [XP] Blizz-ABS
Post by: Comrade911 on May 01, 2009, 03:24:12 pm
So, then could u tell me how to transform event to battler, without changing event name, because name change is only temporary...
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on May 01, 2009, 03:44:06 pm
with a simple use of switchs the name changes can be as if they were permanent.
Title: Re: [XP] Blizz-ABS
Post by: Comrade911 on May 02, 2009, 06:39:32 am
Maybe some explanation, please  :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 02, 2009, 07:31:27 am
There, v2.53. :P
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 02, 2009, 10:52:23 am
YAY CUSTOM TRIGGERS FINALLY WORK!!!! *powers up almighty blizz*
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 02, 2009, 10:55:57 am
You wouldn't believe how simply the fix was. xD
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 02, 2009, 10:56:45 am
Well I found a bug. Like every other item that drops I cant pick up. I walk over it and nothing happens.

Nevermind I had a shop with events taht looked like potions in the shop xD

EDIT: A suggestion that you should includei n blizz abs. Make it where by a simple script call you can make an event follow you if its even possible. Like an event thats on your side but you want him to come with you for backup a script call makes him follow you as if he were in the party but he's not.

EDIT 2: Maybe it wasnt the events I had in there. THis is messed up
This is in a different place not the shop.
Spoiler: ShowHide
(http://i307.photobucket.com/albums/nn318/bahumat27/uhoh.png)
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on May 02, 2009, 12:41:04 pm
Mmm....
I have a parallel process event like so


@>Conditional Branch: Script: $game_player.x == $game_map.events[3].x
     @>Control Switches: {003: ] = ON
     @>
    :  Branch End
@>


It stopped working after I started using V2.53
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on May 02, 2009, 01:57:00 pm
Quote from: Youngster Gi Gi on May 02, 2009, 10:56:45 am
Spoiler: ShowHide
(http://i307.photobucket.com/albums/nn318/bahumat27/uhoh.png)



Hey, I see Nethera in there!

@Blizz, thank you for the fix, I've been waiting for it so that I could make some event systems with blizzABS.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 02, 2009, 02:21:48 pm
Nethera's a main character in Fable a new legend. Cant guarentee he'll be playable but he can help you fight.
Title: Re: [XP] Blizz-ABS
Post by: Comrade911 on May 02, 2009, 05:37:26 pm
Is it possibble to prevent specific battler from respawning after death?
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on May 02, 2009, 06:01:20 pm
Just use the change event name script call to make the enemy, not an enemy anymore :P Or maybe alignment change to make an event into an npc or w/e
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 03, 2009, 08:11:35 am
Quote from: Youngster Gi Gi on May 02, 2009, 10:56:45 am
EDIT: A suggestion that you should includei n blizz abs. Make it where by a simple script call you can make an event follow you if its even possible. Like an event thats on your side but you want him to come with you for backup a script call makes him follow you as if he were in the party but he's not.


Have you ever seen this?

Spoiler: ShowHide
(http://img155.imageshack.us/img155/7564/snap725.png)


Quote from: Youngster Gi Gi on May 02, 2009, 10:56:45 am
EDIT 2: Maybe it wasnt the events I had in there. THis is messed up
This is in a different place not the shop.
Spoiler: ShowHide
(http://i307.photobucket.com/albums/nn318/bahumat27/uhoh.png)



I simply can't find the reason why this happens sometimes. :/ It's a problem with the sprite being there and the event not anymore.

Quote from: Hellfire Dragon on May 02, 2009, 12:41:04 pm
Mmm....
I have a parallel process event like so


@>Conditional Branch: Script: $game_player.x == $game_map.events[3].x
     @>Control Switches: {003: ] = ON
     @>
    :  Branch End
@>


It stopped working after I started using V2.53


If event 3 is an actual event, you can forget that as pixel movement doesn't apply to events. Also, why don't you just make the event trigger on touch and put this switch trigger into that event?

Quote from: Comrade911 on May 02, 2009, 05:37:26 pm
Is it possibble to prevent specific battler from respawning after death?


Use a switch, duh.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on May 03, 2009, 08:27:17 am
QuoteIf event 3 is an actual event, you can forget that as pixel movement doesn't apply to events. Also, why don't you just make the event trigger on touch and put this switch trigger into that event?

The only reason I'm not using touch is because I wanted to have the event take effect across a straight line instead of creating multiple events, also I'm not using pixel movement and yeah, it's a normal event
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 03, 2009, 08:39:13 am
Then I'm not sure why it doesn't work. Try using a p command to check the value.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 03, 2009, 12:38:25 pm
Spoiler: ShowHide
(http://i307.photobucket.com/albums/nn318/bahumat27/abs.png)


Are lifeless objects supposed to attack? The above image is what the respawn point is named. I want it destroyable but still have ti respawn stuff. It works and all but the respawn points attack me and I marked the group of 4 in lifeless objects.

EDIT 1: Would it be possible to have enemies summon respawn points? And can enemies use summons?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 03, 2009, 02:12:02 pm
Are you sure that you set the group as lifeless? And rather than destroyable, you might wanna use trigger on weapon and simply use a normal event.

I haven't made it possible that enemies can summon, because there is a problem with the setup. You would need to define the skill in such way so that you would have a double configuration where you select the summon actor or enemy. And also summoning actors work differently.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 03, 2009, 02:20:19 pm
Quote from: Rival Blizzard on May 03, 2009, 02:12:02 pm
Are you sure that you set the group as lifeless? And rather than destroyable, you might wanna use trigger on weapon and simply use a normal event.

I haven't made it possible that enemies can summon, because there is a problem with the setup. You would need to define the skill in such way so that you would have a double configuration where you select the summon actor or enemy. And also summoning actors work differently.


Heres my config for that part
module Alignments
   
    GROUPS = [1, 2, 3, 4, 5, 6, 7]
    LIFELESS_GROUPS = [4, 7]
    LINKED_GROUPS = [5, 6]
    PERMANENT_GROUPS = [5, 6]
    ACTOR_GROUP = 1
    ENEMY_GROUP = 2
   
    def self.enemies(id)
      case id
      when 1 then return [2, 4]
      when 2 then return [1, 3, 5, 6, 7]
      when 5 then return [2]
      when 7 then return [2, 4]
      end
      return []
    end
   
    def self.allies(id)
      case id
      when 1 then return [1, 7]
      when 2 then return [2]
      when 5 then return [5, 6]
      when 6 then return [5, 6]
      when 7 then return [1]
      end
      return []
    end
   
    def self.neutral(id)
      return []
    end
   
  end
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 03, 2009, 02:53:33 pm
Well, if lifeless objects are acting like that, make actors simply a neutral group for them.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 05, 2009, 10:46:26 pm
Is it possible and if so how would we check to see what skill the player used?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 06, 2009, 09:37:01 am
You have skill triggers. -_-
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 06, 2009, 05:20:21 pm
Quote from: Rival Blizzard on May 06, 2009, 09:37:01 am
You have skill triggers. -_-


No in blizz abs. I'm making a custom skill system for my fable game so I can level up skills and I want experience to go to a certain stat depending on if a skill was used, attacked with a melee weapon, or attacked with a ranged weapon.

EDIT: How do we change the width of the hud? Or what line would we go to change it?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 07, 2009, 03:50:00 am
Quote from: Youngster Gi Gi on May 06, 2009, 05:20:21 pm
No in blizz abs. I'm making a custom skill system for my fable game so I can level up skills and I want experience to go to a certain stat depending on if a skill was used, attacked with a melee weapon, or attacked with a ranged weapon.


You don't need to mess with Blizz-ABS for that. It's enough if you alias attack_effect and skill_effect in Game_Battler. You can simply check if it's an actor and do the appropriate calculations depending on which skill/weapon it is.

Quote from: Youngster Gi Gi on May 06, 2009, 05:20:21 pm
EDIT: How do we change the width of the hud? Or what line would we go to change it?


Hud#initialize.

self.bitmap = Bitmap.new(156, h)


The 156 is the width. I made it a fixed parameter. I probably shouldn't have. xD In th next version it will be @hud_width.

Quote from: Youngster Gi Gi on May 06, 2009, 09:00:38 pm
I completely forgot that I posted before this I'm sorry jsut add tis to the above post.


You can just edit the old post and delete the new one. ^_^
Title: Re: [XP] Blizz-ABS
Post by: rgangsta on May 08, 2009, 08:10:24 pm
I need help....
(http://i39.tinypic.com/30w7alc.jpg)
Help meh plz!!! I wanna release my game tomorrow.  :'(

I had old Blizz-ABS config. Came up with the solution from sleeping.  :haha:
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on May 09, 2009, 09:20:51 pm
Help!!
some of my skills need to complete the animation before launching (like Homing skills), but when i use the "Charge Type" feature on any skill like "Trigger after charge" the enemies wont even cast them, i got a cool "Fireball in the making" animation but i cant use it in game because it gets launched instantly, and looks just ugly D: .. am i missing something??

Thanks
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 09, 2009, 09:31:07 pm
The enemies do cast them, but they probably get hurt before the charge is done.
Whatever battler is attacked, it'll lose its charge.

To get rid of it...
Open up your script editor, press ctrl + shift + f, and search "@charge = nil"
They'll be 3 instances of them.  Comment them out, and now battlers won't lose their charge.

Edit:
It seems to me... that there might be a slight bug with the knockback.
When I hit an enemy for the first time, he gets knocked back once. 
Then the second time (using same attack)... he gets knocked back even more... and even more on the 3rd, 4th, 5th, etc. hits.
Then if the enemy does an action (it hits me), the knockback resets back to once and repeats the pattern.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 10, 2009, 06:55:11 am
I think that's a bug you have caused by editing Blizz-ABS a lot.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 10, 2009, 06:59:18 am
Is it possible to create an event via script code line? if so could you tell me how please?

If it is possible, this is what i have planned. Setup a skill that an enemy uses and have the name be
\respawn[4] \time[1] \e[5] \g[4]
and set it to a character graphic so it respawns teh Zombies the Demon Lord commands but you can easily kill the respawn points. Please help.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 10, 2009, 07:20:54 am
Not yet. I haven't added that feature yet.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 10, 2009, 07:26:34 am
Quote from: Rival Blizzard on May 10, 2009, 07:20:54 am
Not yet. I haven't added that feature yet.


So it isnt possible to create an event out of rgss? I was telling you waht I would do if it was possible. Have the skill activate teh common event.

But I need to know how to create an event without editnig maps.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 10, 2009, 07:33:11 am
Of course it is possible, but it's quite complicated. That's why I will implement it in Blizz-ABS and allow you to use a common event's event code for the newly created event. When I have done this, I will also be able to make enemies summon other enemies without much hassle.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on May 10, 2009, 09:36:20 am
Someone have to explain this alignment thing for me.. I don't really understand it.. I haven't changed anything in the alignment database.
Spoiler: ShowHide
  module Alignments
   
    GROUPS = [1, 2, 3, 4, 5, 6]
    LIFELESS_GROUPS = [4]
    LINKED_GROUPS = [5, 6]
    PERMANENT_GROUPS = [5, 6]
    ACTOR_GROUP = 1
    ENEMY_GROUP = 2
   
    def self.enemies(id)
      case id
      when 1 then return [2]
      when 2 then return [1, 3, 5, 6]
      when 5 then return [2]
      end
      return []
    end
   
    def self.allies(id)
      case id
      when 1 then return [1]
      when 2 then return [2]
      when 5 then return [5, 6]
      when 6 then return [5, 6]
      end
      return []
    end
   
    def self.neutral(id)
      return []
    end
   
  end

I have around a thousand (not an overstatement) lifeless objects placed around on different maps, using \o[ID]. But now they have stopped working. How do I make them work again without going through all of them? Cause that would take me days.. and if I have to go through all of them.. what am I supposed to do with them? I have read the manual, but I still don't understand anything <.<
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on May 10, 2009, 10:27:57 am
did you try reading the manual? It explains everything, including your problem with the \o[ID] thing.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on May 10, 2009, 10:30:30 am
Quote from: Gym Leader Blades on May 10, 2009, 10:27:57 am
did you try reading the manual? It explains everything, including your problem with the \o[ID] thing.

I did, but I couldn't find it. I will admit I didn't read the entire manual, only the parts where I thought it would say something about it.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on May 10, 2009, 10:33:30 am
read the entire section on alignment groups. Its short, and will explain your question. (I think it might even address this in the FAQ)
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on May 10, 2009, 10:44:30 am
Quote3.5.2. Lifeless
Defines a group that is lifeless. Lifeless groups have no AI and are basically a crossover between events and enemies. They can be attacked and destroyed like enemies, but they don't participate in battles as events don't.

How is that supposed to help me?

And I can't find anything in the faq..
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on May 10, 2009, 11:03:07 am
It was saying that lifeless objects are now handled with the alignment group. So you give it an enemy ID, then you set it to a group defined as a lifeless object. Remember, just about every question is answered in the manual, READ the manual before you ask for help. If a term doesn't make sense, read the section of the manual that explains that term in depth, rather than asking us to explain it better than Blizz did (which is difficult, seeing as it's his script).
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on May 10, 2009, 11:04:11 am
Quote\g[ID] - different alignment group than the default primary enemy group (read Alignment Groups for more information)


^^

EDIT: Blades got the post before me :P There's a link in the beginning of the Alignment Group section that takes you to the 'Putting An Enemy On The Map' part, which includes the part I quotes from.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 10, 2009, 11:14:56 am
LMAO, people quoting the manual.

By default configuration the lifeless object group is group 4. So a "\e[ID] \g[4]" should do it.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on May 10, 2009, 11:16:10 am
(I quote the manual because it bugs me when people ask questions covered in an easy to find section of the manual  :ninja: )
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 10, 2009, 11:18:23 am
No, I meant that it's kind of ironic how simple the answer is.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on May 10, 2009, 11:21:08 am
Ah, ok. Glad no one thought I was turning into a blizz fanboy or something, XD My entire life, I have made sure to never become a fanboy of anything or anyone.

But to stay on topic, when will the next update be (just curious, new updates make me happy O_o)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 10, 2009, 11:23:54 am
IDK, but don't count on it in the next days. At least 2 weeks. I simply have other stuff to do.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on May 10, 2009, 11:44:53 am
Quote from: Rival Blizzard on May 10, 2009, 11:14:56 am
LMAO, people quoting the manual.

By default configuration the lifeless object group is group 4. So a "\e[ID] \g[4]" should do it.

Ahh, that explains things. I think you should explain this in an example in the manual. Cause I thought it would be enough to just use one of them, because it used to be that with objects lol.

This still doesn't change the fact that I have to use countless hours on replacing all the o's with e, and add \g[4]. I hope it is not too much to request that you make a version where you can decide that one of the alignment groups should be \o[ID]? cause I really don't want to go through all the several thousand events and add that :(
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 10, 2009, 12:19:05 pm
Sorry, but that's how it is. You could, of course, insert this little dirty piece of script so you don't have to edit everything.

      elsif event.name.clone.gsub!(/\\[Oo]\[(\d+)\]/) {"#[$1]"}
        id, group = $1.to_i, 4


That would go below this piece of code (lines 250-261 in part 2):

      # set internal variable to ID (enemy)
      if event.name.clone.gsub!(/\\[Ee]\[(\d+)\]/) {"#[$1]"}
        # temporary variable for ID
        id = $1.to_i
        # set internal variable to ID (enemy)
        if event.name.clone.gsub!(/\\[Gg]\[(\d+)\]/) {"#[$1]"}
          # temporary variable for group
          group = $1.to_i
        else
          # default enemy group
          group = BlizzABS::Alignments::ENEMY_GROUP
        end
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on May 10, 2009, 12:41:48 pm
Yay ^^ Blizz saves the day =D Thanks alot for taking yourself the time to do this for me :)
Title: Re: [XP] Blizz-ABS
Post by: Darok on May 10, 2009, 03:07:52 pm
HI i have a Question, i use Rune CMS, but whith Blizz-ABS when i go to Menu appear the other menu first. How can i delate that first menu, and add their options to the normal Menu( Rune CMS)????????????????????????
I reaaaaly need this pliz! Is the inly ABS that i kno how to use it >8U
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on May 10, 2009, 05:40:30 pm
About the simple manual answers, well for the alignments, you didn't update the Contents page:
Quote
3. Working with Blizz-ABS
3.1. Creating Enemies
3.2. Utilities
3.3. Working efficiently with Blizz-ABSEAL
3.4. Enhancing Blizz-ABS
3.5. Blizz-ABS Weapons
3.6. Blizz-ABS Skills
3.7. Blizz-ABS Items
3.8. Blizz-ABS Enemies


There should be 3.9, you can see it in the menu on the left, so you left out the alignment link.

Also now that there's a search option in the manual people should also use that ^^
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on May 10, 2009, 09:32:08 pm
Hi Aqua :D well.. enemies being hit before they cast doesnt seem to be the problem, when i turn on the "charge type" whit any skill they just wont use it at all, will either use another skill/Hit or just stare at me  :o I let them do their stuff whitout atacking or hurting them, keeping distances etc.. i think theres something im still missing, are charging sprites a must to make the skills work?   Wacko

PS: OOps i made a mistake by repling the same stuff in another post sorry :P
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on May 11, 2009, 02:27:05 am
I am using a junky computer, so I don't know if I'm the only on expiriencing this error or not. But the "size animations down by 50%" doesn't seem to do anything since I updated. Does anyone else have this problem, or is this machine just screwy?
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on May 11, 2009, 11:05:34 am
OKey, next question.. how do I create critters? Yes, I have read the manual, over and over again.. but it does not help a bit.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 11, 2009, 11:10:04 am
\e[ID] \g[3]
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on May 11, 2009, 11:20:41 am
I still get attacked. (It isn't agressive, but it attacks me after I have attacked it without killing it). I want the critters to work like they did before, they are just there moving around not reacting to anything.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on May 11, 2009, 11:31:41 am
Quote from: Kagutsuchi on May 11, 2009, 11:20:41 am
I still get attacked. (It isn't agressive, but it attacks me after I have attacked it without killing it).I want the critters to work like they did before, they are just there moving around not reacting to anything.


that's how critters are supposed to work, and have always worked.
where have you been?

also I don't think you're reading the manual...
here's a quick guide on how to use the manual...a manual for the manual if you will.
manual damnit: ShowHide

(http://img.photobucket.com/albums/v259/psycho-mantis/manual1.jpg)
(http://img.photobucket.com/albums/v259/psycho-mantis/manual2.jpg)
(http://img.photobucket.com/albums/v259/psycho-mantis/manual3.jpg)
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on May 11, 2009, 11:37:14 am
Quote from: Elite Four NAMKCOR on May 11, 2009, 11:31:41 am
Quote from: Kagutsuchi on May 11, 2009, 11:20:41 am
I still get attacked. (It isn't agressive, but it attacks me after I have attacked it without killing it).I want the critters to work like they did before, they are just there moving around not reacting to anything.


that's how critters are supposed to work, and have always worked.
where have you been?

also I don't think you're reading the manual...
here's a quick guide on how to use the manual...a manual for the manual if you will.
manual damnit: ShowHide

(http://img.photobucket.com/albums/v259/psycho-mantis/manual1.jpg)
(http://img.photobucket.com/albums/v259/psycho-mantis/manual2.jpg)
(http://img.photobucket.com/albums/v259/psycho-mantis/manual3.jpg)



Quote3.1.2. Putting an Enemy on the Map
The next step is to create an event on the map and name it correctly. Events can be named freely, it is only important to include this syntax in its name:
\e[ID]
ID is the database ID of the enemy. In the example below it would be the Ghost with ID 1.

 
There are additional options for creating enemies such as AI setup. The following additional syntaxes can be used to activate those options:
\ai[X] - AI attribute setup (read What Enemies are capable of for more information)
\g[ID] - different alignment group than the default primary enemy group (read Alignment Groups for more information)
\hide - hides health bar for this enemy if using Enemy Health Bars
\move - disables enemy movement
\immortal - makes enemy immortal
\pass - makes enemy fully passable (i.e. a ghost)

Nothing here helps

Quote3.1.4. Creating a Critter
Same as creating an enemy. A critter is the same as an enemy, only the proper alignment group needs to be set up. That group should have no enemies. Critters can respawn.

Nothing here helps

Quote3.5. Blizz-ABS Alignment Groups
In Blizz-ABS there are no limitations between who is an enemy and who is an ally. You can create various groups that only attack each other or you can create guardian groups that engage into combat against any other group that attacked the group they guard. The possibilities are endless. Read Putting an Enemy on the Map for more information. In the Blizz-ABS module exists a class called Alignments which has several options and various configuration methods included.
3.5.1. Groups
You can change the number of the groups that exist in the game. There is a minimum of 2 and a maximum of 999 groups.
3.5.2. Lifeless
Defines a group that is lifeless. Lifeless groups have no AI and are basically a crossover between events and enemies. They can be attacked and destroyed like enemies, but they don't participate in battles as events don't.
3.5.3. Linked
This option defines enemy group propagation. If the battler of one group is being attacked, it will propagate that the attacker's group is an enemy to all currently existent battlers on the map that consider the attacked battler's group as ally.


example:
Group A thinks of group B as ally. Group A is a linked group. Group C attacks group B. Group C is not the enemy of every battler of group A.

Keep in mind that any new battler of a linked group has the default group setup!
3.5.4. Permanent
Causes group alignment changes to become permanent. The new alignment will be applied to every new battler even in other maps. Using a Call Script Event Command with following code will reset a group's alignment completely:
$BlizzABS.utils.reset_alignment_group(ID)
ID is the group ID of the group that will be reset. This works for Linked as well as Permanent groups.
3.5.5. Primary Actor Group
It is necessary to define one group that is the main group for actors. All actors will automatically have the alignment setup of this group.
3.5.6. Primary Enemy Group
It is necessary to define one group that is the main group for enemies. Every enemy on the map that has no explicit group defined, will automatically have the alignment setup of this group.
3.5.7. Enemies
This setting defines groups that are considered as enemies. All aspects of enemies apply here including immediate attacking on sight and targeting system.
3.5.8. Allies
This setting defines groups that are considered as allies. If another group attacks an allied group, this group will become an enemy. All aspects of allies apply here including targeting system.
3.5.9. Neutral
This setting defines groups that will never become enemies or allies regardless of their actions. The only way to override this is a forceful alignment change directly through a script. Doing so is not recommended.

Nothing here helps.

Anywhere else I should have looked?

Quote
that's how critters are supposed to work, and have always worked.
where have you been?

In v. 2.23 that I have been using up until now, after I have attacked a critter it have just continioued to move about, like nothing have happened.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on May 11, 2009, 11:43:18 am
Quote from: Kagutsuchi on May 11, 2009, 11:37:14 am
Quote3.1.2. Putting an Enemy on the Map
The next step is to create an event on the map and name it correctly. Events can be named freely, it is only important to include this syntax in its name:
\e[ID]
ID is the database ID of the enemy. In the example below it would be the Ghost with ID 1.

 
There are additional options for creating enemies such as AI setup. The following additional syntaxes can be used to activate those options:
\ai[X] - AI attribute setup (read What Enemies are capable of for more information)
\g[ID] - different alignment group than the default primary enemy group (read Alignment Groups for more information)
\hide - hides health bar for this enemy if using Enemy Health Bars
\move - disables enemy movement
\immortal - makes enemy immortal
\pass - makes enemy fully passable (i.e. a ghost)

Nothing here helps

Quote3.1.4. Creating a Critter
Same as creating an enemy. A critter is the same as an enemy, only the proper alignment group needs to be set up. That group should have no enemies. Critters can respawn.

Nothing here helps

Quote3.5. Blizz-ABS Alignment Groups
In Blizz-ABS there are no limitations between who is an enemy and who is an ally. You can create various groups that only attack each other or you can create guardian groups that engage into combat against any other group that attacked the group they guard. The possibilities are endless. Read Putting an Enemy on the Map for more information. In the Blizz-ABS module exists a class called Alignments which has several options and various configuration methods included.
3.5.1. Groups
You can change the number of the groups that exist in the game. There is a minimum of 2 and a maximum of 999 groups.
3.5.2. Lifeless
Defines a group that is lifeless. Lifeless groups have no AI and are basically a crossover between events and enemies. They can be attacked and destroyed like enemies, but they don't participate in battles as events don't.
3.5.3. Linked
This option defines enemy group propagation. If the battler of one group is being attacked, it will propagate that the attacker's group is an enemy to all currently existent battlers on the map that consider the attacked battler's group as ally.


example:
Group A thinks of group B as ally. Group A is a linked group. Group C attacks group B. Group C is not the enemy of every battler of group A.

Keep in mind that any new battler of a linked group has the default group setup!
3.5.4. Permanent
Causes group alignment changes to become permanent. The new alignment will be applied to every new battler even in other maps. Using a Call Script Event Command with following code will reset a group's alignment completely:
$BlizzABS.utils.reset_alignment_group(ID)
ID is the group ID of the group that will be reset. This works for Linked as well as Permanent groups.
3.5.5. Primary Actor Group
It is necessary to define one group that is the main group for actors. All actors will automatically have the alignment setup of this group.
3.5.6. Primary Enemy Group
It is necessary to define one group that is the main group for enemies. Every enemy on the map that has no explicit group defined, will automatically have the alignment setup of this group.
3.5.7. Enemies
This setting defines groups that are considered as enemies. All aspects of enemies apply here including immediate attacking on sight and targeting system.
3.5.8. Allies
This setting defines groups that are considered as allies. If another group attacks an allied group, this group will become an enemy. All aspects of allies apply here including targeting system.
3.5.9. Neutral
This setting defines groups that will never become enemies or allies regardless of their actions. The only way to override this is a forceful alignment change directly through a script. Doing so is not recommended.

Nothing here helps.

Anywhere else I should have looked?



I'm sorry, you were saying?

Quote from: Kagutsuchi on May 11, 2009, 11:37:14 am
In v. 2.23 that I have been using up until now, after I have attacked a critter it have just continioued to move about, like nothing have happened.


then your default AI must have been set to run like a coward :D
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 11, 2009, 02:47:26 pm
@LB:  Yeah... animations haven't been reducing for me either.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 11, 2009, 03:23:11 pm
o.o; I guess I'll have to look into this.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 16, 2009, 05:22:12 pm
Is it possible to change the summons summoned time depending on the summon's level? I finished my skill's level script for Fable and I wanna know if its possible.

And how would I go doing it?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 17, 2009, 06:55:00 am
BlizzABS::Processor#summon_pet and BlizzABS::Processor#summon_monster. That's where the summoning (as in: adding the actor on the map and defining time count) is executed. You can simply change @summon_time[pet] = time * 40 to something like @summon_time[pet] = time * 40 * pet.battler.level.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 17, 2009, 11:37:47 am
Thanks again blizzard!!! You are really helpful and you help me learn alot

EDIT: One problem though its not the summons level its the skills level that I want it based on. The skills summon monsters the non leveble summons. So I want it based on the skill's level.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 17, 2009, 11:58:39 am

summon_level = $data_skills[ID].level    # Or however you gave skills levels
@summon_time[pet] = time * 40 * summon_level
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 17, 2009, 12:15:39 pm
how would I know the skill id though?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 18, 2009, 05:01:05 am
You can edit the place where it is called, BlizzABS::Processor#skillitem_effect. You can use send object.id into the method. I also recommend that you check whether it's a skill or an item if you have summoning items. If not, you can skip this part.
Title: Re: [XP] Blizz-ABS
Post by: enjoto on May 18, 2009, 12:23:22 pm
This battle system is really good.I like it but i can't seem to figure out how to remove the AI Behavior and Ai Trigger thing. And i can't find how to add weapon sprite appear when attacking :^_^':. I'll figure the weapon thing easy if I search a little but can anyone help me about removing the AI Behavior and AI Trigger
Title: Re: [XP] Blizz-ABS
Post by: Landith on May 18, 2009, 05:59:58 pm
Well the weapon thing, you have to read section: 2.7 : For Sprite control instructions
Blizz-ABS Manual 2.7.2: ShowHide

Quote from: Blizz-ABS Manual Section : 2.7.2
2.7.2. Actor Weapon Sprites
Enables a special sprite for each weapon separately. Usually the weapon is alone on the weapon sprite without the character, but you can alternatively use an empty sprite (with the same dimensions as the original sprite) for the action sprite and put both the character and the weapon on the weapon sprite. Weapon sprites are not displayed like characters sprites, they are centered around the character sprite. The weapon spritesets need to be named exactly the same as the actor's normal sprite with the weapon's icon file name added. If more weapons use the same icon, they will have the same spriteset as well.


example:
normal spriteset - zeriab.png
attack spriteset for spears - zeriab_atk2.png
attack spriteset for flails - zeriab_atk3.png
Thunderspear's icon file name - Tspear.png
weapon sprite add-on of Thunderspear - zeriab_Tspear.png
Thorn Whip's icon file name - thorn whip.png
weapon sprite add-on of Thorn Whip - zeriab_thorn whip.png

Since a separate weapon sprite is used for each actor that uses the weapon, it is possible to let two different actors handle the same weapon differently, i.e. a strong knight would swing a huge sword differently than a little girl would. This feature can increase the quality of the game, but it requires a lot more effort because of the creation of extra spritesets for the characters. If the spritesets are not named correctly, the system will not work! Read Blizz-ABS Weapon Types for more information about weapon types.



For the AI Behavior/Trigger thing, on the bottom of the Pre-Menu : Blizz-ABS Part 3, just hit CRTL+F then type in "Scene_Menu"

Delete lines 6973-6996 (Yes that means delete all those lines)
Change line 6997 to "when 2" (No quotation marks)
Delete lines 8207-9249 (Pretty much just delete down from that)

Okay now to edit the commands:

Go to Part 2
Delete lines 320-323
Change line 324 to "CommandsPreMenu = ['Menu', 'Hotkeys','Cancel']"
Delete lines 325-326

That removes the AI Behavior and AI Trigger from the Premenu and cancels use from it.
So basically if you try to call $scene = Scene_AITrigger.new or whatever it would give you an error.

Hope that's what you wanted, if not tell me and I'll fix it for you.
Also if you get an error I'll go over your script and see if you messed something up or if I messed something up with my instructions and fix it for you :)


(Hope I got everything...)
Title: Re: [XP] Blizz-ABS
Post by: enjoto on May 19, 2009, 02:51:27 am
Thanks seems like it was easyer than i expected

Edit:My script was a little modified before that and my lines were diferent but i had to remove "when 2" and "when 3" then rename "when 4" to "when 2" right?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 19, 2009, 05:41:54 am
Yes.
Title: Re: [XP] Blizz-ABS
Post by: Kyuzo on May 19, 2009, 02:01:55 pm
Hey can anyone help me with this?

Okay, I've read the entire sprite configuration part in the manual, and have set everything like they said, I have the same dimensions for each spriteset.
Oh yeah example: Blank = character name.

I have the Blank,  Blank_atk1, and Blank_Short Sword
I put the sword in the characters hand in the Blank_Short Sword picture and erased the character in the picture.
But when I get into the game and attack, the sword sprite appears in a place I didn't put it.


I'm using RPG Maker XP and Blizz ABS 2.53 and these are the scripts I'm using incase you need to know. (in that order)

Tax Script,
Quest Log Screen,
Tons of Add-ons v6.88,
Stormtronics CMS v5.36,
Blizz ABS v2.53,
Creation System,
Chaos Rage Limit System v6.12,
CRLS + Blizz-ABS Plugin v1.2, 
Scene_SoulRage v6.1,
Soul Force Combo System v1.2,
Time and Enviroment v.34,
Easy Party Switcher v2.43,
Easy Level UP Notifier,
Stat Distribution,
RO JOB skill.

Thanks.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 19, 2009, 03:17:09 pm
As I mentioned in the manual, the weapon sprites don't apply to normal positioning. They are rather centered above the character. You can try out these example sprites (http://downloads.chaos-project.com/BlizzABSCharacters.zip) if you don't understand what I mean.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on May 19, 2009, 03:18:10 pm
Look in my sprite shrine, I have bABS posed sprites and weapons for them.
Title: Re: [XP] Blizz-ABS
Post by: Kyuzo on May 19, 2009, 05:35:27 pm
Thanks for replying, I tried those sprites out and it worked.
But the thing is I want to have a bigger character spriteset.

If I just doubled the walking spriteset, the attacking spriteset, and the weapon spriteset and tryed to center
the sword in the sword sprite set would it work essentially the same? I just started using RPG Maker XP again
recently, and last time I used Blizz ABS, where you put the weapon on the spriteset was where it was animated.
(I recently updated it to v2.53b so I came here for advice that I couldn't exactly get from the manual.) :P

Or should I try this?
example v

400x400 Walking Spriteset
400x400 Attacking Spriteset
400x400 Sword Spriteset

But in the sword spriteset put the weapon a bit higher then the place I want it?


Thanks again.  :D
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 19, 2009, 05:49:13 pm
I think I made the system work with any size so people could use smaller files when big ones weren't necessary. Just try it out.
In any case the weapon spritesets (in this case the sword) should always assume that the character is in the very center of the frame because that's how it's displayed. In other words, yes, you would need to move the sword spriteset up a bit and increase the distance between the individual frames.
Title: Re: [XP] Blizz-ABS
Post by: Kyuzo on May 19, 2009, 06:39:46 pm
Okay, thanks alot.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 19, 2009, 08:51:52 pm
Could you by chance make it where I can disable movement?


I want to set something up where you go into an arena and pit your summons agains each other. I want the player to be in the ring with the summons but you're not able to move. Thanks in advance if you can help or at least tell me what I can do.....
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 19, 2009, 09:01:35 pm
Impassable tiles *gasp*
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 19, 2009, 09:02:19 pm
*gasp* Summons wont be able to move though I've thought of that already...
Title: Re: [XP] Blizz-ABS
Post by: Kyuzo on May 19, 2009, 09:02:53 pm
Try impassable tiles.


Edit: Sorry, when I clicked 'post reply' those other posts were not there. :P
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 19, 2009, 09:05:38 pm
that would still summon monsters on that impassible event.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 19, 2009, 09:08:58 pm
Have the player trapped within impassible tiles, and have a "blank" actor use the summon skill... then remove the "blank" after after it's summoned.

Just a thought... XD


@Kyuzo:  You get a warning message when you post if someone new posted before you.
I'm pretty sure you saw that message.
You probably posted anyway just to get a higher post count :V: (note the sarcasm smiley)
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 19, 2009, 09:26:09 pm
Yea but when you teleport the blank actor would also be on the impassable tile. And how would I remove the actor when its been summoned

WAIT A DARN TOOTIN SECOND!!!!!!! Duh go into the custom controls and add to where the movement keys are placed doy!!!

God I am so dumb......

Thanks anyways guys....

I'll just make a quick Babs add on yay.....
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on May 19, 2009, 11:46:46 pm
Quote from: Aqua on May 19, 2009, 09:08:58 pm
@Kyuzo:  You get a warning message when you post if someone new posted before you.
I'm pretty sure you saw that message.
You probably posted anyway just to get a higher post count :V: (note the sarcasm smiley)

Not wanting to throw off the subject but...

User CP > Look & Layout Options >

QuoteShow board descriptions inside boards.
Show child boards on every page inside boards, not just the first.
Don't show users' avatars.
Don't show users' signatures.
Return to topics after posting by default.
Don't warn on new replies made while posting.
Show most recent posts at the top.
Show most recent personal messages at top.


Chances are low, but the user possibly could have selected this choice, therefore not knowing those new replies.

Or he could have ignored the message (Like...what the contents of the newly replied messages are).
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 22, 2009, 06:09:35 pm
Question.
I want summonable monsters stored in items which I have. I dont want the item to be disposed of unless teh creature embedded in it is killed on the battleifled.

Example:
Fire Wing ~ Summons Fire Bat
HP: 100

Now I want the Fire Winged to be disposed when the summon's destroyed but if it survives for the time its supposed to stay out then the Fire WIng's still stays in your inventory.

What I really need to know is how to check the BlizzABS Summons HP because then I could insert it in a common event and have it die and whatnot.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 22, 2009, 06:46:54 pm
BlizzABS::Processor#remove_summon, this is where the summon is "killed" regardless of whether it actually died or not. Simply alias that method, check if it's HP are over 0, find the item that can summon it, add that item once into the inventory and then call the original method. Just keep in mind that this won't work well if you have 2 items being able to summon that monster.

EDIT: Ok, v2.54 is up.

@Aqua: The animations aren't sizing down because you are using a script that messes up the title scene or doesn't call the title scene at all. Because RMXP is stupid enough to load everything in the title scene rather than upon game load, I had to add the resizing at the end of the title scene. No title scene, no resize.
Title: Re: [XP] Blizz-ABS
Post by: dinvax2 on May 23, 2009, 01:31:00 pm
Im Working with Blizz - ABS version 2.23 and i have a quastion..
Can i make an enemy thet i fight him and after a while he stop fighting and i can make events on him and etc...

i.e:
I make a fight with an enemy thet i cant beat and after like 100 frams the enemy stop attacking and the player says "Its No use" and the enemy laugh.

If so can some one please tell me how to do so?

p.s: i know how to changh an event name but i cant make events on an enemy...
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 23, 2009, 02:04:55 pm
Use a parallel process that's not the enemy.

Or... you can upgrade your version and use the custom enemy triggers.
Sooo each hit would add +1 to a counter, and when the counter is like 20...
The player would go, "It's no use"
Title: Re: [XP] Blizz-ABS
Post by: dinvax2 on May 23, 2009, 03:11:30 pm
Quote from: Aqua on May 23, 2009, 02:04:55 pm
Use a parallel process that's not the enemy.

Or... you can upgrade your version and use the custom enemy triggers.
Sooo each hit would add +1 to a counter, and when the counter is like 20...
The player would go, "It's no use"


oops sorry i ment i have v.2.53. and i did the parallel process but it wont stop fighting after i used the script thet changes the events name ( didnt made any mastike with the script) and i dont know how  to do the enemy trigger... (and i dont think it will stop fighting after i do it either)

EDIT: oops nvm Aqua i fixed it thanks for you help! (you realy helped me i did what you told me before but forgat to changh it from action button to parallel process so ty!)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 23, 2009, 04:29:18 pm
Please use the "Modify" button rather than double posting. I have spent extra time on changing the forum's php scripts so it considers a topic bumped if the last post was edited. ^_^
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on May 23, 2009, 11:11:31 pm
Im making a scene where there are "Critters" and Enemies(primary enemies) asswell, have just 1 ally and Alignments look like this:

Critters:
Enemies: (Primary enemies)
Allies: Actors (primary actors)
         Critters


But when battle starts, if i hit a critter by accident it starts atacking me too, is there a way to make critters complety passive whit actors.. even if i hit them by accident?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 23, 2009, 11:45:41 pm
You technically /could/ put them into /g[1]...  But then you won't hit them, and they won't hit you...

Or remove Critters from the ally list
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on May 24, 2009, 12:51:28 am
QuoteYou technically /could/ put them into /g[1]...  But then you won't hit them, and they won't hit you...


ITs weird xD even if they are in the same group and Teorically are not able to hit each other they somehow manage to turn against each other, usually after the enemies are dead..
i think ill have to reduce the critters and enemies a lil more..
they start relatively close to each other, could that be a problem?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 24, 2009, 12:58:40 am
If you do dmg to a battler within the same group, the group will attack itself.

Hmmm there was a bug where even if you do 0 dmg, the group will attack itself.
Blizz gave me a quickfix, but he might have forgotten to put it in the Blizz-ABS update.

You using the newest version?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 24, 2009, 06:32:07 am
Quote from: Aqua on May 24, 2009, 12:58:40 am
If you do dmg to a battler within the same group, the group will attack itself.

Hmmm there was a bug where even if you do 0 dmg, the group will attack itself.
Blizz gave me a quickfix, but he might have forgotten to put it in the Blizz-ABS update.


No, I fixed that. If a group is an ally, it can't become an enemy. It can only become an enemy if the group is permanently linked and an enemy group.


if !(@ai.negative + @ai.neutral).include?(character.ai.group)
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on May 24, 2009, 09:47:48 pm
QuoteYou using the newest version?

Yup.. Version: 2.53

I think i found the problem:

when a character gets in the way of a missile launched by another event of the same group it still gets hit i think..
im gonna check it out..

PS: theres also a bug:
I made an enemy that uses a mine skill to commit suicide and inflict damage at same time on the area, but when it uses the skill all the other monsters start killing each other, i also tried to apply the "Destructor skill" script instead.. but had the same results, monsters get mad  :wacko:.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 24, 2009, 09:49:29 pm
The newest version is 2.54
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 24, 2009, 11:59:10 pm
Quote from: Aqua on May 24, 2009, 12:58:40 am
If you do dmg to a battler within the same group, the group will attack itself.


That also applies to enemy battlers.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 25, 2009, 03:45:34 am
Quote from: Blizzard on May 24, 2009, 06:32:07 am
No, I fixed that. If a group is an ally, it can't become an enemy. It can only become an enemy if the group is permanently linked and an enemy group.


if !(@ai.negative + @ai.neutral).include?(character.ai.group)

Title: Re: [XP] Blizz-ABS
Post by: dinvax2 on May 25, 2009, 09:22:28 am
How do i make that when 3 specific enemys appear the music will changh and when i kill the 3 of them the music will go back the way it were before the enemys appeared?
(its easy with one but i dont know how to do it with 3)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 25, 2009, 11:28:28 am
Use switches and variables. Duh.

EDIT:

Blizz-ABS Config Source

I was going to release it when I stop working on Blizz-ABS, but since I've been asked to, I am providing to source code for Blizz-ABS Config. To run the Visual Studio 2008 C# Solution, you need at least C# Express 2008.
This solution also includes the uncompiled Blizz-ABS Manual html files and all files necessary to compile the manual using HTML Workshop v4.0. This is for version 2.54 of Blizz-ABS.

Blizz-ABS Config Source + Uncompiled Blizz-ABS Manual (http://downloads.chaos-project.com/Blizz-ABS%20Config%20Source.zip)

Please keep in mind that it was not intended to be released yet so the application is not fully commented and documented.
Also keep in mind that you need to have a data folder in after you compile the application in order to be able to use it since Blizz-ABS Config requires a some rxdata files.
Title: Re: [XP] Blizz-ABS
Post by: rgangsta on May 25, 2009, 04:15:18 pm
I got a problem. Enemy ain't showin' up on the radar, not attacking..they're just standing there. Can you fix? :'(
Title: Re: [XP] Blizz-ABS
Post by: King Munkey on May 25, 2009, 04:25:09 pm
did you set up the event correctly?
Title: Re: [XP] Blizz-ABS
Post by: rgangsta on May 25, 2009, 04:27:49 pm
Yeah. i just go it now. I had to do this: \g[2]\e[2].
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 25, 2009, 04:28:48 pm
I'm assuming the red is what you forgot.
Title: Re: [XP] Blizz-ABS
Post by: rgangsta on May 31, 2009, 09:36:53 pm
Yep. But sadly I came with another problem. You know how you're able to do a conditional script with "$game_player.running?". Well, I was wondering if I can do that with attacks and skills. Like "$game_player.attacking?" or "$game_player.using_skill(x)?" or something like that. I wanted to make the chracter have skills that go up by levels. Each level adds a specific range to the attack, then at level 5, the range is 5 all around the character.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 31, 2009, 09:48:11 pm
First of all the range is set in a module where all the skills are defined in the babs config. Seeing its in a module it wouldnt be changable.
Title: Re: [XP] Blizz-ABS
Post by: rgangsta on May 31, 2009, 10:04:28 pm
I know. I can setup the whole thing. I just want to know if it's possible for a conditional branch for attacking and/or using skills in Blizz-ABS. Besides that, everything's on point.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 01, 2009, 03:30:10 am
How would I mod the script for it to flip a switch upon gameover when auto_gameover is not active? I've tried using an if statment, and the switch gets flipped. In this case, even when auto gameover is off, it still calls gameover upon running out of health. I replaced the code with


    if setup_gameover
      if $game_system.auto_gameover
        return
      else
        $game_switches[1] = true
      end
    end


but it does not work correctly. I would appreciate if you could help me. I'd prefer just having an autorun activate when a switch is flipped than constantly checking in certain maps if the party's HP is 0.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 01, 2009, 03:44:13 am
    if $game_system.auto_gameover
     return if setup_gameover
   elsif judge
     $game_switches[1] = true
   end
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 01, 2009, 11:41:48 am
that seems to be working, thanks blizz!
Title: Re: [XP] Blizz-ABS
Post by: G_G on June 01, 2009, 10:50:46 pm
I want to make an event ID lose all of its intelligence and just stand still. I made a skill that controls an enemy and to finish it I need to do this.

I tried moving a Lifeless object and it works but it wont attack. I did it perfectly with a moving enemy but it still fights and moves towards me even though I try to move it away.

Can anyone help?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 01, 2009, 10:56:55 pm
\move

^^^ try that? XD
Title: Re: [XP] Blizz-ABS
Post by: Landith on June 01, 2009, 10:57:59 pm
\move disables all movement for that enemy, just rename the enemy... if that's possible.

Oh oops... I disabled the notification on post thing. Sorry Aqua. It annoyed me...
Title: Re: [XP] Blizz-ABS
Post by: G_G on June 01, 2009, 11:03:43 pm
THANK YOU AQUA!! NOT ONLY DID I GET MY SKILL WORKING BUT I REALIZED I COULD MAKE BABS TWO PLAYER AND I DID!!!!

w00t!!
go G_G go G_G go G_G go G_G go G_G go G_G
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on June 02, 2009, 09:05:00 pm
hay Blizzard, is there a way to select the projectile sprites for items and skills like you do with enemies cause i really don't want to have to create 150+ icons that look the exsact just their name changed (not to mention it'll be one pain in the ass)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 03, 2009, 03:47:07 am
If you use the same icon, everybody will use the same spriteset. I'm not changing that since it will overcomplicate the system. And I want to avoid changing the way sprites work again.
Title: Re: [XP] Blizz-ABS
Post by: fugibo on June 04, 2009, 12:51:17 am
[NOT SARCASM, HONEST SUGGESTION]
Blizz, I honestly believe you need to spend a little time redesigning the default HUD for this thing. It's the one thing I _never_ liked (no offense, but it's just kinda ugly in parts) about this, and I know that if you put just a little more polish into it this thing would be great. The other ABS-es wouldn't even look like they stood a chance, which is all they do right now.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 04, 2009, 03:54:43 am
I would love to find the two posts where one says that this HUD is just for minimum basic that everybody can use and the other where I said that I will make a better HUD as plugin, but I don't have time right now.

*slaps WcW*
Title: Re: [XP] Blizz-ABS
Post by: fugibo on June 04, 2009, 11:28:34 am
I don't mean that it should be a *better* HUD, per se, just a less graphically-challenged one.

Read: my eyes bleed every once in a while when I look at it >_< But heck, its your script, so carry on.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 04, 2009, 12:23:28 pm
Are you saying my HUD is retarded? :V:
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on June 06, 2009, 04:49:49 pm
How hard (if possible yet) would it be to make a skill that duplicates the user, player, ally or enemy? Like make a clone, only weaker say 1 or 2 hits and it dies.
Title: Re: [XP] Blizz-ABS
Post by: Calintz on June 06, 2009, 04:51:20 pm
That would be neat, even if the clone wasn't interactive. Something where the character summons an identical puppet that doesn't move or anything, but all of the map's enemies gather around it and attack it. That would be beneficial in it's own ways also ...

**It could give the player time to heal or cast supportive status ailments ...
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on June 06, 2009, 04:53:22 pm
That'd be cool too, but still wondering if a proper clone, that attack etc, is possible
Title: Re: [XP] Blizz-ABS
Post by: fugibo on June 06, 2009, 05:30:42 pm
Quote from: Hellfire Dragon on June 06, 2009, 04:53:22 pm
That'd be cool too, but still wondering if a proper clone, that attack etc, is possible


Almost definitely possible. Very not-easy, though. If Blizz uses the actor class instance directly as opposed to referencing an ID, it would be a lot easier, though.
Title: Re: [XP] Blizz-ABS
Post by: G_G on June 06, 2009, 05:32:14 pm
You could use a summon for now I dunno try using a summon but make the summon clone the actor by having the same character set.
Title: Re: [XP] Blizz-ABS
Post by: wolfspirit on June 07, 2009, 04:58:25 am
Hey, is it possible to create an enemy with blizz abs that only attacks if you are person 'a' and do not attacks if you are person 'b'?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 07, 2009, 06:38:46 am
Yes, read about the Alignment System in the manual.

@HD: I think you could do it with a literal clone. In BlizzABS::Processor#skillitem_process find this line:

new_battler = Map_Actor.new(summon[1])


Below it add this line:

new_battler.battler = ch.battler.clone if skill && [X, Y, Z].include?(object.id)


This should create a copy for the summoned battler. Remember to substitute X, Y, Z with skills IDs that can clone the summoner. You can add below it something like "new_battler.battler.hp = 1" so it dies by one hit.
I'm not sure how (well) this will work, but you can give it a try.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on June 08, 2009, 04:46:47 pm
Timed trap bugs:
-If set to "Scope: All Enemies" in the database, it still only affects one.
-The actual time it takes for the trap to go off, is half of what you set the time to in the database.

(I used v. 2.54, which also was the newest one I could find in the first post)
Title: Re: [XP] Blizz-ABS
Post by: Nazz X on June 08, 2009, 05:21:43 pm
what about primary and secondary attack buttons?
what about a returning projectile that pulls an enemy closer?
Title: Re: [XP] Blizz-ABS
Post by: feandrad on June 08, 2009, 05:29:57 pm
I need a help with something. When a enemy receive damage from one skill, he'll receive damage from another skill.

I tried this using common events, but the game crashes.

On the common event I use a call script:

$BlizzABS.enemy_force_action(@SELF, ENEMIES, @SELF, SKILL, 11)

Can anyone help me??
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 08, 2009, 05:45:45 pm
Quote from: Nazz X on June 08, 2009, 05:21:43 pm
what about primary and secondary attack buttons?
what about a returning projectile that pulls an enemy closer?

1st:  There already is one.
2nd: This might not be too hard...  It seems like an edit of the returning projectile picking up items would work.  Not sure though XD

Quote from: feandrad on June 08, 2009, 05:29:57 pm
I need a help with something. When a enemy receive damage from one skill, he'll receive damage from another skill.

I tried this using common events, but the game crashes.

On the common event I use a call script:

$BlizzABS.enemy_force_action(@SELF, ENEMIES, @SELF, SKILL, 11)

Can anyone help me??

What's the error message when the game crashes?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 09, 2009, 03:15:15 am
Quote from: Nazz X on June 08, 2009, 05:21:43 pm
what about primary and secondary attack buttons?
what about a returning projectile that pulls an enemy closer?


1. As Aqua said, there's a plugin for that.
2. A weapon is a weapon. And weapons hurt enemies. Understand? Changing the entire system for just one stupid feature (no offense) that most people wouldn't even use is kind of pointless.

Quote from: feandrad on June 08, 2009, 05:29:57 pm
I need a help with something. When a enemy receive damage from one skill, he'll receive damage from another skill.

I tried this using common events, but the game crashes.

On the common event I use a call script:

$BlizzABS.enemy_force_action(@SELF, ENEMIES, @SELF, SKILL, 11)

Can anyone help me??


Spoiler: ShowHide
(http://img329.imageshack.us/img329/4189/snap813.png)


Is "@SELF" an allowed parameter for target? No. Problem solved. Now you wanna ask how the skill should target the user?

Spoiler: ShowHide
(http://img329.imageshack.us/img329/576/snap814.png)


Duh.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 09, 2009, 10:48:22 am
Is there a way to make Autoruns and parallel process events check if their conditions are met more often? Using the script snippet you gave me, I was able to successfully get a switch to flip whenever I should get a game over. However, the autorun event that is supposed to activate whenever the switch is flipped sometimes stays unactive even when the switch is up. The user has to kill an enemy to cause the gameover event to activate. Any way around this?

I have tried disabling the antilag for the map, and this didn't solve the problem.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 10, 2009, 04:46:29 am
Try adding "$game_map.new_refresh = true" to that switch flipping command.
Title: Re: [XP] Blizz-ABS
Post by: fugibo on June 10, 2009, 07:50:23 am
BTW, Blizz, I must praise you on what you've done with this thing since the last time I used it (0.9x, I think). The alignment system, especially, is awesome |B-)
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 10, 2009, 09:46:27 am
that gives me an error.

Quoteundefined method 'new_refresh=' for #<Game_Map:0x7599fb8>
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 10, 2009, 11:34:36 am
Quote from: Blizzard on June 10, 2009, 04:46:29 am
Try adding "$game_map.new_refresh = true" to that switch flipping command.


*facepalm* $game_map.need_refresh = true
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 10, 2009, 11:39:01 am
Works perfectly. Thank you *levels up*
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on June 10, 2009, 02:24:31 pm
Quote from: Kagutsuchi on June 08, 2009, 04:46:47 pm
Timed trap bugs:
-If set to "Scope: All Enemies" in the database, it still only affects one.
-The actual time it takes for the trap to go off, is half of what you set the time to in the database.

(I used v. 2.54, which also was the newest one I could find in the first post)

Feeling like adressing this?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 10, 2009, 02:25:39 pm
I screenshot that bug the first time already. That means I'll look into it. Are you 100% sure about them? They seem kinda odd.
Title: Re: [XP] Blizz-ABS
Post by: fugibo on June 10, 2009, 02:33:59 pm
Suggestion:

All of your built-in HUD sprites have the ability to automatically fade when the player walks under them, which is very useful -- however, in its current state this feature is limited to the three built-in HUD widgets. If you subclassed Sprite like so:

class HUD_Widget < Sprite
  INSTANCES = []

  def initialize
     super()
     INSTANCES.push self
  end
end


You could replace

[@hud, @minimap, @hotkeys].each {|s|

with

HUD_Widget.each{|s|
  next unless s.kind_of?(HUD_Widget)


This would allow for plug-in scripters to very easily add this functionality in with their scripts ;)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 10, 2009, 03:11:26 pm
Good idea. But my original idea was actually that other scripters edit Blizz-ABS HUD's layout instead of creating completely new ones so I didn't really think of this. xD

Sure, Blizz-ABS wasn't coded the best way it could have been. But on the other side those small things, that were coded in a rather unextensive way, work faster. It's always a battle between speed and everything else. :/
Title: Re: [XP] Blizz-ABS
Post by: fugibo on June 10, 2009, 03:15:54 pm
Quote from: Blizzard on June 10, 2009, 03:11:26 pm
Good idea. But my original idea was actually that other scripters edit Blizz-ABS HUD's layout instead of creating completely new ones so I didn't really think of this. xD

Sure, Blizz-ABS wasn't coded the best way it could have been. But on the other side those small things, that were coded in a rather unextensive way, work faster. It's always a battle between speed and everything else. :/


In this instance, it won't really cause much of a performance hit since you're already using an array for iteration, and you get the bonus of more OOP goodness.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 10, 2009, 03:39:47 pm
I should actually make a class between sprite and my classes called Sprite_HUD that should bear a few methods like the one for fading in/out. That would actually be proper OOP. And that method should be called in Sprite_HUD#update. But as I said: Now the system works fine, to improve it overall I lack the time. *stupid rhymes :V*
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on June 10, 2009, 04:06:01 pm
Quote from: Blizzard on June 10, 2009, 02:25:39 pm
I screenshot that bug the first time already. That means I'll look into it. Are you 100% sure about them? They seem kinda odd.

Yes I am sure. Tested it out several times.
Title: Re: [XP] Blizz-ABS
Post by: fugibo on June 10, 2009, 04:10:19 pm
Quote from: Blizzard on June 10, 2009, 03:39:47 pm
I should actually make a class between sprite and my classes called Sprite_HUD that should bear a few methods like the one for fading in/out. That would actually be proper OOP. And that method should be called in Sprite_HUD#update. But as I said: Now the system works fine, to improve it overall I lack the time. *stupid rhymes :V*


w00t yes! I just tested out my idea (and lol, I was just about to add the fading stuff into HUD_Widget myself :P), and it works perfectly -- all it took was some basic edits to Scene_Map#update_hud and, of course, the creation and subclassing HUD_Widget. So now I can use

class MyHUDWidget < ($BlizzABS ? HUD_Widget : Sprite)
#  code
end

And it fades in/out EXACTLY right. I think I'll release this as a plugin (after I do some general OOP cleaning up), and if you want you can take it from there (saving you the work).
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 10, 2009, 04:57:55 pm
No need. When I stop working on the system, feel free to keep working on it.
Title: Re: [XP] Blizz-ABS
Post by: Sleix on June 11, 2009, 03:21:56 am
Turning Caterpillar on and watching my ally characters AI when attacking made me think...
Would it be possible to have another set of controls and make essentially a 2-player co-op game with your script.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 11, 2009, 05:21:34 am
Yes and no. Yes, because it's possible. No, because it would require quite some work and there's not really enough space on a keyboard for two people to play properly.
Title: Re: [XP] Blizz-ABS
Post by: fugibo on June 11, 2009, 11:41:37 am
Quote from: Blizzard on June 11, 2009, 05:21:34 am
Yes and no. Yes, because it's possible. No, because it would require quite some work and there's not really enough space on a keyboard for two people to play properly.


Multiple input devices!

But that would horrible to do the user, a lot of people don't always have another person with them to play. Optional, yes indeed, but don't build your entire game that way.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on June 12, 2009, 02:36:00 pm
I have encountered an Infinite Dialog Loop of Doom bug :S

It is caused by normal events with custom movement routes and text boxes. If they walk into you, the text starts. And if the event happen to have 6 in movement frequency it creates an infinite dialog loop of doom :S
It is annoying at 5 in movement frequency, but not impossible to get out of.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 12, 2009, 02:44:12 pm
This isn't a bug with Blizz-ABS.

It's your eventing.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on June 12, 2009, 02:52:57 pm
Quote from: Aqua on June 12, 2009, 02:44:12 pm
This isn't a bug with Blizz-ABS.

It's your eventing.

It is set to action button, and I swear I have never encountered this in a project without blizz abs.
Title: Re: [XP] Blizz-ABS
Post by: Shadowfox on June 12, 2009, 09:08:03 pm
Hello, i'm new to scripting, and i just recently added the Blizz abs to the game i'm making, im sure someone may have asked this already, but i dont really have the time to go through 100+ pages looking for it, and i know i might sound like an idiot for asking, but im a noob at this.  How would i put a pet in a game?  for instance if i make a necromancer class, how would i make a sommoning spell for a skeletal minnion.  there's nothing in the user manual about making pets that i could find.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 12, 2009, 09:14:57 pm
Yes, there is...

Summoning is a skill type... in fact... a pet is a type of summon.

Use the search function on the manual
Title: Re: [XP] Blizz-ABS
Post by: Shadowfox on June 13, 2009, 12:43:13 am
i guess what im trying to say is, how would i make a summoning spell?  what would i have to do on the skill page, or with the script to make a summoning spell, and to label weapons as a particular type of weapon
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 13, 2009, 12:47:15 am
Read the manual...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 13, 2009, 09:04:32 am
There is no summoning for enemies yet, because it's conceptually not working. How is the system supposed to know who will use a summoning skill? You could easily give an enemy a summon skill that summons an actor and mess up the entire game. I will most probably have to make a new category of skills or come up with some other solution for this.
Title: Re: [XP] Blizz-ABS
Post by: fugibo on June 13, 2009, 09:16:32 am
Quote from: Shadowfox on June 12, 2009, 09:08:03 pm
Hello, i'm new to scripting, and i just recently added the Blizz abs to the game i'm making, im sure someone may have asked this already, but i dont really have the time to go through 100+ pages looking for it, and i know i might sound like an idiot for asking, but im a noob at this.  How would i put a pet in a game?  for instance if i make a necromancer class, how would i make a sommoning spell for a skeletal minnion.  there's nothing in the user manual about making pets that i could find.


1) Less than 100 pages, I believe, though I could be wrong
2) If you want to know how to use the advanced features, READ THE MANUAL ANYWAY
3) There's a config app that probably makes it easier
4) I'm pretty sure the manual has a search function
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 13, 2009, 10:23:59 am
1) No, it says 110 at the bottom. o_o;
2) Yes.
3) Yes.
4) Yes, since recently.
Title: Re: [XP] Blizz-ABS
Post by: fugibo on June 13, 2009, 11:36:00 am
Yay, I'm averaging 75%! :P

(http://static.arstechnica.com/mao-redbook-listing.png)
Title: Re: [XP] Blizz-ABS
Post by: EyDie on June 13, 2009, 05:32:57 pm
Hello fellow game-makers. I just downloaded the blizz abs today and i must say it rocks. so much better than the crap event system i used in my last game. I thoguht i wouldnt download an abs system untill i finished my first game.. annnyway. I need desperate help. I dont know if the latest version has a feature like this or anything but i searched the help file and i couldnt find anything similar enough, but if anyone can help i'd really appreciate it.

So what I'm trying to do is make a spell. Its a bit like a summonning spell only different. when i cast the spell i want my main character to transform into something else for like 10 seconds (for example: a demon) increasing the palayers str, int, hp, etc. by %50. and after 10 secs i want the character to turn back into its old graphic. I tried doing it with a common event but this time it either got stuck as the transformation or it wouldnt transform at all.
I'd REALLY appreciate some help here. thanks in advance
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 13, 2009, 05:47:59 pm
I think the CRLS would do something like that.

It even has a bABS compatibility patch.
http://forum.chaos-project.com/index.php?topic=110.0
Title: Re: [XP] Blizz-ABS
Post by: Shadowfox on June 13, 2009, 05:55:37 pm
ok, i figured out where the app was and now know how to classify spells and weapons and such, but as im an idiot when it comes to scrpiting and a such...i have a sprite sheet for a projectile, how, where, and what would i do with it in the script to show that when i use a projectile weapon, or spell?   ive looked all over the manual for any information, but it seems to be written more for ppl who actualy know anything about scripts, and i know nothing about them
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 13, 2009, 09:15:20 pm
Chapter 2.7 in the manual.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 14, 2009, 02:55:39 pm
3.6, 3.7, 3.8 and 3.9 as well.
Title: Re: [XP] Blizz-ABS
Post by: bradhawk on June 18, 2009, 12:15:10 am
hi blizz, your ABS is awesome...
i have project, and i need scipt (i think) to command my other party member, likes squad system...umm...if my question already asked, im sorry...

Thanks...sorry for my bad english because i live in Indonesian ^^
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 18, 2009, 12:17:26 am
Update to newest version.
Title: Re: [XP] Blizz-ABS
Post by: apixx on June 18, 2009, 05:01:38 am
Ok guys I searched everywhere but I can't seem to fix my problem. It's about the sprite control in 2.54.

I first used Blizz-abs his game chronicles of sir-lag-a-lot, I just changed some things in his game like story, more maps etc.. but then I wanted to update to blizz-abs 2.54 all went fine except for the sprite control. Cause in 2.54 you got to name all those freakin sprites, why did this change btw? in 1.93 was so much easier :D.

In the blizz-abs config I check actor action sprites on , weapon sprites etc..

In 1.93 the names were like : lag_a_lot_atk , lag_a_lot_atk0_shortsword  in 2.54 I have to change this to lag_a_lot_atk1 , lag_a_lot_wpn1?

I tried different names and they all seem to fail. Cause ingame I can attack but dont see an animation the sword is just gone.

Defend on the other hand works. Cause there was a sprite of lag_a_lot were he already has a shield in his hand. But lag_a_lot doenst already need to have a sword in his hand right? Cause in 1.93 it just worked fine without it. Can someone plz help me cause I really want to update to 2.54 but it aint so fun without attack animations lol.

ps. For the enemies I fixed it they seem to attack with animation.

Thx in advance. Sorry for bad english not my mother language.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 18, 2009, 05:13:59 am
Quote from: Blizzard on December 05, 2008, 08:32:12 am
v2.11 with the bugs fixed that were reported in the last 24 hours. It features an improved sprite handling system which means that the old CoSLAL templates don't work anymore. I have taken the freedom to upload the files from the example game that were altered:
http://downloads.chaos-project.com/BlizzABSCharacters.zip
The Y offset is not needed anymore since the weapon sprites are now centered over the actor. Also now the action sprites and the weapon sprites are separated which means that if you don't use "Weapon Sprites", you need attack sprites for each type AND one weapon sprite for that type. Read the manual, read the version history, I've written it all down.
Title: Re: [XP] Blizz-ABS
Post by: apixx on June 18, 2009, 05:18:55 am
Omg I overread that or something. Thx very much!!!


edit: YES it worked!! weehooo thx!!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 18, 2009, 05:44:07 am
No problem, it was on page 57 after all.

What you should read, though, is the version history when you upgrade. :)
Title: Re: [XP] Blizz-ABS
Post by: apixx on June 18, 2009, 04:09:49 pm
Quote from: Blizzard on June 18, 2009, 05:44:07 am
No problem, it was on page 57 after all.

What you should read, though, is the version history when you upgrade. :)


Yeah. Will keep that in mind for the next upgrade haha :P.

Got another question :

I found some animated battle sprites for side view battles but can they be used in blizz-abs? For example this spriteset:
Spoiler: ShowHide
(http://img529.imageshack.us/img529/4623/meliadulbtlgu2.png)
Title: Re: [XP] Blizz-ABS
Post by: Landith on June 18, 2009, 04:30:09 pm
Nope, animated battlers can not be used for Blizz-ABS.

If you wanna see some stuff that can be used then...

Download this package here! (http://downloads.chaos-project.com/BlizzABSCharacters.zip)
:roll:


:^_^':
Title: Re: [XP] Blizz-ABS
Post by: fugibo on June 18, 2009, 04:38:27 pm
Actually, they can. But you'll only be able to attack from right to left.
Title: Re: [XP] Blizz-ABS
Post by: Landith on June 18, 2009, 04:43:24 pm
Yeah but you would have to split up the sprite and align it though, right?

I can't see the actual image he posted as imageshack is blocked so yeah...
Title: Re: [XP] Blizz-ABS
Post by: fugibo on June 18, 2009, 07:29:58 pm
Quote from: Shadow18 on June 18, 2009, 07:24:16 pm
Hey, I am sorta a noob at rpgmaker.
And I downloaded your Abs it's pretty awesome except for two things.

1. When I change the Controls in the config. and save them and re-open my game the controls don't change
is there anything I might have done wrong like when I input the scripts?

2. Also when I tried to add an enemy to see how it worked the enemy didn't attack me also when I click K or put on a spell and click J it work slash or cast anything. I'm not sure what to do could anyone help me?

:???:


1) You have to go to the generate tab and get the script from there. It's in the Config app.

2) Did you add \e[<enemy_id>] in the enemy's name?
Title: Re: [XP] Blizz-ABS
Post by: Landith on June 18, 2009, 08:42:55 pm
2) You also have to put a \g[ID] in the name, I'm not sure if it's required but ehh... So your event name would be:

Quote
NAME HERE \e[<Enemy ID Here>] \g[< Group ID Here >]

* Bold is required, Underlined is not

The following are the default group ID's:
Quote
1 : Actors*
2 : Enemies*
3 : Critters
4 : Objects
5 : Guards
6 : NPCs

* - Primary Alignment Groups for Allies and Enemies
and for further detail on those above...

Quote
1 - Primary Actor group, all actors are defined in this group by default
2 - Primary Enemy group, all enemies are defined in this group by default unless overridden in the event's name
3 - Critters, don't attack you unless you attack them (I believe...)
4 - Objects, don't attack at all but you can attack them (good for training dummies or tutorials on how to fight)
5 - Guards, attack you if you attack an NPC or themselfs
6 - NPC, don't attack you unless you attack them, guards and other NPC's are allies so if you attack one, they might attack you back or call others to fight with them.


Hope that helps and I didn't just type all that for no reason...  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on June 19, 2009, 12:17:49 am
I have a little question that's giving me doubts . . . Regarding on beams, I know it needs a down/up image for the beam skill to work but, is the image, simply there to be the 'bone' of the real animation? Is that I have my own animation for the beams I want to use, but, I've been stuck with the instructions saying you need an image, yet, It doesn't answer if it's either the image the Bones or simply what would be the beam itself generated.

Please & Thank you ~
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 19, 2009, 05:03:20 am
Yeah, I didn't explain how the sprite system works because I never found the time so far.
With beams you currently only needs one simple picture that will be rotated. I was going to implement normal sprites for that like weapon sprites.
Title: Re: [XP] Blizz-ABS
Post by: iJaco on June 19, 2009, 04:07:55 pm
First off, excellent script :D

but I'm having one problem. When I make a healing spell, it dosn't work.

This is my Config set-up and Rpgmaker skill setup for my heal spell.
(http://i41.tinypic.com/261fd6q.png)
(http://i44.tinypic.com/ei31pu.png)

When I test play the game under these configurations, when I use the spell it drains my Sp, but nothing happens after that, But when I set the Heal config to "Fullscreen/ Beam", it works perfectly fine, but I don't want it to be a full screen skill.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 19, 2009, 04:25:34 pm
Get rid of the MDEF-F
The target's mdef might be higher than the healing power of the skill, so "nothing" happens.
Title: Re: [XP] Blizz-ABS
Post by: iJaco on June 19, 2009, 04:36:58 pm
It's not that because when i set it up for the beam it works perfectly normal.
Title: Re: [XP] Blizz-ABS
Post by: Shadow18 on June 19, 2009, 04:53:38 pm
Hey it's me again.

I put in the config. script still dosen't work.
Also when I've already tried adding the eniemies with the event name
ex. Ghost e/1 I also tried that with g/2 with no different outcomes >:(
huh...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 19, 2009, 05:05:53 pm
\e[ID], not e/ID. :P
Title: Re: [XP] Blizz-ABS
Post by: Shadow18 on June 19, 2009, 05:21:54 pm
Need help again I read the manual a couple times but when I don't understand
how to use caterpillar mode i've tried the call script and it comes up with
an error.

Could anyone help?
:???:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 19, 2009, 05:25:31 pm
Please don't double post, use the "Modify" function instead. ^_^
It's all in the manual. Sprites animations are chapter 2.7. Be sure to read the manual. xD

@iJaco: Have you tried setting it up like one of RMXP's default healing skills?
Title: Re: [XP] Blizz-ABS
Post by: iJaco on June 19, 2009, 06:02:36 pm
The heal skill is The default heal skill just with a changed description, and slightly less healing power.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 19, 2009, 06:03:54 pm
Weird. The normal healing skill works fine for me and I have the same setup. Have you tried Aqua's suggestion?
Title: Re: [XP] Blizz-ABS
Post by: iJaco on June 19, 2009, 06:43:04 pm
Yeah I tried his suggestion, I decided instead of making it a direct spell I would make it homing, it works just fine now :)

EDIT: BTW, is there a way to make an enemy run an event when it dies? I thought i read it somewhere in the help guide, or saw it in the configuration but I dont remember.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 20, 2009, 07:01:43 am
*points to Custom Event Triggers at the end of chapter 3.2.* I think I even mentioned that one in the FAQ. And you have a search function in the manual. :P
Title: Re: [XP] Blizz-ABS
Post by: iJaco on June 20, 2009, 07:43:35 am
lol, i knew i saw it somewere, Thanks for pointing that out :)
Title: Re: [XP] Blizz-ABS
Post by: apixx on June 20, 2009, 06:30:39 pm
hmm I run into a weird thing for me. but maybe not for you guys :P

I used the demo from Blizz lag_a_lot game as a start for my own game with here and there tweaks of course... but I upgraded to 2.54 and now for example when I want to fight that chicken lord flamer I am getting an error.

It's something about a wrong method 'enemies' but don't know where to look.. :S

The error
Spoiler: ShowHide
(http://www.p-united.nl/error.jpg)


The event
Spoiler: ShowHide
(http://www.p-united.nl/error2.jpg)


The Common event
Spoiler: ShowHide
(http://www.p-united.nl/error3.jpg)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 20, 2009, 06:43:25 pm
Quote
3.2.1. How many Battlers are left on the Map?
If you want to know how many battlers or specific alignment group of battlers you have still on your map, you can use an event Call Script command and use this syntax:
$game_variables[ID] = $game_map.battlers.size
$game_variables[ID] = $game_map.battlers_group(GROUP).size

ID is the variable ID in which you will store the result. GROUP is the alignment group of the battler which you are requesting.


Check the manual next time, kk?
Title: Re: [XP] Blizz-ABS
Post by: apixx on June 20, 2009, 06:56:21 pm
Quote from: Aqua on June 20, 2009, 06:43:25 pm
Quote
3.2.1. How many Battlers are left on the Map?
If you want to know how many battlers or specific alignment group of battlers you have still on your map, you can use an event Call Script command and use this syntax:
$game_variables[ID] = $game_map.battlers.size
$game_variables[ID] = $game_map.battlers_group(GROUP).size

ID is the variable ID in which you will store the result. GROUP is the alignment group of the battler which you are requesting.


Check the manual next time, kk?


Doh! god damn I keep overreading these things.. I checked the manual but not so good it appears lawl.. sorry for that.. :S
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 21, 2009, 06:32:05 am
And you did that even though I explicitly said NOT to use the CoSLAL demo with the newest version of Blizz-ABS? :P
Title: Re: [XP] Blizz-ABS
Post by: iJaco on June 22, 2009, 12:53:44 pm
I figured out why the direct/ shockwave setting wasnt working. apparently I set my select / confirm key to left ctrl and right ctrl and that did somthing funky to the script, because when i changed that setting, the direct/ shockwave setting worked again.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 22, 2009, 04:04:57 pm
Ctrl = debug mode.
It allows you to walk through unpassable tiles, and in Blizz-ABS's case, avoid all damage, including negative damage.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on June 23, 2009, 11:09:25 pm
Hello people...

Can somebody show how it looks like the first script of BLIZZ ABS when i put many types of weapons??? Please???  :)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 23, 2009, 11:15:26 pm
Just use the config application.
It'll do it for you.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on June 24, 2009, 11:35:41 pm
well... i have a little little 2 questions....

1 - exist a "call script command" that let me cancel any move or form of combat in my character until i decide when star to use them

2- What is a pet in blizz abs???

2- I want to my hero fight with an enemy....only when its equipped with a weapon......if he doesn´t equip with any weapon... cant do any move (and actually the Hero_atk0 graphis its over)... how i can do this???


Thank you very much
Title: Re: [XP] Blizz-ABS
Post by: G_G on June 25, 2009, 12:15:38 am
Ok heres the difference between Pets and Monsters

Pets are summons that can level up
while
Monsters are summons that can't level up
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 25, 2009, 06:51:30 am
Read the manual.
Title: Re: [XP] Blizz-ABS
Post by: Shadow18 on June 25, 2009, 08:00:43 pm
Hey I checked the manual a couple times and I've tried to add the call script of caterpillering allies.
But when I start my game up it just comes up with an error.
Could anyone help? :???:

Either that or could you help me make this script compatible with your ABS?
Spoiler: ShowHide

# train_actor
=begin

Caterpillar walking script

Copyright © 2005 fukuyama

# Config.rb
#==============================================================================
# ■ Train_Actor::Config
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

# ●Switch setup for transparent status
# When true, switch control is used
# TRANSPARENT_SWITCH = true
TRANSPARENT_SWITCH = false

# ●Switch number for transparent status
# When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
TRANSPARENT_SWITCHES_INDEX = 20

# ●Maximum number of actors
# There will be support for a large number of people in a party in the future...
TRAIN_ACTOR_SIZE_MAX = 4

# Constants
DOWN_LEFT = 1
DOWN_RIGHT = 3
UP_LEFT = 7
UP_RIGHT = 9
JUMP = 5

end

# rgss

# Spriteset_Map_Module.rb
#==============================================================================
# ■ Spriteset_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Spriteset_Map_Module
def setup_actor_character_sprites?
return @setup_actor_character_sprites_flag != nil
end
def setup_actor_character_sprites(characters)
if !setup_actor_character_sprites?
for character in characters.reverse
@character_sprites.unshift(
Sprite_Character.new(@viewport1, character)
)
end
@setup_actor_character_sprites_flag = true
end
end
end

end

class Spriteset_Map
include Train_Actor::Spriteset_Map_Module
end

# Scene_Map_Module.rb
#==============================================================================
# ■ Scene_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Scene_Map_Module
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(characters)
end
end

end

class Scene_Map
include Train_Actor::Scene_Map_Module
end

# Game_Party_Module.rb
#==============================================================================
# ■ Game_Party_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Party_Module
attr_reader :characters
def actors_dead?
for actor in actors
if actor.dead?
return true
end
end
return false
end
def update_party_order
if not actors_dead?
return actors
end
alive_actors = []
dead_actors = []
for actor in actors
if actor.dead?
dead_actors.push actor
else
alive_actors.push actor
end
end
return alive_actors + dead_actors
end
def setup_actor_character_sprites
if @characters.nil?
@characters = []
for i in 1 ... TRAIN_ACTOR_SIZE_MAX
@characters.push(Game_Party_Actor.new)
end
end
setup_actors = update_party_order
for i in 1 ... TRAIN_ACTOR_SIZE_MAX
@characters[i - 1].setup(setup_actors[i])
end
if $scene.class.method_defined?('setup_actor_character_sprites')
$scene.setup_actor_character_sprites(@characters)
end
end
def update_party_actors
update_party_order
setup_actor_character_sprites
transparent = $game_player.transparent
if transparent == false
if TRANSPARENT_SWITCH
transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
end
end
for character in @characters
character.transparent = transparent
character.move_speed = $game_player.move_speed
character.step_anime = $game_player.step_anime
character.update
end
end
def moveto_party_actors( x, y )
setup_actor_character_sprites
for character in @characters
character.moveto( x, y )
end
if @move_list == nil
@move_list = []
end
move_list_setup
end
def move_party_actors
if @move_list == nil
@move_list = []
move_list_setup
end
@move_list.each_index do |i|
if @characters[i] != nil
case @move_list[i].type
when Input::DOWN
@characters[i].move_down(@move_list[i].args[0])
when Input::LEFT
@characters[i].move_left(@move_list[i].args[0])
when Input::RIGHT
@characters[i].move_right(@move_list[i].args[0])
when Input::UP
@characters[i].move_up(@move_list[i].args[0])
when DOWN_LEFT
@characters[i].move_lower_left
when DOWN_RIGHT
@characters[i].move_lower_right
when UP_LEFT
@characters[i].move_upper_left
when UP_RIGHT
@characters[i].move_upper_right
when JUMP
@characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
end
end
end
end
class Move_List_Element
def initialize(type,args)
@type = type
@args = args
end
def type() return @type end
def args() return @args end
end
def move_list_setup
for i in 0 .. TRAIN_ACTOR_SIZE_MAX
@move_list[i] = nil
end
end
def add_move_list(type,*args)
@move_list.unshift(Move_List_Element.new(type,args)).pop
end
def move_down_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::DOWN,turn_enabled)
end
def move_left_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::LEFT,turn_enabled)
end
def move_right_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::RIGHT,turn_enabled)
end
def move_up_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::UP,turn_enabled)
end
def move_lower_left_party_actors
move_party_actors
add_move_list(DOWN_LEFT)
end
def move_lower_right_party_actors
move_party_actors
add_move_list(DOWN_RIGHT)
end
def move_upper_left_party_actors
move_party_actors
add_move_list(UP_LEFT)
end
def move_upper_right_party_actors
move_party_actors
add_move_list(UP_RIGHT)
end
def jump_party_actors(x_plus, y_plus)
move_party_actors
add_move_list(JUMP,x_plus, y_plus)
end
end

end

class Game_Party
include Train_Actor::Game_Party_Module
end

# Game_Player_Module.rb
#==============================================================================
# ■ Game_Player_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Player_Module
attr_reader :move_speed
attr_reader :step_anime

def update_party_actors
$game_party.update_party_actors
$game_party.actors.each do |actor|
if actor.dead?
next
end
@character_name = actor.character_name
@character_hue = actor.character_hue
break
end
end
def update
update_party_actors
super
end
def moveto( x, y )
$game_party.moveto_party_actors( x, y )
super( x, y )
end
def move_down(turn_enabled = true)
if passable?(@x, @y, Input::DOWN)
$game_party.move_down_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_left(turn_enabled = true)
if passable?(@x, @y, Input::LEFT)
$game_party.move_left_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_right(turn_enabled = true)
if passable?(@x, @y, Input::RIGHT)
$game_party.move_right_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_up(turn_enabled = true)
if passable?(@x, @y, Input::UP)
$game_party.move_up_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_lower_left
# When possible to move from down→left or from left→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
$game_party.move_lower_left_party_actors
end
super
end
def move_lower_right
# When possible to move from down→right or from right→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
$game_party.move_lower_right_party_actors
end
super
end
def move_upper_left
# When possible to move from up→left or from left→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
$game_party.move_upper_left_party_actors
end
super
end
def move_upper_right
# When possible to move from up→right or from right→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
$game_party.move_upper_right_party_actors
end
super
end
def jump(x_plus, y_plus)
# New coordinates are calculated
new_x = @x + x_plus
new_y = @y + y_plus
# When addition values are (0,0), it is possible to jump to the destination
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end
end

end

class Game_Player
include Train_Actor::Game_Player_Module
end

# Game_Event_Module.rb
#==============================================================================
# ■ Game_Event_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Event_Module
#--------------------------------------------------------------------------
# ● Judgement determined
# x : X coordinates
# y : Y coordinates
# d : Direction (0,2,4,6,8) ※ 0 = Checks if all directions are not able to be passed (for a jump)
# return : Passing is impossible (false), possible (true)
#--------------------------------------------------------------------------
def passable?(x, y, d)
result = super(x, y, d)
if result
# New coordinates are searched for
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# Loops for actor in train
for actor in $game_party.characters
# When displayed
if not actor.character_name.empty?
# When actor's coordinates correspond to the destination
if actor.x == new_x and actor.y == new_y
# When event
if self != $game_player
# Passing is impossible
return false
end
end
end
end
end
return result
end
end

end

class Game_Event
include Train_Actor::Game_Event_Module
end

# Game_Party_Actor.rb
#==============================================================================
# ■ Game_Party_Actor
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

class Game_Party_Actor < Game_Character
attr_writer :move_speed
attr_writer :step_anime

def initialize
super()
@through = true
end
def setup(actor)
# The file name and hue of the character are set
if actor != nil and (not actor.dead?) # When dead, it is erased for the time being...
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ""
@character_hue = 0
end
# Opacity and blending method are initialized
@opacity = 255
@blend_type = 0
end
def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
end
#--------------------------------------------------------------------------
# ● Move down
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
# Face down
if turn_enabled
turn_down
end
# When possible to pass
if passable?(@x, @y, Input::DOWN)
# Face down
turn_down
# Update coordinates
@y += 1
end
end
#--------------------------------------------------------------------------
# ● Move left
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
# Face left
if turn_enabled
turn_left
end
# When possible to pass
if passable?(@x, @y, Input::LEFT)
# Face left
turn_left
# Update coordinates
@x -= 1
end
end
#--------------------------------------------------------------------------
# ● Move right
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
# Face right
if turn_enabled
turn_right
end
# When possible to pass
if passable?(@x, @y, Input::RIGHT)
# Face right
turn_right
# Update coordinates
@x += 1
end
end
#--------------------------------------------------------------------------
# ● Move up
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
# Face up
if turn_enabled
turn_up
end
# When possible to pass
if passable?(@x, @y, Input::UP)
# Face up
turn_up
# Update coordinates
@y -= 1
end
end
#--------------------------------------------------------------------------
# ● Move lower left
#--------------------------------------------------------------------------
def move_lower_left
# When no direction fixation
unless @direction_fix
# Turn left when facing right, turn down when facing up
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
end
# When possible to move from down→left or from left→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
# Update coordinates
@x -= 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ● Move lower right
#--------------------------------------------------------------------------
def move_lower_right
# When no direction fixation
unless @direction_fix
# Turn right when facing left, turn down when facing up
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
end
# When possible to move from down→right or from right→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
# Update coordinates
@x += 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ● move upper left
#--------------------------------------------------------------------------
def move_upper_left
# When no direction fixation
unless @direction_fix
# Turn left when facing right, turn up when facing down
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
end
# When possible to move from up→left or from left→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
# Update coordinates
@x -= 1
@y -= 1
end
end
#--------------------------------------------------------------------------
# ● move upper right
#--------------------------------------------------------------------------
def move_upper_right
# When no direction fixation
unless @direction_fix
# Turn right when facing left, turn up when facing down
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
end
# When possible to move from up→right or from right→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
# Update coordinates
@x += 1
@y -= 1
end
end
end

end
Title: Re: [XP] Blizz-ABS
Post by: yuriy205 on June 25, 2009, 09:43:08 pm
Ok, I downloaded and started useing Blizz-ABS recently and was wondering, is there any way I could make true 8 directional movement? (using a second sprite set) including an 8 direction attack system?

Also, is there any way to make it so that a character is always carrying the equipped weapon's sprite (a different sprite then the one he attacks with, but superimposed like the way a weapon the character is attacking with is?)

Thank you.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 25, 2009, 09:46:50 pm
@Shadow:
Blizz-ABS already has a caterpillar option.  Turn it on in the config.

@yuriy:
I'm not sure if Blizzard is making an 8dir sprite option...
As for carrying the weapon, look for visual equipment scripts.
Title: Re: [XP] Blizz-ABS
Post by: yuriy205 on June 25, 2009, 10:11:19 pm
Well, the problem with an additional visual equipment script is that I have not found one that would be compatible with Blizz-ABS (The equipment would still be visible while the character is attacking...). If this option is not in the default Blizz-ABS is there any way I could code it in? Can anyone tell me how I would go about doing that? I have some programming experience with Java but only a little with the RPGmaker XP code system. If this is difficult to do I don't absolutely require it but it would be nice to have to make my game look good.

Thanks in advance, Yuriy.

PS. I don't mean to be a nuisance but I just want to get this figured out.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 26, 2009, 04:22:45 am
Don't worry about that. I am going to make a visual equipment plugin for Blizz-ABS.

As for 8 directional sprites, I haven't added them, but I might.
Title: Re: [XP] Blizz-ABS
Post by: Red XIII on June 26, 2009, 11:08:30 am
Hi Blizz, awesome script! I've just upgraded the script to 2.24 which sorted out alot of problems I was having before. I was just wondering if you knew how to sort a couple of problems i'm having at the moment. Whenever the HUD displays the game slows down quite a bit. The hotkey and minimap doesn't seem to effect it, just the HUD. I've looked through the version history but cant see why its started causing so much lag since it was fine on previous versions. Also, all moving events like people are acting like theyve got event touch turned on, even though theyve got the action button trigger. I've tried turning off various features like ABSEAL but it still happens. If they walk into you they start talking automatically lol. I'd really appreciate your help  :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 26, 2009, 12:52:30 pm
Are your scripts in the right order? Also, there was a HUD lag bug from earlier which was caused by an older Tons of Add-ons version. You might wanna upgrade all of your scripts. xD
Title: Re: [XP] Blizz-ABS
Post by: Red XIII on June 26, 2009, 01:18:48 pm
I think the orders ok, I checked your topic about what order they should be in.  :)
The tons of addons bug would explain it as I have an old version. I'll upgrade it now  :D
Thanks again for your help!
Title: Re: [XP] Blizz-ABS
Post by: yuriy205 on June 26, 2009, 10:32:04 pm
Thanks for the quick reply Blizzard. Oh and thanks for creating Blizz-ABS in the first place by the way, it's both powerful and user friendly.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 28, 2009, 08:17:40 am
v2.55 is out.
Title: Re: [XP] Blizz-ABS
Post by: dylanf3 on June 28, 2009, 01:10:27 pm
What are the updates on V.2.55?
Just wondering, what has been updated since i use 2.54 :D
And maybe if there is sumting new that i can use, ill update my version =D
Title: Re: [XP] Blizz-ABS
Post by: G_G on June 28, 2009, 01:36:52 pm
RTFM (Read the fucking manual)

xD Anyways its in Chapter 1.x its in the version history
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 28, 2009, 01:42:30 pm
QuoteVersion 2.55
Fixed crash bug when trying to change an enemy alignment group when using the appropriate Battleflow Commands.
Fixed bug where enemies wouldn't transform when using the appropriate Battleflow Commands.
Improved coding slightly.


You could download it without updating, you know...
Title: Re: [XP] Blizz-ABS
Post by: dylanf3 on June 30, 2009, 12:47:12 pm
I decided not to update, cuz its a too small fix, for me to need a update, because i dont use the groups (dont know how to yet, will find out soon enough)
I've checked out 4 ABS'es, but i just prefer this one:
No need of too much sprites
Easy config
Etc...
If anyone got any tips for me to increase performance, please tell =D
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 30, 2009, 02:49:35 pm
You just have to replace Part 2 and Part 3 and off you go with the update. :P But it's your choice.
Title: Re: [XP] Blizz-ABS
Post by: fireman199 on July 02, 2009, 01:11:03 am
Help Me Please.

Blizz-ABS 2.54 Package + Blizz-ABS Config 2.54

:(

(http://img132.imageshack.us/img132/2645/24030467.jpg) (http://img132.imageshack.us/i/24030467.jpg/)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 02, 2009, 01:16:37 am
This isn't a problem with Blizz-ABS.
It's one with Landith's HUD; post there instead.
Title: Re: [XP] Blizz-ABS
Post by: fireman199 on July 02, 2009, 02:10:33 am
Quote from: Aqua on July 02, 2009, 01:16:37 am
This isn't a problem with Blizz-ABS.
It's one with Landith's HUD; post there instead.



I'm Sorry.
thank you very much

:shy:
Title: Re: [XP] Blizz-ABS
Post by: ManiacClown on July 04, 2009, 10:24:11 am
Hi Blizzard i have a question to you  :)
How can i make to the actor and enemy sprite have more than 4 frames?
Because my main character have 8 frames and to do that i try to use the Coghwell framaes script but didn't work ...
I know that i can do that in the ABS but is just to atack, skill or item animations ...
I would like to do that in walk. idlle and others animation in diferent frames ...
Like:
001-Fighter01 - 6 frames
067-Goblin02 - 8 frames
174-Chest01 - 3 frames

It's possible?

Ah! and exellent work! your abs is 10 and with many function and the Blizz-Abs v2.54 config help a lot!
Thanx!
;)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 04, 2009, 10:32:09 am
I was going to add that in a later version. If you are willing to wait for some time, I'll include it.
Title: Re: [XP] Blizz-ABS
Post by: ManiacClown on July 04, 2009, 11:02:45 am
Aaaaaahhhhh thanks!
Like 1 month yeah?
:^_^':
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 04, 2009, 11:09:35 am
Don't count on it. But maybe yes.
Title: Re: [XP] Blizz-ABS
Post by: ManiacClown on July 04, 2009, 11:57:11 am
OK but is all right because i start to use your ABS yesterday and im learning to use yet ...
Title: Re: [XP] Blizz-ABS
Post by: FenrisHalo on July 05, 2009, 11:00:10 am
The config keeps popping up an error message when started saying that Actors.rxdata doesn't exist, which it funny enough does...

Edit: after putting it into the data folder, starting it (with the error..), and then moving it back into the main game folder it's working fine...
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on July 05, 2009, 11:27:30 am
Hey, i got this intersting idea for my game. I´ll use BOTH ABS and SBS, if possible.
Now i want to use BABS, because it´s easy to configure etc.
But i need to know if it is comatible with Enu Tanketai SBS. I´ll post that script if needed.
Basically, i´m asking if BABS is compatible with any other CBS?
Title: Re: [XP] Blizz-ABS
Post by: FenrisHalo on July 05, 2009, 11:30:44 am
So ur using an abs AND a turn-based battle system? Can some1 explain to me why thats not weird...?

I think it's compatible though. From what I know, Blizz is a decent (lol..) scripter, so he should be able to make an abs without interfering too much with the turn-based side of the game..
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on July 05, 2009, 11:46:10 am
Well, it´s originally a turn based SBS but, now it´s ATB. I think i´ll wait for Blizz or someone else to confirm that. This project means lot to me, so i don´t want to screw it. :P
Thanks for your anserw Fenris
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 05, 2009, 11:48:05 am
Blizz's code shouldn't conflict with any of Tanketai's.  But Tanketai's code is really fucked up, so no promises that it wont screw with Blizz's.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on July 05, 2009, 12:01:58 pm
Ok, thanks. I´ll put the newer version to download and go to sauna (http://en.wikipedia.org/wiki/Sauna)
I put link to wikipedia for those who don´t know what a sauna is. That´s most of i think.


And, i´d like to know, how could i use the numpad for controls aswell? Do i just define the script using the application, search the control from it, change some to numpad, and put it in my game? Or is it more complicated than that?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 05, 2009, 02:36:19 pm
Read the manual =X
Section about utilities
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 05, 2009, 02:58:11 pm
Blizz-ABS supports any CBS that uses the normal battle scene.

@FenrisHalo: The app needs to be in the same folder where Game.exe is so it has access to the Data folder. It's possible that some other program was accessing the file (e.g. when you save in RMXP) so the app couldn't open the file.
Title: Re: [XP] Blizz-ABS
Post by: ManiacClown on July 06, 2009, 11:01:21 am
Man i don't know if is a bug or supidness of mt part but:
When i kill a enemy and drop a item i can't pick up the item ... even presing H several times ...
I tried to view the database and the Blizz Abs config but nothing ...
Can anyone help me?
Yeah i read the manual and the Sir lag-a-lot chronicles ...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 06, 2009, 11:12:33 am
It happens sometimes, I still couldn't find the cause of the bug because I can't reproduce it. Can you make a demo that will demonstrate the bug for sure?
Title: Re: [XP] Blizz-ABS
Post by: Ryex on July 06, 2009, 01:59:10 pm
I had it happen in the Babs demo a few times then I figured out it was because i'm not standing on it correctly because of pixel movement or what ever. but then the demo is old so that may not be the case any more.
Title: Re: [XP] Blizz-ABS
Post by: Irock on July 06, 2009, 03:18:58 pm
Oh my god, Blizz-ABS has evolved so much. ;_;

So have you, Boris. You've evolved into a stud. ~_-
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 06, 2009, 03:33:19 pm
No, I'm still the same idiot as always. :P
Title: Re: [XP] Blizz-ABS
Post by: Irock on July 06, 2009, 03:38:36 pm
I was talking about your appearance. :<
Title: Re: [XP] Blizz-ABS
Post by: ManiacClown on July 06, 2009, 04:10:35 pm
Quote from: Blizzard on July 06, 2009, 11:12:33 am
It happens sometimes, I still couldn't find the cause of the bug because I can't reproduce it. Can you make a demo that will demonstrate the bug for sure?


Yeah i will do!
Later i edit my post with de demo.
_____________________________________________

EDIT:
Here go the demo:
Download Here! (http://www.4shared.com/file/116368380/6a1b1a47/Project_-Blizz.html)

Just to renamber the controls are diferent:
Spoiler: ShowHide
UP = "Key['Arrow Up']"
    LEFT = "Key['Arrow Left']"
    DOWN = "Key['Arrow Down']"
    RIGHT = "Key['Arrow Right']"
    PREVPAGE = "Key['Q']"
    NEXTPAGE = "Key['E']"
    CONFIRM = "Key['Enter'], Key['P']"
    CANCEL = "Key['Esc']"
    ATTACK = "Key['C']"
    DEFEND = "Key['D']"
    SKILL = "Key['S']"
    ITEM = "Key['A']"
    SELECT = "Key['O']"
    HUD = "Key['Z']"
    HOTKEY = "Key['Tab']"
    MINIMAP = "Key['M']"
    RUN = "Key['Shift']"
    SNEAK = "Key['Ctrl']"
    JUMP = "Key['Space']"
    TURN = "Key['U']"
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 06, 2009, 04:16:33 pm
@Irock: I'm not a cow. ._.
Title: Re: [XP] Blizz-ABS
Post by: ManiacClown on July 06, 2009, 04:58:22 pm
Ok i done the upload! the demo are on the leater post!
;)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 06, 2009, 05:11:17 pm
Alright, I'll take a look at it as soon as I can. I can't wait to eliminate that bug already.
Title: Re: [XP] Blizz-ABS
Post by: ManiacClown on July 06, 2009, 05:48:41 pm
Men the point of the bug is:
Whenhave just 1 monster in the map you cant pickup
But when i have put 3 monsters worked fine.
So?
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 06, 2009, 05:50:48 pm
uh oh Blizz, that sounds a lot like an OBOE (off by one error)
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on July 09, 2009, 03:12:59 am
 :^_^': Hello again.... i have a question of blizz abs

how i can put attacks that infliges states (poisoned, sleep) and my character cannot move...or....anything....

o_o
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 09, 2009, 03:45:58 am
Spoiler: ShowHide
(http://img8.imageshack.us/img8/5739/snap898.png)
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on July 09, 2009, 03:52:13 am
Quote from: Blizzard on July 09, 2009, 03:45:58 am
Spoiler: ShowHide
(http://img8.imageshack.us/img8/5739/snap898.png)



i understand....that shows me how i can create states...... but...... how i put attacks that inflict the states in the character..... ??? in the same database??? or in the script?
:^_^':
Title: Re: [XP] Blizz-ABS
Post by: G_G on July 09, 2009, 03:59:04 am
you want weapons to inflict states or skills? either way look at the skills/weapons and look at the fir right of the window
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on July 09, 2009, 04:02:08 am
Quote from: game_guy on July 09, 2009, 03:59:04 am
you want weapons to inflict states or skills? either way look at the skills/weapons and look at the fir right of the window


well i want to create skills....i see some of the skills in database and in "State CHange" i can put a + or a -.... i dont know wich one...... sorry....my english socks....
Title: Re: [XP] Blizz-ABS
Post by: G_G on July 09, 2009, 04:25:38 am
+ adds the state - removes the state
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 09, 2009, 04:38:04 am
:facepalm:

Spoiler: ShowHide
(http://img56.imageshack.us/img56/5212/snap899.png)

Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on July 09, 2009, 10:15:36 am
Don´t know if this has been asked before, but is there a way to do something liket this:
When you attack, or you get attacked, there would come i.e a small picture somewhere to show that you´re in a battle situation? Or could i automatically change the map BGM to something else, when you´re in a fight?
Title: Re: [XP] Blizz-ABS
Post by: yuyu on July 13, 2009, 07:31:51 am
Can someone say me please of what game is the Third Screen? i wanna check the topic  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 13, 2009, 07:48:38 am
If you mean under "Other noteworthy screenshots": http://forum.chaos-project.com/index.php?topic=3061.0
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on July 13, 2009, 10:22:17 am
Quote from: Pyhankoski on July 09, 2009, 10:15:36 am
Don´t know if this has been asked before, but is there a way to do something liket this:
When you attack, or you get attacked, there would come i.e a small picture somewhere to show that you´re in a battle situation? Or could i automatically change the map BGM to something else, when you´re in a fight?

Help please?
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on July 13, 2009, 10:28:06 am
Quote from: Pyhankoski on July 13, 2009, 10:22:17 am
Quote from: Pyhankoski on July 09, 2009, 10:15:36 am
Don´t know if this has been asked before, but is there a way to do something liket this:
When you attack, or you get attacked, there would come i.e a small picture somewhere to show that you´re in a battle situation? Or could i automatically change the map BGM to something else, when you´re in a fight?

Help please?

Do you use that function that BlizzABS is only used when enemies are in the ABSEAL range? That would make it easier.
If not, I made a common event for that.^^
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on July 13, 2009, 10:31:16 am
I´m not sure :P I have ABSEAL autokill on... So, you tell me
Oh, and are the custom enemy collapses comptible with BABS? I mean it would be nice to make them bosses vanish and die with style...
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on July 13, 2009, 10:58:21 am
Quote from: Pyhankoski on July 13, 2009, 10:31:16 am
I´m not sure :P I have ABSEAL autokill on... So, you tell me

You probably don't use that function then :P

Here's my common event. You can use it if you want.^^ Only needs a little modification for that picture thing.
Spoiler: ShowHide
(http://s3.supload.com/files/default/common.jpg)
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on July 13, 2009, 11:37:00 am
Cool, thanks. I´d try it, except the script isn´t showing... To be honest, i propably won´t know hash from string... or something evnly dumb and noobish about scripting.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 13, 2009, 11:40:29 am
There's already a topic about it. Since you are too lazy to search, I was too lazy to post.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 13, 2009, 12:28:56 pm
Quote from: Pyhankoski on July 13, 2009, 10:31:16 am
Oh, and are the custom enemy collapses comptible with BABS? I mean it would be nice to make them bosses vanish and die with style...


There's a destruction animation for a reason... o.o
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 14, 2009, 02:43:40 pm
As I was bored and thinking about random stuff, I realized that someone could probably make a tower defense game with Blizz-ABS by using a few items, common events, and setting up a database of enemies and towers.  I'm going to try it tomorrow and see how long it takes me.
Title: Re: [XP] Blizz-ABS
Post by: fugibo on July 14, 2009, 02:56:37 pm
Quote from: winkio on July 14, 2009, 02:43:40 pm
As I was bored and thinking about random stuff, I realized that someone could probably make a tower defense game with Blizz-ABS by using a few items, common events, and setting up a database of enemies and towers.  I'm going to try it tomorrow and see how long it takes me.


Wouldn't that be kinda overkill? The only parts that would actually be useful are Input, the enemy AI (and only a tiny portion of it, unless you decide to go way beyond what typical tower defense games offer), and the AoE stuff.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 14, 2009, 02:59:45 pm
Oh yeah, it wouldn't even come close to using everything Blizz-ABS has.  I was just talking about making a quick little game that was different to show the possibilities.  Like Star G.
Title: Re: [XP] Blizz-ABS
Post by: fugibo on July 14, 2009, 03:02:43 pm
Quote from: winkio on July 14, 2009, 02:59:45 pm
Oh yeah, it wouldn't even come close to using everything Blizz-ABS has.  I was just talking about making a quick little game that was different to show the possibilities.  Like Star G.


Best of luck, then. Be sure to tell us what you learn from it -- it'd make a great mini-game ;)
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 14, 2009, 04:20:27 pm
I'm also eventually going to open up a Blizz-ABS HUD request station.  Because, seriously, EVERYONE wants their own.  Might not happen for a month or two though.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 15, 2009, 05:09:23 am
I don't see a problem with the idea, LF. As winkio already said, nobody forces you to use every single feature of Blizz-ABS in a game. You can make good games by using just a very limited set of features.
Title: Re: [XP] Blizz-ABS
Post by: Colinoliver on July 16, 2009, 08:21:08 am
Hey hey!
I am having a little trouble and was woundering if I could get some help. I've read through the manual but still having troubles.
My trouble is with weapon sprites. Is there a way to have two weapons of the same weapon type to look different? For example; The weapon "Shortsword" is a weapon type: Sword, and ofcorse looks like a sword. When I create another weapon say "Battleaxe" and it is a weapon type: Sword, the visual animation still is that of the sword.
I have from what I can tell the proper sprites in order. The weapons also have unique icons named proper too.

Here is what I have.
Sprite list:
Charactername (Spriteset of the character)
Charactername_atk1 (Spriteset of the character)
Charactername_wpn1 (Spriteset of sword animation)
Charactername_Shortsword (Spriteset of sword animation)
Charactername_Battleaxe (Spriteset of axe animation)
Icon for Shortsword named Shortsword
Icon for Battleaxe named Battleaxe

I have tried changing Charactername_wpn1 to a blank image, but that causes no animation to be shown when attacking. So I gather it uses _wpn1 for visuals.
Am I doing something incorrect? Is it possible to have weapons of the same type have different visuals while attacking?
Help would be greatly appreciated  :)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 16, 2009, 12:20:22 pm
Have the character swinging the weapon and the actual weapon be swung on _shortsword and _battleaxe.

Leave _wpn1 blank
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 16, 2009, 04:38:37 pm
Hey Blizz, how can I animate defense sprites?  They don't animate normally, and toggling idle sprites doesn't make a difference.  Just the default [3, 3, 3, 3] is fine.  As clarification, I'd like the defense sprites to animate all the time while I'm defending, even if I'm standing in place and not being hit.
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on July 17, 2009, 07:43:31 am
Is there any "multi-part enemy script" that is compatible with the newest BlizzABS? I've tried the one from Star G, but it didn't work. If there is none, could you make that one compatible? Please?
Them we would only need a combo system and the enemy targeting script I rerquested and BlizzABS would ultimately pwn XAS.^^
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 18, 2009, 07:35:38 am
Quote from: winkio on July 16, 2009, 04:38:37 pm
Hey Blizz, how can I animate defense sprites?  They don't animate normally, and toggling idle sprites doesn't make a difference.  Just the default [3, 3, 3, 3] is fine.  As clarification, I'd like the defense sprites to animate all the time while I'm defending, even if I'm standing in place and not being hit.


Hm, I see... I don't think I made defense sprites be animated. Have you tried editing the script for that? I think that basically editing the script a little bit should be enough to turn on stop-animations while defending.

Quote from: Subsonic_Noise on July 17, 2009, 07:43:31 am
Is there any "multi-part enemy script" that is compatible with the newest BlizzABS? I've tried the one from Star G, but it didn't work. If there is none, could you make that one compatible? Please?


I was going to make an official plugin later or even include it as native feature of Blizz-ABS, but I haven't so far. If you're willing to wait some more time...

Quote from: Subsonic_Noise on July 17, 2009, 07:43:31 am
Them we would only need a combo system and the enemy targeting script I rerquested and BlizzABS would ultimately pwn XAS.^^


I am aware of that. :P I am going to add combos, but not the targeting script.

@Colinoliver: If I remember right, _wpn sprites were only for enemies or when you don't use Weapon Sprites. And in that case you don't use the other weapon sprites. Or vice versa, you turn Weapon Sprites on, use the other weapon sprites and don't use _wpn. I haven't worked on Blizz-ABS weapons for months, I can't remember exactly. Well, that's why I wrote it down in the manual.
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on July 18, 2009, 07:47:29 am
Quote from: Blizzard on July 18, 2009, 07:35:38 am
Quote from: Subsonic_Noise on July 17, 2009, 07:43:31 am
Is there any "multi-part enemy script" that is compatible with the newest BlizzABS? I've tried the one from Star G, but it didn't work. If there is none, could you make that one compatible? Please?

I was going to make an official plugin later or even include it as native feature of Blizz-ABS, but I haven't so far. If you're willing to wait some more time...

Couldn't you just make the one from Star G compatible? Please?  :'(
And the targeting script will be done by aqua. Sometime within the next 10 years.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 18, 2009, 08:14:54 am
It was rather a quick-and-dirty solution so I don't know if I am going to use Star G.'s as base yet.
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on July 18, 2009, 08:29:28 am
Quote from: Blizzard on July 18, 2009, 08:14:54 am
It was rather a quick-and-dirty solution so I don't know if I am going to use Star G.'s as base yet.

Could you make the parts independently destroyable and have their own skills, like, let's say we have a giant robot and this robot has an machine gun arm, if you destroy this arm, he can't use the machine gun skill anymore?
That would ne awesome. And pretty useful.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 18, 2009, 11:40:18 am
You can just do that with having seperate enemies and eventing o.o
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on July 18, 2009, 12:10:07 pm
Quote from: Aqua on July 18, 2009, 11:40:18 am
You can just do that with having seperate enemies and eventing o.o

But how would the arm follow the enemy then?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 18, 2009, 12:12:31 pm
You use eventing... XD

Move the arm the same way the body moves.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 18, 2009, 01:58:10 pm
Quote from: Blizzard on July 18, 2009, 07:35:38 am
Quote from: winkio on July 16, 2009, 04:38:37 pm
Hey Blizz, how can I animate defense sprites?  They don't animate normally, and toggling idle sprites doesn't make a difference.  Just the default [3, 3, 3, 3] is fine.  As clarification, I'd like the defense sprites to animate all the time while I'm defending, even if I'm standing in place and not being hit.


Hm, I see... I don't think I made defense sprites be animated. Have you tried editing the script for that? I think that basically editing the script a little bit should be enough to turn on stop-animations while defending.


Okay, so after I dug around your thousands of lines of code over and over and over, I found out a few things:

1.  The defense sprites are stopped from being animated at the same time that the normal sprite when the turn key is pressed  (if defending || turn key is pressed) by calling straighten each frame.  This is just for the player

2.  The defense sprites are also stopped from being animated in their update method by calling straighten each frame.  This is for all battlers Note: there are only 3 instances of straighten in the whole script, and i just referenced 2.  The third is in the jump method.

3.  Even after commenting out both those straightens, although it animated the normal sprite while the turn key was down, it did not animate the defense sprite at all...

So where else do have you more code that does the same thing? ;)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 19, 2009, 07:27:54 am
Find this line at several places:

@step_anime = true if BlizzABS::Config::ANIMATED_IDS.include?(battler_id)


This should be the last hindrance.
Title: Re: [XP] Blizz-ABS
Post by: dylanf3 on July 19, 2009, 08:40:01 am
Is there a way to forcefully get rid of the hud in game, and deploy it a while later? when i do it with true/false, it crashes the game.
And if there isnt, try to make it in the next version :^_^':
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 19, 2009, 09:03:21 am
put true/false on the next line like this:

variable =
true

it's a weird thing with rmxp.

EDIT: still not seeing it blizz.  I mean, that line is in map_actor < map_battler < game_character many times.  it is placed after each call to super in the update method.  and the super goes to map_battler, where all it really does is updates pixel movement and charging stuff, and then to game_character, which can't tell whether the character is defending or turning anyways.  I assume it's somewhere in Map_Battler that things are happening, but where?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 19, 2009, 10:26:03 am
I don't know then. That line should appear 3 times in the script and checking if the character is defending (@ai.act.defend?) and simply setting @step_anime to true then should actually do it.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 19, 2009, 10:30:22 am
My character already is in the animated ID array.  And I am almost 100 % sure step anime is actually set to true while defending.  What I think is happening is that when defending, it updates whether you are or not each frame.  Perhaps something like @sframes is being reset each time, so that it's always on the first frame?  I'll try playing around with it...

EDIT:  YAY!  I got it.  I had to edit setup_sprites so that it would only setup the defense sprites once, then sprite_update so that it would change frames while defending.  Well, I kind of got it.  The sprite animates now, but it's not the right sprite...  But with a little more tinkering, I finally got it!  yay!  animates the defense sprite!
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on July 20, 2009, 12:33:09 pm
Hey, i want to know a bit about these "death animations" or what they we´re- Are they just a regular animation shown when enemy dies, or is it a script(part) and if it´s a script, could someone teach how to use it?
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 20, 2009, 12:39:20 pm
the manual

EDIT: is it just me, or are custom enemy animation frames for attacks not working?

Nope, definitely my stupidity.   :>.<:  they work.

EDIT 2: Blizz, I'm going to make weapon sprites for skills/items.  It's a long story, but I need them for animation of a few skills.  Is this a script that I should be releasing, or will it cause problems?
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on July 26, 2009, 10:09:59 pm
Hello people!!  :haha:

well i have 2 new questions.....

Please i need specially help...because i want use the 1.96 version of BLIZZ ABS and for this project.... i hope that in the next project i star to use the new one.... well here i go...

1 - How i could put a icon that shows my character inflicted state (poisoned, sleeped etc) somewhere in the screen....or in the hud.... exist a way???

2- how i can do that the scondary character in the party fight with an enemys (or have some "automatic ofensive or defensive moves") when i use the leader character in a battle?..... because when i play with the leader....the enemys attack the secondary hero (i use caterpillar) and he doesnt fight!!! T_T
:(
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 26, 2009, 10:13:12 pm
1: Requires HUD edit

2: Update to newest version... -____-
Ally AI was implemented in v2.0
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 27, 2009, 03:52:35 am
Quote from: winkio on July 20, 2009, 12:39:20 pm
EDIT 2: Blizz, I'm going to make weapon sprites for skills/items.  It's a long story, but I need them for animation of a few skills.  Is this a script that I should be releasing, or will it cause problems?


Skills depending on weapon, right? i.e. a full circle attack skill would look different depending on which weapon you have equipped? I think it would be a good idea to release it as plugin.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 27, 2009, 09:51:15 am
no.  I mean a sprite that you can center around your character to show effects.  Like they have for weapons.  Basically so that you can make your skill look different depending on the direction you are facing.

EDIT: example to clarify.  For meteor punch, there is a flash and explosion animation in front of you.  In front of you changes depending on which direction you are facing.  You can't show that with skill sprites.  My script made it so that you can.  It's the same concept as the weapon sprites, it's just for showing skills instead of weapons.
Title: Re: [XP] Blizz-ABS
Post by: G_G on July 27, 2009, 07:45:48 pm
Quote from: Blizzard on April 26, 2009, 03:55:42 pm
I'll add a script call for groups later.

$BlizzABS.group_can_see?(GROUP_ID, TYPE, ID)


And I'll add it for other calls as well.


I got this far, with this
$BlizzABS.enemy_can_see?(TROOP, ACTORS, 0)

Now how do I make that group id that saw me start chasing me or turn against me?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 28, 2009, 03:42:40 am
Use this:

$game_map.events[ID].action_effect($game_player)


where $game_map.events[ID] is any event of that group. Remember to make it a linked group.

@winkio: Ah, I understand what you mean. Actually sprites like beams, etc. were supposed to be a substitute for that. >.<
Title: Re: [XP] Blizz-ABS
Post by: Colinoliver on July 28, 2009, 09:39:42 am
Hey hey!
Sorry for the bother but I get an error message when using Blizz ABS and the Equap Item in Tons of Addons. Both recent virsion.
It happens when I equip the item and attempt to set the skill to my hotkey bar.

Script 'Blizz ABS part3' line 7273: NoMethodError occurred.
Undefined method 'maxap' for #<Game_System:0x72c1610

Here is a few lines in the script:

               if @actor.skills.include?(@data.id) &&
                 $tons_version != nil && $tons_version >= 3.7 &&
                 TONS_OF_ADDONS::EQUAP_SKILLS && DISPLAY_AP_REQ
                 # get AP for this skill
Line 7273:    aps = $game_system.maxap(@data.id)
                 # add to text if skill has AP
                 text = "#{text} (#{@actor.ap(@data.id)}/#{aps})" if aps != 0
              end

I seem to have everything configured correctly in the Equap Skills script. Hope this helps.
Oh! I really enjoy learning this Blizz ABS. Excilent script! It has rekindled my RMXP game. I've had "writers block" for a while now and this has got me back at it again converting my old game.
Thanks :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 28, 2009, 09:49:05 am
Update to the newest version.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 28, 2009, 11:08:31 am
By the way Blizz, your manual could use some re-organizing.  Especially Section 3.  No particular rush, just before you do too many more updates, look into it  ;)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 28, 2009, 11:18:02 am
I'm open for suggestions.
Title: Re: [XP] Blizz-ABS
Post by: Colinoliver on July 28, 2009, 02:42:25 pm
Hello Again.
I'm using Blizz ABS 2.55 and Add-ons 7.31. But just in case I re-updated the scripts.
Unfortunately I still get the same error message.
Sorry for being problematic.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 28, 2009, 02:48:57 pm
http://forum.chaos-project.com/index.php?topic=23.0
Right order?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 28, 2009, 03:37:31 pm
I could've sworn I fixed it. I've put up Tons v7.32b.

Also, why are you reporting a Tons of Add-ons bug in the Blizz-ABS thread? -_-
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 28, 2009, 03:42:01 pm
Quote from: winkio on July 28, 2009, 11:08:31 am
By the way Blizz, your manual could use some re-organizing.  Especially Section 3.  No particular rush, just before you do too many more updates, look into it  ;)


basically, utilities is overcrowded, and the other parts could use some more information.  Whenever I need to look for some info for Dissipate, I first have to go to weapons, enemies, or a category like that, then realize that very little information is there, then inevitably have to dig through utilities.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 28, 2009, 03:48:29 pm
I'll consider it. I'll definitely update it all, I just need to find some time for it. Currently I'm mostly busy with Shaman and RMX-OS so Blizz-ABS and CP Beta 2 have to wait.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 28, 2009, 03:57:30 pm
yeah, as I said, it's no rush.   I might even make my own...
Title: Re: [XP] Blizz-ABS
Post by: Colinoliver on July 28, 2009, 09:31:57 pm
Hello.
Yes the order of my scripts are correct (Dubble checked to make sure) :).
Re-Updated to Add-ons to 7.32.
Still getting the same error message. Might be something on my end, I've dubble check the script configuration; everything seems to be in order.
I can always set DISPLAY_AP_REQ = false, I don't get an error message then.

Sorry for posting it here, the error message was for the Blizz ABS script, so I assumed it was a problem with ABS, not the Add-ons.
*Shrug* I am the new :P
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 29, 2009, 05:56:57 am
Ah, I see. It's in Blizz-ABS as well. No, you posted in the right thread then. I'll see if I can update Blizz-ABS today and fix this.

EDIT: There you go, v2.56 is up.
Title: Re: [XP] Blizz-ABS
Post by: acebelowzero on July 29, 2009, 07:22:51 pm
Ok its good but the thing is theres an error when i want to test my game it says --- Missing file -Graphics/Pictures/Item -  Or Graphics/Pictures/skill or something else :(

Im sorry i didnt read everything correcty
Title: Re: [XP] Blizz-ABS
Post by: aaaaku on July 30, 2009, 03:35:59 am
thanks for this script, when i use the item or skill button, there appears a circle around the character then select its target, my question is, how can i apply this with the attack button?
Title: Re: [XP] Blizz-ABS
Post by: Colinoliver on July 30, 2009, 06:34:37 am
Everything is all fixed up and working perfectly now with Blizz ABS/Equap Skills.
Thanks for the fix!
:D
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on July 30, 2009, 07:12:23 am
Quote from: aaaaku on July 30, 2009, 03:35:59 am
thanks for this script, when i use the item or skill button, there appears a circle around the character then select its target, my question is, how can i apply this with the attack button?

You want the select target screen to come for normal attacking? Why? Just use a skill :P
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 30, 2009, 09:05:22 am
@aaaaku: Just use a skill that consumes no SP or change the script so it uses that skill when you press the attack button instead of launching an attack.
Title: Re: [XP] Blizz-ABS
Post by: aaaaku on July 30, 2009, 04:03:35 pm
to Hellfire Dragon - cause when i'm using attack button, it also affects nearby enemies, just to make a single target when attaking. i'm also planning to make it more strategical in that kind of manner..

to Blizzard - thanks for the reply, i did it...
Title: Re: [XP] Blizz-ABS
Post by: danesopeezy89 on July 31, 2009, 06:27:22 pm
If I want to use the summon skill, what do I put the scope as?

Don't have to answer my question if it's a stupid question. :(
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 31, 2009, 06:50:56 pm
Just put it as user, unless you only want to be able to use it in certain situations (for example, only dead allies would be kinda cool for a necromancy skill, or something of the sort).
Title: Re: [XP] Blizz-ABS
Post by: explosion853 on August 01, 2009, 01:07:32 pm
Whenever I testplay my game it gets this error

Script 'Blizz ABS Part 2' line 6601: Type Error occurred.
no implict conversion from nil to integer

I've put them in the right order and i've haven't messed with it except for using a generated script.
Title: Re: [XP] Blizz-ABS
Post by: Juan on August 01, 2009, 01:32:20 pm
are you using the legal version of rpg maker xp?
Title: Re: [XP] Blizz-ABS
Post by: Axerax on August 01, 2009, 01:49:15 pm
I'm trying to figure out how to make the damage not be randomized, so I can make sure my enemies will do lets say 2.5, 5, 7.5, 10, and so on so forth. Just curious how I could do this whether it is scripted or not.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 01, 2009, 01:53:50 pm
Blizz-ABS uses the normal algorithms.

Soooo this is the wrong place for that.

If it's a skill, set the variance to 0.
If it's a normal attack, you need to edit Game Battler 3
Title: Re: [XP] Blizz-ABS
Post by: Veke on August 02, 2009, 06:09:06 am
I made a skill that returns the character to a certain location. It works fine, but each time it shows "miss" on the character which shouldn't be there. How do I prevent that?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 02, 2009, 09:27:37 am
Use a common event. -_-

@explosion853: You are using a button that does not exist.
Title: Re: [XP] Blizz-ABS
Post by: Veke on August 02, 2009, 09:59:37 am
That's what I did. But that doesn't prevent it from showing the "Miss" popup text. It seems that this system shows "Miss" when a skill that does 0 damage hits.

EDIT: I just realized my stupidity... I didn't need to have a target for the skill, of course... my bad
Title: Re: [XP] Blizz-ABS
Post by: winkio on August 02, 2009, 10:30:17 am
Okay, two major things from Dissipate:

When the character I am controlling dies, and my other character that is next in line is alive, but offscreen and out of ABSEAL range, I switch to that character and the screen moves to their location, but I get stuck for a full five seconds or so.  Much longer than it takes the dead character to move there.

Charge sprites replace normal sprites when I'm not running or sneaking.  They animate if I'm standing still, but it doesn't go to the normal sprite when I move.  It doesn't look good, graphically.

EDIT: oh, and on a related note, my understanding of the "trigger after charge" skill was that it would use the skill as soon as it was fully charged, acting sort of like a casting time.  Instead, it just keeps you charged and then you can use the skill at any time.  I think that should be move on charge.  Any chance the config app isn't correct?  Or is that just how it's supposed to be, and I misunderstood it...
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on August 02, 2009, 03:50:43 pm
Just came back to tinkering with a project and I noticed a few bugs.

A. Opacity issues. Events can't use move events to turn invisible through opacity.
B. Event touch doesn't register properly.
C. Event commands are screwed in someway.
(Example: I had a cutscene trigger after a player left the room. The door sfx open would play the screen would fade then the door sfx close would play. Afterward there would be an event that would trigger depending on which side the player would come out.. done being "left" switch and "right" switch. However, there were many glitches in this..

1. The door sfx open/close didn't play.
2. The switch didn't register.
3. Since neither switch would register the event outside is null and the game would "freeze"

If the ABS is taken out the events would work normally. )
D. If you put a "wait until completion" command where a player move command is.. it will "freeze".
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on August 02, 2009, 04:04:22 pm
Question for anyone who can answer. I just downloaded the new 2.56. I noticed that weapon types are not defined separately anymore. There is a designation for swords in the weapons module, but no other types defined. How do I remedy this? Do I have to manually go into the script and designate each weapon type? Thanks
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 02, 2009, 04:12:55 pm
Use the config app.
Or read the manual.
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on August 02, 2009, 04:58:04 pm
^This is what I mean. For some reason, the configuration doesn't define weapon types other than swords. When I generate the script, it has this:
Quotemodule Weapons
   
    def self.type(id)
      return SWORD
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.consume(id)
      return []
    end
   
  end
As you can see, this is the designation for swords, but in the configuration, it does not save or designate other weapons this time. In previous Blizz scripts, I used this:

Quotemodule Weapons
   
    def self.type(id)
      case id
      when 13 then return 1 # flails : Flail Type
      when 2 then return 1 # lances : Spear Type
      when 3 then return 3 # boomerangs : Boomerang Type
      when 4 then return 4 # balls : Bow Type
      when 5 then return 4 # magic : Bow Type
      when 6 then return 6 # bullets : Shuriken Type
      when 10 then return 4 # blades : Bow Type
      when 12 then return 4 # gunz : Bow Type
      when 9 then return 4 # Notes : Bow Type
      when 14 then return 4 # bombs : Bow Type
      end
      return 0
    end
   
    def self.range(id)
      case id
      when 13 then return 2.0 # flails
      when 2 then return 2.0 # lances
      when 3 then return 4.0 # boomerangs
      when 4 then return 5.0 # balls
      when 5 then return 6.0 # magic
      when 6 then return 5.0 # bullets
      when 10 then return 10.0 # blades
      when 12 then return 11.0 # gunz
      when 9 then return 6.0 # Notes
      when 14 then return 6.0 # bombs
      end
      return 1.5
    end
   
    def self.consume(id)
      return []
    end
   
  end
This separated each weapon type, and designated it. This is missing from my script. Was this replaced by something simpler in the new script? Where are the separate designations and values for other weapon types? Right now, the congfiguration doesn't seem to save different weapon types. I don't know what I am doing wrong with it, but it won't add different weapon types to the script.
 
 

Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 02, 2009, 05:04:22 pm
Quote from: Aqua on August 02, 2009, 04:12:55 pm
Use the config app.
Or read the manual.


Spoiler: ShowHide
(http://img21.imageshack.us/img21/7829/21281072.png)
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on August 02, 2009, 05:09:46 pm
I finally got it to work. Thanks Aqua!
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 02, 2009, 05:12:27 pm
You can do this...
    def self.type(id)
      case id
      when 34 then return BOW
      when 36 then return FLAIL
      when 38 then return BOW_ARROW
      end
      return SWORD
    end
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on August 02, 2009, 08:37:33 pm
Okay New Error:
QuoteName Error occurred. uninitialized constant BlizzABS::Enemies
Any thoughts?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 02, 2009, 09:18:47 pm
http://forum.chaos-project.com/index.php?topic=23.0
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on August 03, 2009, 06:55:07 am
One thing which really bugs me, is that if I try to give enemies charged attacks, they don't attack at all! Just run back an forht without really doing anything.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on August 05, 2009, 08:26:38 am
When you use "Charge" on skills (traps and summons as far as I could tell) they dont take SP.



Can someone take a look at this (its 430 kb's)
It's basically a test thing where I take scripts out to find out what is incompatible.
http://www.mediafire.com/file/dogmzgjzga0/Test.rar

Only BlizzABS is in and a save script

A. Event touch is screwed. If you take a look inside the project you'll see that an event touch event will not activate if the player is teleported on it. Without the BlizzABS it will activate no problem.

B. The ammo girl wont do anything. If you switch roles though and make the Ammo girl the main character and the Test dude as second the Test dude would fight. (The Ammo girl is 'invincible' because of the mythril armor I put on her.. if you want her to take damage take everything except the mythril armor off).. also for some reason in the other game the shooter would shoot herself/ hit herself with a skill.. although I would assume that I have that skill set on "explosive" so I am going to look into that a bit more.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 05, 2009, 10:36:08 am
Quote from: winkio on August 02, 2009, 10:30:17 am
When the character I am controlling dies, and my other character that is next in line is alive, but offscreen and out of ABSEAL range, I switch to that character and the screen moves to their location, but I get stuck for a full five seconds or so.  Much longer than it takes the dead character to move there.


Weird, ABSEAL does not affect allies.

Quote from: winkio on August 02, 2009, 10:30:17 am
Charge sprites replace normal sprites when I'm not running or sneaking.  They animate if I'm standing still, but it doesn't go to the normal sprite when I move.  It doesn't look good, graphically.


You mean charge sprites aren't animated properly when you move or when you sneak/run?

Quote from: winkio on August 02, 2009, 10:30:17 am
EDIT: oh, and on a related note, my understanding of the "trigger after charge" skill was that it would use the skill as soon as it was fully charged, acting sort of like a casting time.  Instead, it just keeps you charged and then you can use the skill at any time.  I think that should be move on charge.  Any chance the config app isn't correct?  Or is that just how it's supposed to be, and I misunderstood it...


No, Move on Charge activates immediately after it's charged. So Move on Charge is actually casting time. Trigger after Charge requires you to press the button again to release it. Hence "trigger", it needs to be triggered again when it was charged up.

Quote from: RoseSkye on August 02, 2009, 03:50:43 pm
A. Opacity issues. Events can't use move events to turn invisible through opacity.


I can look into it. It's weird though, because that is the only way to turn it invisible since ABSEAL kills events without sprites.

Quote from: RoseSkye on August 02, 2009, 03:50:43 pm
B. Event touch doesn't register properly.


That can mean a million things. What exactly happens? And you do realize there's a cooldown timer for such events because of pixel movement? *points to setting Event Lock Time*

Quote from: RoseSkye on August 02, 2009, 03:50:43 pm
C. Event commands are screwed in someway.

(Example: I had a cutscene trigger after a player left the room. The door sfx open would play the screen would fade then the door sfx close would play. Afterward there would be an event that would trigger depending on which side the player would come out.. done being "left" switch and "right" switch. However, there were many glitches in this..

1. The door sfx open/close didn't play.
2. The switch didn't register.
3. Since neither switch would register the event outside is null and the game would "freeze"

If the ABS is taken out the events would work normally. )


A demo would help here.

Quote from: RoseSkye on August 02, 2009, 03:50:43 pm
D. If you put a "wait until completion" command where a player move command is.. it will "freeze".


I think I never properly fixed that. Also, if I remember right, RMXP's default scripts were messed up can caused that problem. I can take a look at it.

Quote from: Kagutsuchi on August 03, 2009, 06:55:07 am
One thing which really bugs me, is that if I try to give enemies charged attacks, they don't attack at all! Just run back an forht without really doing anything.


I know about that bug, I just didn't fix it yet.

Quote from: RoseSkye on August 05, 2009, 08:26:38 am
When you use "Charge" on skills (traps and summons as far as I could tell) they dont take SP.



Can someone take a look at this (its 430 kb's)
It's basically a test thing where I take scripts out to find out what is incompatible.
http://www.mediafire.com/file/dogmzgjzga0/Test.rar

Only BlizzABS is in and a save script

A. Event touch is screwed. If you take a look inside the project you'll see that an event touch event will not activate if the player is teleported on it. Without the BlizzABS it will activate no problem.

B. The ammo girl wont do anything. If you switch roles though and make the Ammo girl the main character and the Test dude as second the Test dude would fight. (The Ammo girl is 'invincible' because of the mythril armor I put on her.. if you want her to take damage take everything except the mythril armor off).. also for some reason in the other game the shooter would shoot herself/ hit herself with a skill.. although I would assume that I have that skill set on "explosive" so I am going to look into that a bit more.


Beat me to the demo, lol! I'll take a look at it ASAP. I can't download it right now (bandwidth limit).
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on August 10, 2009, 10:59:39 am
Everyone loves the BlizzABS.
http://www.youtube.com/watch?v=g5mMxBUiHgQ&feature=channel
http://www.youtube.com/watch?v=V013cnK2Wg8&feature=channe

Comments are raving about the battle system.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on August 10, 2009, 12:56:39 pm
I'm surprised the good comments are coming from Youtube. ...Then again, it's not surprising once I keep thinking about it...Or not. =w=;

That's a great thing to hear though. Hopefully these guys realize it's Blizz-ABS so this can get some popularity/use. :V:
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on August 12, 2009, 02:16:56 pm
How do I clear the summons from the map?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 13, 2009, 03:30:54 am
Kill them.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on August 13, 2009, 11:11:22 am
Quote from: Blizzard on August 13, 2009, 03:30:54 am
Kill them.


How do I kill them?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 13, 2009, 01:09:39 pm
Spoiler: ShowHide
(http://img194.imageshack.us/img194/866/snap932.png)
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on August 13, 2009, 01:10:43 pm
Quote from: Blizzard on August 13, 2009, 01:09:39 pm
Spoiler: ShowHide
(http://img194.imageshack.us/img194/866/snap932.png)



... I knew that.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on August 14, 2009, 01:05:30 pm
1.
I would like to teleport a party member.  The variables that I have memorized will be used as a location for the coordinates in doing so. When teleporting the party member I would like the party member to move alone without any other party members including the main character.

Is this possible?

2.
I would like to freeze an event all events on the map except the player. By freezing the events I mean would like them to freeze in whatever they are doing until I tell them to unfreeze. This would mean if they are doing an attack animation it would freeze on the frame it was on before it was told to freeze.

Is this possible?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 15, 2009, 03:35:20 am
Quote from: RoseSkye on August 14, 2009, 01:05:30 pm
1.
I would like to teleport a party member.  The variables that I have memorized will be used as a location for the coordinates in doing so. When teleporting the party member I would like the party member to move alone without any other party members including the main character.

Is this possible?


Depends. It's not directly possible, but depending on what you need it for, you could do it in a different way (i.e. events or split party or combined).

Quote from: RoseSkye on August 14, 2009, 01:05:30 pm
2.
I would like to freeze an event all events on the map except the player. By freezing the events I mean would like them to freeze in whatever they are doing until I tell them to unfreeze. This would mean if they are doing an attack animation it would freeze on the frame it was on before it was told to freeze.

Is this possible?


Not without a custom add-on.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on August 15, 2009, 03:37:57 am
Quote from: Blizzard on August 15, 2009, 03:35:20 am
Quote from: RoseSkye on August 14, 2009, 01:05:30 pm
1.
I would like to teleport a party member.  The variables that I have memorized will be used as a location for the coordinates in doing so. When teleporting the party member I would like the party member to move alone without any other party members including the main character.

Is this possible?


Depends. It's not directly possible, but depending on what you need it for, you could do it in a different way (i.e. events or split party or combined).



Split party? Can you give me an explanation of either option? (Both preferably)
Starting with.. is it possible to move to a position saved by variables.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 15, 2009, 03:52:24 am
I think he means through the move event command, so the player wouldn't be controlling the person. With split party the player would control the person, look here, part 3, b (http://forum.chaos-project.com/index.php?topic=164.0) actually it's part 3, the second a :roll:
I'm pretty sure that's what he's talking about :P
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on August 15, 2009, 03:55:19 am
Quote from: Hellfire Dragon on August 15, 2009, 03:52:24 am
I think he means through the move event command, so the player wouldn't be controlling the person. With split party the player would control the person, look here, part 3, b (http://forum.chaos-project.com/index.php?topic=164.0) actually it's part 3, the second a :roll:
I'm pretty sure that's what he's talking about :P


Wooh buddeh, that'll make my eventing much more easy. *rubs hands together and laughs evilly*
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 15, 2009, 04:04:17 am
Quote from: RoseSkye on August 15, 2009, 03:37:57 am
Split party? Can you give me an explanation of either option? (Both preferably)
Starting with.. is it possible to move to a position saved by variables.


Remove all party members except for the leader. When you press a button, it switches to another actor. That switching would include changing the player position, removing the party leader and adding another member of the original party so you can control him. While not using one of the other party members, events should take their place. That would be pretty much the combination of split party and events (split party being a bad term for it probably xD).

You can use the teleport command with variables for coordinates. You would just need another spare variable to set the map ID. You can also use the change event location with variables for position. So it's not a problem. It pretty much only depends on what you need to do.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on August 16, 2009, 10:45:50 am
How would I check if an actor is able to see an event or if the event is on the map?

I noticed that if the event is killed and I run an health check event for the enemy there will be an error.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 16, 2009, 12:14:29 pm
Quote from: RoseSkye on August 16, 2009, 10:45:50 am
How would I check if an actor is able to see an event or if the event is on the map?


*points to manual*

Quote from: RoseSkye on August 16, 2009, 10:45:50 am
I noticed that if the event is killed and I run an health check event for the enemy there will be an error.


Because he's dead and gone. Why would you need to run a health check on the enemy if you know he's dead since that was what triggered the event in the first place?
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on August 16, 2009, 12:17:02 pm
I checked the manual.. the manual is the reason I know how to check the enemy.
It only tells me how to check to see if an event sees the actor, not the other way around
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 16, 2009, 12:21:49 pm
Spoiler: ShowHide
(http://img19.imageshack.us/img19/7177/snap941.png)


Spoiler: ShowHide
(http://img208.imageshack.us/img208/2080/snap943.png)


There's a search function in the manual, FFS. I just typed in the words "is a battler" and "see".
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on August 16, 2009, 12:24:39 pm
QuoteI noticed that if the event is killed and I run an health check event for the enemy there will be an error.


If all three events are the same enemy.. that would sorta not work.


.. Unless by battler you mean event. I.. didn't think of that. *sigh* Testing.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 16, 2009, 12:26:40 pm
Quote from: Blizzard on August 16, 2009, 12:21:49 pm
Spoiler: ShowHide
(http://img19.imageshack.us/img19/7177/snap941.png)

Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on August 16, 2009, 12:37:38 pm
The Error: ShowHide
(http://i597.photobucket.com/albums/tt56/LECommissions/untitled.jpg)


The Event: ShowHide
(http://i597.photobucket.com/albums/tt56/LECommissions/WhatIdid.jpg)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 16, 2009, 01:15:38 pm
This doesn't seem to be happening because of your event or else the error message would be different. :/
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on August 16, 2009, 01:45:13 pm
Quote from: Blizzard on August 16, 2009, 01:15:38 pm
This doesn't seem to be happening because of your event or else the error message would be different. :/


HA! I found out what was wrong.. and it was so easy that I face palmed.

I checked the hp BEFORE I dealt the damage. Meaning that it would hit the enemy after it checked the hp. When I switched the hp check I didn't error out anymore :D
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 19, 2009, 03:42:00 am
v2.57 is up.

@winkio: I checked the charging sprites and they work as intended. When you move, the normal moving animation is displayed. If you sneak or run, the normal animation is displayed. Only when you stand still, the charging animation is displayed.
IDK what cause the moment of lag.

@Rose:

Quote from: RoseSkye on August 05, 2009, 08:26:38 am
http://www.mediafire.com/file/dogmzgjzga0/Test.rar


It's telling me that the download is private and can only be accessed by the owner. -_-
Title: Re: [XP] Blizz-ABS
Post by: winkio on August 19, 2009, 08:30:55 am
Then it probably has to do with my script that animated the defense sprites.  Because when you normally move, it doesn't change from charging to walking.  Thanks for checking :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 19, 2009, 09:48:45 am
Took me a while to finally find some time to check on it since you posted the problem. xD
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on August 19, 2009, 11:44:55 am
Try it now.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 20, 2009, 03:18:33 am
Downloaded. I'll check it out ASAP.
Title: Re: [XP] Blizz-ABS
Post by: stripe103 on August 21, 2009, 09:52:54 am
I have downloaded Berans Piano Script. To use it you need Tons of Addons.
If I have the Blizz-ABS script in the game too there comes up an error dialog(below)

(http://tq2zza.bay.livefilestore.com/y1pdiT5L-4kHDxxTjW7Du5kYIBRN2eN_QmUYcRPOqPEmwfzX3Zn45fRw1tCqaDThd7eUkozG9DwJkKTjbqWW9BeWB3WzCufuf1u/Problem.bmp)

I have checked inside Tons of Addons and it sais that it is compatible with Blizzabs.

Here is my complete list of Script I use.

Script List: ShowHide
Skip Title Script
Runes CMS #5
Ccoa Weather
Sephi LightCones
DTS Timewindow
JT's DTS Setup 5.1
Slipknot Message System 3.0
Blizz-ABS 2.56
Exp in HUD for Blizz-ABS Plug-in
Blizz-ABS Kill Counter
Save file System 1.12b by Shdwlink1993
Key Simulator 0.1 by Fantasist
Leons'Shopping System 1.0
Berans "Interactive Piano" script v1.12
Tons of Add-ons 6.56b by Blizzard



I believe that was all
Please take a look at it because there is no text anywhere that thay aren't compatible with eachother.
Title: Re: [XP] Blizz-ABS
Post by: Ryex on August 21, 2009, 10:52:17 am
Bizz gets tired of asking thing so I'll do it for him.

did you use the Proper script order (http://forum.chaos-project.com/index.php?topic=23.0)?
Title: Re: [XP] Blizz-ABS
Post by: G_G on August 21, 2009, 12:39:39 pm
Quote from: Ryexander on August 21, 2009, 10:52:17 am
Bizz gets tired of asking thing so I'll do it for him.

did you use the Proper script order (http://forum.chaos-project.com/index.php?topic=23.0)?


Dont you mean answering? LOL!!

Be sure you're using the latest version of Tons of Add Ons and Blizz ABS. Also Tons of Add ons custom controls cant be used with blizz abs. So turn off custom controls. You can still however use Berans Piano Script because Blizz ABS uses the same custom controls.
Title: Re: [XP] Blizz-ABS
Post by: stripe103 on August 22, 2009, 05:34:03 am
Quote from: Ryexander on August 21, 2009, 10:52:17 am
Bizz gets tired of asking thing so I'll do it for him.

did you use the Proper script order (http://forum.chaos-project.com/index.php?topic=23.0)?


The exact placement of my script is in the spoiler in my last post
Title: Re: [XP] Blizz-ABS
Post by: Colinoliver on August 22, 2009, 06:59:04 am
Unfortunatly with using Equap Skills from Tons of Add-ons v7.32 and using Blizz ABS v2.57
I get this error message:
(http://i976.photobucket.com/albums/ae243/ColinOliver/Errormessage.jpg)
Here is that portion of the script
Spoiler: ShowHide
(http://i976.photobucket.com/albums/ae243/ColinOliver/Line1383.jpg)


I'm positive that Equap skills is configured correctly. Any help on fixing this?
Thanks  :)
Title: Re: [XP] Blizz-ABS
Post by: shdwlink1993 on August 22, 2009, 08:01:14 am
Not your fault. Blizz just added that support in this version, and it's not quite right yet. You'll need to replace this:
        ap += BlizzCFG.gainap(enemy.id)

With this:
        aps += BlizzCFG.gainap(enemy.id)
Title: Re: [XP] Blizz-ABS
Post by: Colinoliver on August 22, 2009, 08:21:29 am
Boo! I get the exact same error message even with changing that line.
:(
Title: Re: [XP] Blizz-ABS
Post by: shdwlink1993 on August 22, 2009, 08:39:42 am
Oops. I need to make sure I know what I'm talking about first. :^_^': Try this instead:

      # if Tons of Add-ons there and EQUAP active
      if $tons_version != nil && $tons_version >= 7.32 &&
          TONS_OF_ADDONS::EQUAP_SKILLS
        # get AP result
        ap = 0
        ap += BlizzCFG.gainap(enemy.id)
        # add AP to each actor who can gain them
        $BlizzABS.battlers.each {|battler|
            battler.battler.add_ap(ap) if !battler.battler.dead? || GAIN_DEAD}
      end
    end


There. That should fix it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 22, 2009, 10:57:26 am
Sorry about that. I accidently put += instead of = there. I uploaded a fixed version. It's pretty much the same thing that shdw posted so you don't have to redownload it again, just fix it in the script.
Title: Re: [XP] Blizz-ABS
Post by: G_G on August 22, 2009, 01:21:36 pm
Quote from: stripe103 on August 22, 2009, 05:34:03 am
Quote from: Ryexander on August 21, 2009, 10:52:17 am
Bizz gets tired of asking thing so I'll do it for him.

did you use the Proper script order (http://forum.chaos-project.com/index.php?topic=23.0)?


The exact placement of my script is in the spoiler in my last post


Umm hello none of the scripts are in the order, why do you tihnk he linked you there? =
Title: Re: [XP] Blizz-ABS
Post by: Colinoliver on August 22, 2009, 07:18:09 pm
Oh no! Now I get this message  :^_^':
(http://i976.photobucket.com/albums/ae243/ColinOliver/Error1386.jpg)
Title: Re: [XP] Blizz-ABS
Post by: G_G on August 22, 2009, 11:43:33 pm
Quote from: shdwlink1993 on August 22, 2009, 08:39:42 am
Oops. I need to make sure I know what I'm talking about first. :^_^': Try this instead:

      # if Tons of Add-ons there and EQUAP active
     if $tons_version != nil && $tons_version >= 7.32 &&
         TONS_OF_ADDONS::EQUAP_SKILLS
       # get AP result
       ap = 0
       ap += BlizzCFG.gainap(enemy.id)
       # add AP to each actor who can gain them
       $BlizzABS.battlers.each {|battler|
           battler.battler.add_ap(ap) if !$BlizzABS.battler.dead? || GAIN_DEAD}
     end
   end


There. That should fix it.


I think I fixed it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 23, 2009, 04:33:11 am
      # if Tons of Add-ons there and EQUAP active
     if $tons_version != nil && $tons_version >= 7.32 &&
         TONS_OF_ADDONS::EQUAP_SKILLS
       # get AP result
       ap = BlizzCFG.gainap(enemy.id)
       # add AP to each actor who can gain them
       $BlizzABS.battlers.each {|battler|
           if battler.valid? && (!battler.battler.dead? || GAIN_DEAD)
             battler.battler.add_ap(ap)
           end}
     end
   end


And I put up a version with this fix.
Title: Re: [XP] Blizz-ABS
Post by: Colinoliver on August 23, 2009, 05:43:25 am
That done it! Equap skills/Blizz ABS is working perfecly now.
Thanks again!
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on August 29, 2009, 06:02:52 pm
ok i made a skill and its not deducting the sp/mp i dont know y either the sp cost is 100 but no deduction heres the config

Spoiler: ShowHide
 module Skills
   
   def self.type(id)
     case id
     when 77 then return [SHOOT, 0.0, 0] # Silver Bullet
     end
     return [DIRECT, 0.0]
   end
   
   def self.range(id)
     case id
     when 77 then return 10.0 # Silver Bullet
     end
     return 1.0
   end
   
   def self.penalty(id)
     return 24
   end
   
   def self.frames(id)
     return [3, 3, 3, 3]
   end
   
   def self.charge(id)
     case id
     when 77 then return [CHARGEFreeze, 20] # Silver Bullet
     end
     return [CHARGENone, 0]
   end
   
   def self.charge_frames(id)
     return [3, 3, 3, 3]
   end
   
   def self.trap(id)
     return 10
   end
   
   def self.summon(id)
     return [SUMMONNone, 0, 0]
   end
   
 end


here is the scripts im using

AMS - Advanced Message Script - R4

Chrono Trigger CMS

Blizz-ABS by Blizzard Version: 2.57

MOG XAS Hud V2.2 Enhanced with animated faces feature for BlizzABS by Subsonic_Noise
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 30, 2009, 05:36:16 am
The config has nothing to do with no SP being deducted (there is no HP deduction -_-). Are you using the skill? Do you see its effects or are you just trying to use it? Which version of Blizz-ABS are you using? And did you define a proper scope for the skill? A demo would help if you can't fix it on your own.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on August 30, 2009, 07:56:35 am
Quote from: nathmatt on August 29, 2009, 06:02:52 pm
Blizz-ABS by Blizzard Version: 2.57


ok i will get a demo in a secound

edit heres the demo

http://www.sendspace.com/file/jw76dz
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 30, 2009, 08:32:23 am
It seems to be a bug that happens when you use a shooting skill as charging skill. I'll take a better look at this later and fix it in the next version.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on August 30, 2009, 08:43:09 am
k
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on September 01, 2009, 05:36:21 pm
What about the event touch fix :o?

P.S. How do I set up a monster on the map using the stats saved to a variable?

Example: I saved a monsters current stats to a variable and I changed maps.. now I want to load the saved monster to the new map I am on with the same hp, sp, atk, etc

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 02, 2009, 03:15:49 am
I know. I still have your demo project demonstrating the bug. I didn't have time to look into it and fix it for v2.57.

Transferrring monsters is simple. You need to obtain the HP using one of the commands (i.e. "$game_variables[83] = $BlizzABS.get_enemy(9).hp") and then use the battleflow commands to change the values according with your variables. *points to 3.2.13 and 3.2.14*
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on September 02, 2009, 03:51:51 pm
Is there any fix for the opacity issue with move event for the player?

Edit: Yes I know how to get the enemies health but I don't know how to set the enemies health to x. I read the Help thing alot to come up with new eventing tricks for skills and enemies and so on.

Example: If Enemy 1 had originally 54 health, he had been hit and took 7 damage  and now he has 47 health. I left the map and set up Enemy 2 that is supposed to be the same enemy on map 2 yet has full health instead of 47 health... how would I use a script to give that enemy the same health that enemy 1 had?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 03, 2009, 04:29:05 am
Store the damage done to enemy 1 (event ID 3) with this:

$game_variables[23] =
 $BlizzABS.get_enemy(3).maxhp -
 $BlizzABS.get_enemy(3).hp


Do the same damage to enemy 2 (event ID 5) with this:

$BlizzABS.enemy_deal_damage(
5, VARIABLE, 23)

Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on September 03, 2009, 06:40:19 am
Quote from: Blizzard on September 03, 2009, 04:29:05 am
Store the damage done to enemy 1 (event ID 3) with this:

$game_variables[23] =
 $BlizzABS.get_enemy(3).maxhp -
 $BlizzABS.get_enemy(3).hp


Do the same damage to enemy 2 (event ID 5) with this:

$BlizzABS.enemy_deal_damage(
5, VARIABLE, 23)




So with that snippet it'll deal damage to an enemy on another map?

Enemy 1 is on Map A
Enemy 2 is on Map B
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 03, 2009, 06:42:05 am
Run code 1 on map A when you leave and code 2 on map B when you enter.
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on September 03, 2009, 09:32:03 pm
Greetings!

I've been really enjoying playing around with the B-ABS, enough that it's taking too much time away from my studies, lol!  Anyway I was searching through both the manual and forums and I haven't found an answer yet.  It could be that at this moment that the ABS cannot do it (for #2 and #3) but #1 should at least be doable.  Here goes!

#1) Is there anyway for me to remove the damage popup?  Like when my actor attacks or get attacks, to not let those numbers popup?  I plan to use the ZHUD and and I don't want numbers at all.

#2) Is there a way for different weapons to have different "sound range"?  For example, using a knife is silent and the sound range it produces would be 0 or 0.5.  A gun would have a larger sound range.  And everyone on the screen should be able to hear an explosion (like from a grenade).

#3) If you have played Metal Gear Solid then you would know this.  I want it that whenever an enemy (of a set ID, I don't want everyone to have this) perceives the actor (via sight or sound) I want a short defined animation to play (like an exclamation point appearing above their head).

[EDIT]
#4) Is there any way to change the modifier of damage done to an enemy's back?  For example, if the actor uses a knife from the enemy from behind, it would do 3x the normal damage.
[/EDIT]

If the B-ABS cannot do any of these, a simple no would suffice (or if for some reason you like my ideas, you could tell me that you're thinking of putting them in a later update).  I'm not sure if #2/3 is possible but I'm pretty sure #1 would be.

Thank you Blizzard! Thanks for giving me something to do when I get headaches from my upper division math courses (I'm a math major).
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 03, 2009, 09:44:33 pm
1) Requires some mods. Definitely doable.
2) ...maybe an add-on would work.
3) There's a code in the manual to check if a monster perceives the player.  Use that in a conditional branch.  If it's true, play an animation over the event id of the monster.
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on September 03, 2009, 10:05:57 pm
Quote from: Aqua on September 03, 2009, 09:44:33 pm
3) There's a code in the manual to check if a monster perceives the player.  Use that in a conditional branch.  If it's true, play an animation over the event id of the monster.

Oh yeah, I forgot that there's a way to check monster perception.  Thank you!  :D


EDIT: Changed my previous post because I forgot I also had a 4th point to address.
Title: Re: [XP] Blizz-ABS
Post by: Irock on September 04, 2009, 12:04:33 am
Hey Blizzard baby, sorry I haven't called you.

Do you think you could make your super ABS work with this super Zelda-style map scrolling script? ;_;

Our lives depend on it. ;_;

Spoiler: ShowHide
class Game_Map
#--------------------------------------------------------------------------
# * Scroll Down
#     distance : scroll distance
#--------------------------------------------------------------------------
def scroll_down(distance)
   @display_y = @display_y + distance
end
#--------------------------------------------------------------------------
# * Scroll Left
#     distance : scroll distance
#--------------------------------------------------------------------------
def scroll_left(distance)
   @display_x = @display_x - distance
end
#--------------------------------------------------------------------------
# * Scroll Right
#     distance : scroll distance
#--------------------------------------------------------------------------
def scroll_right(distance)
   @display_x = @display_x + distance
end
#--------------------------------------------------------------------------
# * Scroll Up
#     distance : scroll distance
#--------------------------------------------------------------------------
def scroll_up(distance)
   @display_y = @display_y - distance
end
end

class Game_Player
def update
   # Remember whether or not moving in local variables
   last_moving = moving?
   # If moving, event running, move route forcing, and message window
   # display are all not occurring
   unless moving? or $game_system.map_interpreter.running? or
          @move_route_forcing or $game_temp.message_window_showing
     # Move player in the direction the directional button is being pressed
     case Input.dir4
     when 2
       move_down
     when 4
       move_left
     when 6
       move_right
     when 8
       move_up
     end
   end
   # Remember coordinates in local variables
   last_real_x = @real_x
   last_real_y = @real_y
   super
   # If character moves down and is positioned lower than the center
   # of the screen
   if @y % 15 == 0 and @real_y > last_real_y
     # Scroll map down
     $game_map.scroll_down(16 * 15)
   end
   # If character moves left and is positioned more let on-screen than
   # center
   if @x % 20 == 19 and last_real_x > @real_x
     # Scroll map left
     $game_map.scroll_left(16 * 20)
   end
   # If character moves right and is positioned more right on-screen than
   # center
   if @x % 20 == 0 and @real_x > last_real_x
     # Scroll map right
     $game_map.scroll_right(16 * 20)
   end
   # If character moves up and is positioned higher than the center
   # of the screen
   if @y % 15 == 14 and last_real_y > @real_y
     # Scroll map up
     $game_map.scroll_up(16 * 15)
   end
   # If not moving
   unless moving?
     # If player was moving last time
     if last_moving
       # Event determinant is via touch of same position event
       result = check_event_trigger_here([1,2])
       # If event which started does not exist
       if result == false
         # Disregard if debug mode is ON and ctrl key was pressed
         unless $DEBUG and Input.press?(Input::CTRL)
           # Encounter countdown
           if @encounter_count > 0
             @encounter_count -= 1
           end
         end
       end
     end
     # If C button was pressed
     if Input.trigger?(Input::C)
       # Same position and front event determinant
       check_event_trigger_here([0])
       check_event_trigger_there([0,1,2])
     end
   end
end
end
Title: Re: [XP] Blizz-ABS
Post by: Jackolas on September 04, 2009, 03:19:32 am
1 and 2 should be possible

dunno about 4
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 04, 2009, 11:57:01 am
@Irock: I can, but I'm too lazy. ;___; What do we do now?

@Lethal-Yarn:

1. Part 2, around line 4000 should be this one:
def request_damage_sprite(char, damage = nil)

Just put "return" (without the double quotes) below it and that's it.

2. Sound range doesn't really exist in Blizz-ABS. All sounds exist only at one single point (virtually). What does exist is enemy hearing range. You would pretty much need an add-on like Aqua said.

4. You can do that with events. Every enemy has by default a specific state that lowers his defense. That state is removed when the enemy can perceive the player. As I said, one or two simple parallel process events should do the job. The script calls you need are in the manual.

And no problem. RMXP is for all of us something we can work on when we've had enough of everything else. Ironically I work on my game to relax from my job which is game development. xD
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on September 04, 2009, 12:24:13 pm
You're awesome, Blizz!  I didn't realize that about #4, that's an interesting way of doing it (make sense too!).  I guess I need to learn to have more creativity with scripting  :^_^':

Thank you for your answers.
Title: Re: [XP] Blizz-ABS
Post by: Nightowl Atticus on September 04, 2009, 12:26:13 pm
I don't know if this has been asked million times but it would take time to check 120 pages.

How I can make the enemy in boss battle say something after it's defeated?
I copied the code from Sir-Lag-A-Lot's final boss scene when Flamer was defeated but
then this error came:
(http://img32.imageshack.us/img32/2179/failxp.png) (http://img32.imageshack.us/i/failxp.png/)
I get that error if I have newest Blizz ABS script and use these commands: (copied from Chronicles of Sir-Lag-A-Lot)

@>Conditional Branch: Script: $game_map.enemies.size == 0
@>Control Self Switch: B =ON
@>Script: $game_system.hud = false
@>
 Branch End

The code is causing the error but don't know what kind of code I should use to replace it.

And I'm bit sorry if this post was confusing. : P
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 04, 2009, 12:29:44 pm
The script calls have changed since the version that is being used in Sir Lag-A-Lot. Just refer to the script calls in the current manual (chapter 3.2.x) and/or just put the event code into the boss event because it will be run after that enemy dies.
Title: Re: [XP] Blizz-ABS
Post by: Nightowl Atticus on September 04, 2009, 12:38:38 pm
Okay. Problem fixed.
Thank you Blizz.   :)
Title: Re: [XP] Blizz-ABS
Post by: Irock on September 04, 2009, 05:35:39 pm
Quote from: Blizzard on September 04, 2009, 11:57:01 am
@Irock: I can, but I'm too lazy. ;___; What do we do now?
Oh okay. ;_;

I guess my action RPG won't have any action. Oh well. .____.
Title: Re: [XP] Blizz-ABS
Post by: Jackolas on September 04, 2009, 06:06:00 pm
because your scrolling can't be dnoe as u want, u can't have any action in your game? don't get the link with action and scrolling.

also.. you want the guy that made a script that change the whole game and functions of RMXP to change his script to let it work with a small unimportant script.
think its easier the other way around where the creator of the scrolling script will adept his script to work with blizz-abs. probably would be easier.

Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on September 04, 2009, 06:10:13 pm
Quote from: Irock on September 04, 2009, 05:35:39 pm
Quote from: Blizzard on September 04, 2009, 11:57:01 am
@Irock: I can, but I'm too lazy. ;___; What do we do now?
Oh okay. ;_;

I guess my action RPG won't have any action. Oh well. .____.


If you really wanted it to have action you'd find a way. Where is your drive at, kid? Giving up that easily.
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on September 04, 2009, 07:45:05 pm
Hey Blizz! 

Just wanted to let you know that everything worked perfectly.  Right now in my game there's a sneaking bit with guards walking back and forth (in the exact route that I specified).  I also set the enemy to have 25% PDEF when they are patrolling.  When the actor is perceived, it plays the exclamation point over their head and their PDEF is set back to 100% (by removing the state) then they go into BABS mode and try to kill the actor.

It's pretty cool, I'm having too much fun doing this on a Friday night. :)
Title: Re: [XP] Blizz-ABS
Post by: Irock on September 04, 2009, 08:39:47 pm
Quote from: Jackolas on September 04, 2009, 06:06:00 pm
because your scrolling can't be dnoe as u want, u can't have any action in your game? don't get the link with action and scrolling.

also.. you want the guy that made a script that change the whole game and functions of RMXP to change his script to let it work with a small unimportant script.
think its easier the other way around where the creator of the scrolling script will adept his script to work with blizz-abs. probably would be easier.
Any sort of script that deals with character movement (pixel-by-pixel scripts, 8 direction scripts, etc) render any of the screen scrolling scripts unusable. It shouldn't be too hard to remove the conflicting part of the script or make it compatible.

The map scrolling is required for the game I'm making. The Legend of Zelda had both screen/map-scrolling and an ABS. I'm attempting to replicate that the best I can.


Quote from: RoseSkye on September 04, 2009, 06:10:13 pm
(http://i29.tinypic.com/fzbted.jpg)
Freak.

Also, you're younger than me, son. B|
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 05, 2009, 07:11:28 am
I might make the script, but I'm a bit busy in the next few days. Give me some time and check CP from time to time. I'll release it as seperate plugin.

Quote from: Lethal-Yarn on September 04, 2009, 07:45:05 pm
It's pretty cool, I'm having too much fun doing this on a Friday night. :)


I had fun yesterday, too. I got wasted. xD
Title: Re: [XP] Blizz-ABS
Post by: richard6891 on September 06, 2009, 04:27:02 pm
i want to make 3 different projectile skills for my main character, but when i do and test it i get message, unable to find graphics/characters/044-skills01.  how do i fix and make different graphics for different projectile such as fire and ice for my main character.  im using blizz-abs 2.57
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 06, 2009, 04:54:29 pm
Make a character graphic with the same name of the icon that will be used for the projectile.

It's explained in the manual...
Title: Re: [XP] Blizz-ABS
Post by: richard6891 on September 06, 2009, 05:24:45 pm
where in the manual, i cant find it

EDIT: nevermind, i miss read what you said, thank you for your help

Please don't double post within 24 hours of your original post. Use the Modify button instead. ~Love, Starrodkirby86
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on September 06, 2009, 06:16:39 pm
Greetings again Blizz!  Glad you got wasted the other night, that's always lots of fun.  I think this may be a bug or I might have missed something, but here goes.

An enemy is walking around and hasn't perceived the actor yet.  From outside of the enemy's perception range, the actor would use a ranged skill and hit the enemy.  The enemy gets hit but doesn't even notices he got hit, and continues to walk around like nothing happened.  The actor could keep hitting him and dispatch him from far away.

This is a problem with my game because it's a game where you use firearms and you have to sneak around (because you have low health, you can't survive more than 2 battles).  I tried to event it that if the enemy's HP is < max.hp it would then perceive the actor, even outside of its range, but I haven't figured out how to make that work, if it's even possible.

So is this a bug?

///EDIT///

I tried to use some creativity but I still haven't been able to figure it out.  What I did was create a parallel process:

Script: $game_variables[1] = $BlizzABS.get_enemy(1).maxhp
Script: $game_variables[2] = $BlizzABS.get_enemy(1).hp
Control Variables: [0001] -= Variable [0002]

Conditional Branch: Variable [0001] >=1
Script: $BlizzABS.enemy_force_action(1, ACTORS, PARTY, ATTACK, 40)
Control Self Switch: A =ON
Branch End

What happens is that when the enemy gets sniped from afar, the enemy will run right up to the actor and do nothing.  And then the enemy will walk around aimlessly, as if he has never seen the actor in the first place and will not hurt the actor.  But if the enemy that was wandering around sees the actor again, then it goes into battle AI mode.

So the question is, is there anyway if the enemy's HP < Max.HP, then it automatically tries to seek out and attack the actor?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 07, 2009, 03:39:46 am
If the enemy doesn't want to attack, it could be either a bug or something you did. Have you checked the configuration? You can change enemy perception range after all.
If you can't figure it out, make a small demo (1 map is enough), upload it somewhere and post the download link. I'll take a look at it.
Title: Re: [XP] Blizz-ABS
Post by: richard6891 on September 08, 2009, 03:51:34 pm
is there a way to disable the AI Trigger, i dont need it for my game.  only one character
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 08, 2009, 03:55:22 pm
You'll have to change the code. I think I even posted the solution a while back. Try the search button so you don't have to scavenge through 120 pages.
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on September 08, 2009, 04:08:12 pm
Quote from: Blizzard on September 07, 2009, 03:39:46 am
If the enemy doesn't want to attack, it could be either a bug or something you did. Have you checked the configuration? You can change enemy perception range after all.
If you can't figure it out, make a small demo (1 map is enough), upload it somewhere and post the download link. I'll take a look at it.


Okay, I amped up the enemy's line of sight and it works now.  But it kinda seem silly that I need to do a parallel process for every enemy (in maps where you can shoot from across the screen) just for the enemy to realize "oh hey, I'm hurt, I should try to kill that guy before he kills me".

If I don't set the parallel event (where if hp < max.hp, enemy is given a force attack command), the enemy just stands there like an idiot as I give him a ranged beatdown.


///EDIT///
Also, can I change projectile speeds?
Title: Re: [XP] Blizz-ABS
Post by: G_G on September 08, 2009, 08:45:50 pm
Where is the code for when skills summon the pets or monsters? I need to edit something there because I'm making it so if your summon skill isnt high enough you cant use that summon spell.

Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on September 08, 2009, 09:28:35 pm
Quote from: game_guy on September 08, 2009, 08:45:50 pm
Where is the code for when skills summon the pets or monsters? I need to edit something there because I'm making it so if your summon skill isnt high enough you cant use that summon spell.



Can't you use a common event?  Under the skills tab, choose a common event.  Then under the common event tag, make one for summoning w/ a conditional branch where you must be > Lv10 else you get a text that says "summon failed".
Title: Re: [XP] Blizz-ABS
Post by: G_G on September 08, 2009, 10:49:57 pm
Not a level, like a stat. Much like in oblivion. Where your conjuration has to be 100 to summon a lich. That and I need the code because for everytime a summon is summoned I need it to add a small amount to the conjuration so it slowly gets stronger.

I also need to edit it so it takes away the current summon when you summon another one.
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 08, 2009, 11:19:07 pm
Not dissing on you g_g, but it STILL could be a common event very easily.


Part 2 line 1653.
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on September 09, 2009, 12:31:46 am
If Conjuration is a variable, it would be really easy to do.

Spoiler: ShowHide
(http://img195.imageshack.us/img195/6236/summony.jpg)


In this case:
You need 100+ conjuration to summon, conjuration's number is stored in a variable.
It then kills the current Lich summon if there is any.
Then it forces the actor is cast a summon (this one I'm iffy cause I'm not sure if summons are supposed to be casted on self or enemies)
Conjuration gets +3 points

Else it'll display you a message that you failed to summon.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 09, 2009, 07:29:22 am
Quote from: Lethal-Yarn on September 08, 2009, 04:08:12 pm
Okay, I amped up the enemy's line of sight and it works now.  But it kinda seem silly that I need to do a parallel process for every enemy (in maps where you can shoot from across the screen) just for the enemy to realize "oh hey, I'm hurt, I should try to kill that guy before he kills me".

If I don't set the parallel event (where if hp < max.hp, enemy is given a force attack command), the enemy just stands there like an idiot as I give him a ranged beatdown.


There's a way by using scripting to have only one single parallel process common event which does it all for every map. But it's a bit complicated.

Quote from: Lethal-Yarn on September 08, 2009, 04:08:12 pm
Also, can I change projectile speeds?


I didn't add that yet, but it's a planned feature for a future version.

@G_G: Just change Game_Actor#skill_can_use?. Your condition would pretty much be "If skill ID is X and conjuration skill less than Y, return false".
Title: Re: [XP] Blizz-ABS
Post by: G_G on September 09, 2009, 09:52:17 am
@lethal: Yea I know I could take that way but than I'd have to make an event for every summon. Thats why.

@blizz: completely forgot about that xD

EDIT: That worked but I still need it to add very small amount of points to conjuration stat every time I use it. I dont want to event this so I figure I would edit the summon code.
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on September 09, 2009, 10:10:20 am
Quote from: Blizzard on September 09, 2009, 07:29:22 am
Quote from: Lethal-Yarn on September 08, 2009, 04:08:12 pm
Also, can I change projectile speeds?


I didn't add that yet, but it's a planned feature for a future version.

*cough* The one from Star G works with the newest BlizzABS *cough*
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 09, 2009, 12:20:43 pm
Quote from: game_guy on September 09, 2009, 09:52:17 am
EDIT: That worked but I still need it to add very small amount of points to conjuration stat every time I use it. I dont want to event this so I figure I would edit the summon code.


Game_Battler#skill_effect
Title: Re: [XP] Blizz-ABS
Post by: richard6891 on September 09, 2009, 01:33:27 pm
i couldnt find how to remove the ai behavor and ai trigger in the forum, but just went into the blizz-abs script part two and removed the options for behavor, trigger, and cancle.  i game tested it and had no problem

Spoiler: ShowHide
 CommandsAIBehavior = ['Behavior', 'Next', 'Previous', 'Exit']
   CommandsAITrigger = ['Triggers', 'Next', 'Previous', 'Exit']
   CommandsTrigger = ['Edit', 'Add new', 'Delete', 'Copy', 'Move up',
       'Move down', 'Exit']
   CommandsPreMenu = ['Menu', 'Hotkeys', 'AI Behavior', 'AI Triggers', 'Cancel']
   CommandsEdit = ['Activator', 'Condition', 'Comparison', 'Value',
       'Action Type', 'Action', 'Target Type', 'Done', 'Cancel']
       
   WORDAll = 'All'
   WORDState = 'State'
   WORDTarget = 'Target'
   WORDNormalState = 'Normal'
   WORDLocation = 'Location'
   WORDAggressive = 'Aggressive'
   WORDPassive = 'Passive'
   WORDOffensive = 'Offensive'
   WORDDefensive = 'Defensive'
   
   TRGActivators = ['Leader', 'Ally', 'Self', 'Enemy', 'Probability']
   TRGTargets = ['Default', 'Activator']
   TRGComparators = ['==', '!=', '>', '>=', '<', '<=']
   TRGLocations = ['Closest', 'Farthest']
   

i removed all but    CommandsPreMenu = ['Menu', 'Hotkeys']

do you know of any problems this may cause that i may have over looked?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 09, 2009, 01:56:19 pm
You need to edit the Scene_Menu part of Blizz-ABS. It's the part with the case-when branching. You pretty much just need to delete the part that calls the AI Trigger scene and decrease the indices in the case branches below.
Title: Re: [XP] Blizz-ABS
Post by: G_G on September 09, 2009, 02:27:46 pm
Quote from: Blizzard on September 09, 2009, 12:20:43 pm
Quote from: game_guy on September 09, 2009, 09:52:17 am
EDIT: That worked but I still need it to add very small amount of points to conjuration stat every time I use it. I dont want to event this so I figure I would edit the summon code.


Game_Battler#skill_effect


Okay then how do I check to see if its a summon skill?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 09, 2009, 02:46:07 pm
BlizzABS::Skills.type(skill.id)[0] == BlizzABS::SUMMON
Title: Re: [XP] Blizz-ABS
Post by: G_G on September 09, 2009, 04:30:24 pm
this is what I have.
class Game_Battler
  alias gg_skill_effect skill_effect
  def skill_effect(user, skill)
    if BlizzABS::Skills.type(skill.id)[0] == BlizzABS::SUMMON
      user.summon += 1
    end
    gg_skill_effect(user, skill)
  end
end


And its not adding to the summon at all. I have the summon showing in the status screen and it just shows 1 which was the default you start with.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 09, 2009, 05:20:45 pm
Rrrrrrright, it's a summon skill. It needs to go into Map_Battler instead. Also, your code could cause bugs beyond comprehension because you're not returning the result value properly.

class Map_Battler
  alias skill_effect_summon_later skill_effect
  def skill_effect(character, _battler, skill)
    result = skill_effect_summon_later(character, _battler, skill)
    if result
      if BlizzABS::Skills.type(skill.id)[0] == BlizzABS::SUMMON
        user.summon += 1
      end
    end
    return result
  end
end

Title: Re: [XP] Blizz-ABS
Post by: G_G on September 09, 2009, 05:45:39 pm
thanks blizzy works like a charm :) *lv's up*

and is it possible for summons to summon summons?
Like I summon a Queen Spider and it can summon Spiderlings. I summoned a summon with only summon skills and all it would do is attack.

EDIT: Nevermind it doesnt work still. It still says Summon is 1 and it wont change.
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 09, 2009, 05:48:51 pm
change user to something else, I think it should be character.  If you change parameter names, change them all the way through.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 10, 2009, 03:36:35 am
Yeah, it should be _battler. I'm actually surprised that it didn't crash since user isn't defined. Are you sure that the skill is executed properly? It seems to me that skill_effect doesn't return true.

And yes, summons can summon.
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on September 10, 2009, 03:52:43 am
Hey blizz did you erased or modified a part from your script (part3) in last updates called "hud-class"..
i made a little addition to make hud dissapear in some parts of the game using call script so you could see a nice intro whitout noticing your characters level,HP and SP but now im not able to find that part of the script... :O.o:
my scripting knowledge is limited so i need some help.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 10, 2009, 04:17:53 am
Not that I know. :O.o: Press CTRL+SHIFT+F and type in "class Hud". Or you could simply turn off the HUD with a script call.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on September 10, 2009, 05:26:45 am
I´m not sure, but it would seem like STCMS is doing something with BABS, since the pre-menu or mini-menu won´t appear...
How do i fix this?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 10, 2009, 06:50:59 am
http://forum.chaos-project.com/index.php?topic=23.0
Title: Re: [XP] Blizz-ABS
Post by: G_G on September 10, 2009, 08:50:11 am
Quote from: Blizzard on September 10, 2009, 03:36:35 am
Yeah, it should be _battler. I'm actually surprised that it didn't crash since user isn't defined. Are you sure that the skill is executed properly? It seems to me that skill_effect doesn't return true.

And yes, summons can summon.

I changed it to _battler and character still nothing. The skills working fine because it is summoning the rat.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 10, 2009, 09:04:04 am
Quote from: Blizzard on September 10, 2009, 03:36:35 am
It seems to me that skill_effect doesn't return true.


So find out why.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 13, 2009, 11:55:43 am
Okay now I'm not to sure if this is a problem on my behalf but I can't possibly figure out what I'm doing wrong but whenever I try to use a timed item and I have it set to explode I get the following error:

'Script Blizz ABS pt 3' line 3895: NoMethodError occured.
undefined method 'util' for #<BlizzABS::Processor:0x7ed18>


which in term takes me to line 3895 where the code is:

consider_all = $BlizzABS.util.get_scope_data(object.scope)[2]
    end


Again I'm not to sure if its something I'm not doing right or whatever. I think it might be because I don't have the scope set to target one enemy or all or whatever the case may be. I'll play around for a bit and see if I can work around it but any assistance would be and is greatly appreciated.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 13, 2009, 11:58:22 am
That util should be utils
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 13, 2009, 12:19:00 pm
I still get the same error but slightly different now:

Blizz ABS pt 3 line 3895: NameError occured.

undefined local variable or method 'object' for #<Map_Timed:0x772b2b0>


EDIT: Also is there a way to make a character set display another character set once the event has run its process? Say for like a box. If it were destroyed I'd like for it to display a debris character set but the only way it'll do so is if I leave the map and re-enter instead of it just appearing. Unless I'm not doing it right. But its done with simple self switches but I get nothing at all.

EDIT 2: Is there a possibility of making like some lifeless objects explode? Almost similar to an exploding barrel?

EDIT 3: Also can enemies/events only run one custom trigger? Say like if I wanted an ally to say something different for when you talked to them or if you hit them?

Because I've tried using different pages and everything but I can still only run one altogether.

LAST EDIT: Also if you set something to be any of the triggers and make a new page it becomes "on player touch"
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 14, 2009, 05:53:48 am
Was I drunk when I wrote that method or what? O_o "object" should be "obj"

1. Just revive the box upon death and change the graphic. You should probably also rename the box so it turns into a normal event.

2. Again, simply force an action when the object dies.

3. Honestly, I forgot how I solved that problem. I think that I did use multiple pages, but I can't remember anymore.

4. Somebody reported a problem with that already. I still didn't have time to take a look at it.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 14, 2009, 10:58:53 am
How is Auto Gameover handled now? Because when I set it to False it won't activate by a switch. I'm using conditional brancehs to check if everyone in the party is dead but I get nothing.

Would there be a script call I could use to check if said actor or if the position is inflicted with the Knockout state?

OR could I use $game_variables[ID] = $game_map.battlers_group(GROUP).size and store the players group[1] in say variable 5 and use a conditional branch to check if that variable[5] is >=0 to call gameover?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 14, 2009, 11:39:02 am
$game_party.all_dead?


When Auto Gameover is on, it switches to the game over screen when everybody is dead. When it's off, it does nothing.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 14, 2009, 01:26:58 pm
Quote from: Blizzard on September 14, 2009, 11:39:02 am
$game_party.all_dead?


When Auto Gameover is on, it switches to the game over screen when everybody is dead. When it's off, it does nothing.


Yes, I know that. Its just I thought it used to activate a switch when you had Auto Gameover set to false. But my mistake on not clearing that up and thank you for the code as well. :) I can just throw this in the "script" part of a conditional branch and throw an 'if' in front correct?

EDIT: Nevermind got it. Thank you once again Blizz.
Title: Re: [XP] Blizz-ABS
Post by: Axerax on September 15, 2009, 09:33:48 am
Just curious as to when you said you were going to add more of the combos and such. I'm still trying to formulate a good idea for swimming, however I think I may have a good idea for using conditional branches with this. I'll just require me to do some easy stuff, but more events in the end :(
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 15, 2009, 09:39:19 am
It's possible to do it with events and forced action commands, but I'd prefer to script is into the system properly.
Title: Re: [XP] Blizz-ABS
Post by: acebelowzero on September 15, 2009, 07:40:03 pm
OK on Blizzard abs i don't know how to make an enemy keep re spawning after 15 seconds can someone please help?

I read the Manual but i don't understand this. :(
Spoiler: ShowHide
2.5.5. Respawn Time
Causes killed enemies to respawn after a certain amount of time. It is possible to set up this value. This option can be changed in-game by using an event Call Script command with following syntax:
$game_system.respawn_time = POSSIBLE_VALUE
POSSIBLE_VALUE is one of the possible values for this option. Values out of range will be corrected automatically. Setting this value to 0 will disable this feature. This change will be saved with the save file.

And
Spoiler: ShowHide
3.1.8. Creating a Respawn Point
Respawn Points are a special feature in Blizz-ABS that allows the respawn of enemies at one specific point. Such a Respawn Point is created the same way as enemies are; by adding a specific command to their event name. Instead of \e[ID] it is necessary to use \respawn[ID1, ID2, ID3, ...]. The various IDs are enemy IDs from enemy types that 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 that setting. The waiting time for respawning in this case is 5 seconds. It can be changed by adding \time[TIME] where TIME is the number of seconds which needs to pass 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 enemies defined in the setting. Respawn Points are normal events that are simply marked which means that they completely act like normal events.


if u can please help me...  :)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 15, 2009, 07:45:45 pm
Is this the 12 yr old ace, or the older brother one...?
Title: Re: [XP] Blizz-ABS
Post by: acebelowzero on September 15, 2009, 07:58:25 pm
12 year So can u help me please...

Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 15, 2009, 08:58:56 pm
Blizzard's instructions in the manual are VERY clear...
If you can't understand them, then it'll be kinda hard to explain it in a better way... =/

Maybe you can ask your brother to help?
He should be able to understand the lingo XD
And maybe he'll even do it for you :P
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on September 15, 2009, 09:05:22 pm
@ace:

Spoiler: ShowHide
(http://img10.imageshack.us/img10/2048/respawne.jpg)


\respawn[2] means the enemyID #2 will respawn at this location

\time[15] means respawn will happen 15 seconds after the enemy dies
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 15, 2009, 09:06:46 pm
Thank you for that :)
*level++*
Title: Re: [XP] Blizz-ABS
Post by: acebelowzero on September 15, 2009, 10:43:06 pm
Ok thanks but i put exactly what u put and it doesn't work.
The enemy doesn't even move or i cant attack it
Do you know why?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 15, 2009, 11:16:31 pm
Did you even make the enemy...?
Title: Re: [XP] Blizz-ABS
Post by: acebelowzero on September 15, 2009, 11:25:58 pm
Um Ya i did
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 15, 2009, 11:36:03 pm
Did you give the enemy a group?

AND

Are you using any enemy defined in the database?

IE: you use \e[5]\g[whatever] and you only have 4 enemies set up in the database?
Because I've done this before so maybe you are as well.
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on September 15, 2009, 11:57:15 pm
@Ace:

Here, I spent some time throwing together a really quick demo, showing you how to do respawns.  I hope you'll appreciate this  8)

http://www.sendspace.com/file/wffu7n
Title: Re: [XP] Blizz-ABS
Post by: acebelowzero on September 16, 2009, 12:10:37 am
Thanks u are really great Level up!
Thanks you dont know how happy i im.  LOLZ
Title: Re: [XP] Blizz-ABS
Post by: Axerax on September 17, 2009, 06:36:09 pm
Quote from: Blizzard on September 15, 2009, 09:39:19 am
It's possible to do it with events and forced action commands, but I'd prefer to script is into the system properly.

When <3 I'd love to test it :3
Title: Re: [XP] Blizz-ABS
Post by: dylanf3 on September 18, 2009, 01:54:06 am
Hey blizz, is there a way to make a enemy, which is in the NPC group, and with wich you can talk? But, like when you attack that person he/she will attack you to.... :^_^':
Title: Re: [XP] Blizz-ABS
Post by: G_G on September 18, 2009, 02:18:47 am
yes you need to use the custom event triggers make it where it talks
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 18, 2009, 12:10:06 pm
Or make em neutral. Because if you set them to be an enemy they'll attack you on sight.

O_o but now I have a question. Is it possible to make it where you can only jump one way. Say like you jump down a cliff but can't jump back up it?
Title: Re: [XP] Blizz-ABS
Post by: Nightowl Atticus on September 20, 2009, 05:26:32 am
I was tinkering around with Blizz ABS' AI alignment and when I tested the alignment system,
I was wondering if it could be possible to make a soldier that helps heroes in some battle but
it wouldn't attack to the party (if hero hits the soldier accidentally... or incidentally) or take
damage dealt by the party.

So, is making a critter/AI controlled ally like this possible?
Would be really annyoing in a war where you accidentally hit someone AI controlled ally that starts killing you.

Oh, and I'm not talking about party member's AI.
Title: Re: [XP] Blizz-ABS
Post by: G_G on September 20, 2009, 05:45:14 am
yea theres a group called Actor by default I believe its group 1, if you attack that group they wont attack you
Title: Re: [XP] Blizz-ABS
Post by: Nightowl Atticus on September 20, 2009, 06:04:28 am
Hmmm, yeah. It works now.
Thanks game_guy. :)
Title: Re: [XP] Blizz-ABS
Post by: G_G on September 20, 2009, 06:07:54 am
no problem :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 20, 2009, 05:51:05 pm
Quote from: Makasu on September 18, 2009, 12:10:06 pm
O_o but now I have a question. Is it possible to make it where you can only jump one way. Say like you jump down a cliff but can't jump back up it?


Hm... Have you tried messing with the no-jump terrain tag?
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 21, 2009, 07:22:28 am
I have. But literally its like a very small jump. Off of a roof with half a door way. So there's three tiles. The roof, the door, then the grass. But see then I can jump back up onto the roof but I don't want that necessarily. If no I can just eliminate the jump altogether. I think my jumping is set to 1? I'm not on my computer at the moment so I can't tell for sure. But if I set eeither the roof to not be jumpable I can't jump off and with the grass as well. I could try the door but I think I already have?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 21, 2009, 08:11:29 am
You can always event it and put the event on the rooftop.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 21, 2009, 09:06:50 am
Yeah that might be what I have to do actually. But since the jump function is a part of BABS and its like an entire rooftop it'll mean a lot of changing. So I'll either just make it where you can't jump down or event it like you said. Thanks nonetheless.
Title: Re: [XP] Blizz-ABS
Post by: Axerax on September 24, 2009, 02:31:10 pm
Hey Blizzard,
I'm trying to create enemy sprites that are "breakable" inanimate objects, but I don't want those things to show the HP bar, is there a way to turn them off for certain enemies? This could add an Unknown HP factor into the game.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 24, 2009, 03:45:11 pm
...
How many times must it be said? RTFM :P

Anyway, add /hide to the even name
Title: Re: [XP] Blizz-ABS
Post by: Ragnai on October 02, 2009, 03:52:02 pm
I'm pretty sure that there is no entry in the manual about this so I ask it here:
How, or is it possible to use multiple frames for characters?

I was really sucked by the XAS since there isn't any compatible pixelmovement with a current version out, but I still can't let my 8frames chars leave :/

Thanks a lot in advance.

~Ragnai
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 03, 2009, 07:12:50 am
It's not in the manual, because I haven't added that yet. I was going to add support for any number of frames later. You'll have to wait some time. :/
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on October 03, 2009, 07:30:28 am
I was saying that the hide hp thing was in the manual :P Should've pointed that out I guess -_-
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 03, 2009, 07:46:31 am
I was talking to Ragnai. xD
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on October 03, 2009, 11:18:12 am
I never even seen his post :uhm:
Now how'd I miss that 0_o
Title: Re: [XP] Blizz-ABS
Post by: rpgmakerfanhaha on October 03, 2009, 12:06:32 pm
I'm now creating another new game a fresh and I will leave the old game now,like what Starrokirby said,the first game will not be successful.It's true.I decided to use this system for my game and it's called "The battles of three class".
Title: Re: [XP] Blizz-ABS
Post by: Ragnai on October 04, 2009, 04:45:07 am
Thanks a lot Blizzard (:
Couldn't you make an extra thread where we could post our ideas in?
And you would reply with: possible, not possible?

Thanks in advance, I'll be waiting.

~Ragnai
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 04, 2009, 05:27:07 am
No, this thread is fine. It's for support and suggestions. There's no need for 2 threads.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 04, 2009, 07:42:50 am
What's the snippet to check actor hp?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 04, 2009, 07:52:30 am
$game_party.actors[POSITION].hp
$game_actors[ID].hp
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 04, 2009, 07:56:44 am
Quote from: Blizzard on October 04, 2009, 07:52:30 am
$game_party.actors[POSITION].hp
$game_actors[ID].hp



Im sorry I didn't mean it that way. How do I check the amount of hp an actor has with conditional branches.

Example. Actor 2 has 25% hp and I want to use a conditional branch to trigger stuff when that happens.
Title: Re: [XP] Blizz-ABS
Post by: Ryex on October 04, 2009, 02:00:39 pm
($game_party.actors[POSITION].hp.to_f / $game_party.actors[POSITION].maxhp.to_f) < .25 


position starts at 0 and goes to party size - 1
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 04, 2009, 02:25:58 pm
No need for 2 times to_f. If one number is converted to float, then every integer operand will be converted to float as well. Also the brackets aren't necessary.

@Rose: You can use this code in an event conditional branch. 4th tab, the option says "Script".
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 04, 2009, 03:36:44 pm
Quote from: Blizzard on October 04, 2009, 02:25:58 pm
No need for 2 times to_f. If one number is converted to float, then every integer operand will be converted to float as well. Also the brackets aren't necessary.

@Rose: You can use this code in an event conditional branch. 4th tab, the option says "Script".


I know that but I remember Z' (Zeriab) giving me a snippet that was like actor.hp = blahblahblah.. and I forgot.
The snippet checked to see if an actor's hp was at a certain percentage.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 04, 2009, 03:41:39 pm
Quote from: Ryexander on October 04, 2009, 02:00:39 pm
$game_party.actors[POSITION].hp.to_f / $game_party.actors[POSITION].maxhp < .25 


position starts at 0 and goes to party size - 1


There it is... >.>
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 04, 2009, 03:51:14 pm
Quote from: Aqua on October 04, 2009, 03:41:39 pm
Quote from: Ryexander on October 04, 2009, 02:00:39 pm
$game_party.actors[POSITION].hp.to_f / $game_party.actors[POSITION].maxhp < .25 


position starts at 0 and goes to party size - 1


There it is... >.>


=O I overlooked that...

Doesn't work for some reason. I put position 1 because its checking actor 2.. 'sides that I want to check a specific actor so I can have individual commands. (Might be because of the BlizzABS.. last time that's what happened when Z' gave me a command like that)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 04, 2009, 04:13:29 pm
$game_actors[ID].hp.to_f / $game_actors[ID].maxhp < .25 


There XD
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 04, 2009, 04:43:29 pm
I tried that.. syntax error
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 04, 2009, 06:09:52 pm
Don't use ".25", use "0.25".

And remember kids:
Writing cryptic code is NOT cool. You do not come over as smart or witty because you know some syntactic sugaring. Rather you come over as 0|\/|6 1337 h4xxorz. Do you want to be called a 13 year old boy who thinks he's a hacker? No, you don't. So don't use syntactic sugaring. Especially if the language doesn't support it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 04, 2009, 06:26:44 pm
I only copy pasta'ed what Ry did D:
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 05, 2009, 06:48:52 am
Quote from: Blizzard on October 04, 2009, 06:09:52 pm
Don't use ".25", use "0.25".

And remember kids:
Writing cryptic code is NOT cool. You do not come over as smart or witty because you know some syntactic sugaring. Rather you come over as 0|\/|6 1337 h4xxorz. Do you want to be called a 13 year old boy who thinks he's a hacker? No, you don't. So don't use syntactic sugaring. Especially if the language doesn't support it.


... feh... for some reason I feel like he just said something about my mother.
Title: Re: [XP] Blizz-ABS
Post by: Zeldaknight on October 06, 2009, 11:47:18 pm
Quote from: Blizzard on October 04, 2009, 06:09:52 pm
Don't use ".25", use "0.25".

And remember kids:
Writing cryptic code is NOT cool. You do not come over as smart or witty because you know some syntactic sugaring. Rather you come over as 0|\/|6 1337 h4xxorz. Do you want to be called a 13 year old boy who thinks he's a hacker? No, you don't. So don't use syntactic sugaring. Especially if the language doesn't support it.

I've found that Ruby is good at 'syntactic sugaring' - in fact it's one of the best languages for it. And syntactic sugaring can make your code more readable, not make you look dumb. Example: Ruby's one-line if (exit unless "restaurant".include? "aura").
But you're right - sugar can make something sweet or over-sweet. ;)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 07, 2009, 04:09:33 am
Sure, syntactic sugaring can be good as you said. My main point was to avoid cryptic code after all. xD
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 07, 2009, 10:05:04 am
http://www.youtube.com/watch?v=b9wtNGpxP8o



:D

Video displaying new HUD by winkio
Sprites by Southerland Zero
Kill Count by winkio/ game_guy
Communication system by me ;) [If you want to just skip to the communication system goto 0:54]

Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on October 07, 2009, 06:15:10 pm
Hey Blizz is there a way to check if a skill that has a certain element is used? ie, use some fire skill to melt a wall of ice.
Title: Re: [XP] Blizz-ABS
Post by: Zeldaknight on October 07, 2009, 07:42:44 pm
Quote from: Blizzard on October 07, 2009, 04:09:33 am
Sure, syntactic sugaring can be good as you said. My main point was to avoid cryptic code after all. xD

Yeah, you're right of course.

BTW I'm re-trying to translate the script for RMVX (last time I decided it was too hard and gave up) now that I'm a little better with Ruby.
>:( I can't see why they changed RGSS2 so much - I think most of the changes will just be changing names of methods ($game_system.words.sp => $game_system.terms.mp etc. And I liked SP better anyway :P )
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 07, 2009, 11:57:05 pm
I have both a bug and a question.

First is that even when I set bouncing damage to false, the damage display still bounces as if it were activated.

My question, however, is if there is a way to hide the display of damage. I'm using a more zelda like system in my game, and seeing "1" every hit looks really stupid :P
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on October 08, 2009, 02:24:41 am
Quote from: legacyblade on October 07, 2009, 11:57:05 pmMy question, however, is if there is a way to hide the display of damage. I'm using a more zelda like system in my game, and seeing "1" every hit looks really stupid :P

BABS Part 2, around line 4000 should be this code:
def request_damage_sprite(char, damage = nil)

Just put "return" (without the double quotes) below it and that's it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 08, 2009, 03:44:40 am
@HD:

$data_skills[ID].element_set.include?(ELEMENT_ID)
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 08, 2009, 02:57:49 pm
Thanks Lethal-Yarn, works perfectly. *powers up*
Title: Re: [XP] Blizz-ABS
Post by: rpgmakerfanhaha on October 09, 2009, 06:05:39 am
I know it's gonna to be a bit dumb question.how can I open up the menu and set the skills as the hotkeys?


[EDIT]
Alright,but how can I open the pre-menu?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 09, 2009, 06:22:22 am
There's a hotkey menu in Blizz-ABS's pre-menu.
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on October 09, 2009, 11:26:30 am
Quote from: rpgmakerfanhaha on October 09, 2009, 06:05:39 am
I know it's gonna to be a bit dumb question.how can I open up the menu and set the skills as the hotkeys?


[EDIT]
Alright,but how can I open the pre-menu?

If you're using the default settings from B-ABS, you use F.

Also, read the manual because it tells you simple stuff like this.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 09, 2009, 01:15:02 pm
I feel really dumb asking questions for some reason, but here's another one. How would I make a skill increase the walk AND run speed? I've gotten one that increases the walk speed, but it would be nice to also change the run speed as well.
Title: Re: [XP] Blizz-ABS
Post by: G_G on October 09, 2009, 01:16:43 pm
Common Events?
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on October 09, 2009, 01:19:43 pm
That would change walk speed, but I too wouldn't know how to change run/sneak speed.  I think when I was searching the forums back then, I *think* what I read was that it isn't possible to do that.
Title: Re: [XP] Blizz-ABS
Post by: Karolu1 on October 09, 2009, 01:28:32 pm
Hi, i have few problems with the script. First is the force action command it doesn't work for me it just do nothing, and second problem is when I create NPC after I talk to him everytime I touch him he starts talking. I hope you can find solution to it and sorry if I made any mistakes I'm still learning English.
Title: Re: [XP] Blizz-ABS
Post by: Magus on October 12, 2009, 09:22:48 am
Found a rare bug in the defend loop animation.
When I defended, the loop continued even after I let go of the defend-button. It wouldn't let me move or anything D:
Luckily my Al was alive, so I switched to him and was able to move with him. I switched back to Mario and the defend loop finally wore off about 10 seconds later.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 12, 2009, 11:02:42 am
I'll check that.
Title: Re: [XP] Blizz-ABS
Post by: momentai1018 on October 12, 2009, 01:54:17 pm
I need help


I just downloaded Blizz ABS and I put all the code in but in part 2 somethings wrong. Everything works fine until I try to load saved game data, as soon as I try I get this

'Blizz ABS part 2' line 1485: TypeError occurred. nil can't be coerced into Fixnum
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 12, 2009, 01:55:31 pm
Was the saved game data from before you added Blizz-ABS?
If it is, then there's no way to save it; you'll have to start a new game.
Title: Re: [XP] Blizz-ABS
Post by: Magus on October 12, 2009, 01:57:37 pm
Quote from: Aqua on October 12, 2009, 01:55:31 pm
Was the saved game data from before you added Blizz-ABS?
If it is, then there's no way to save it; you'll have to start a new game.


If you got pretty far in your work, its a pain, but with blizz-abs IT'S WORTH IT!
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 12, 2009, 02:04:34 pm
don't post the same question in a bunch of different topics.

Blizz-ABS doesn't work with old save files, just make new ones.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on October 12, 2009, 02:06:33 pm
i dont know y but hot keys will not return to the menu i edited it to do it but straight to the map here is Scene_Hotkeys

Spoiler: ShowHide
#==============================================================================
# Scene_Hotkeys
#------------------------------------------------------------------------------
#  This class handles the skill/item hotkey processing.
#==============================================================================

class Scene_Hotkeys
 
 #----------------------------------------------------------------------------
 # Initialization
 #  tone - screen background tone
 #----------------------------------------------------------------------------
 def initialize(tone = Tone.new(0, 0, 0, 0))
   # store current screen tint
   @tone = tone
   # store current party leader
   @party_leader = $game_party.actors[0]
 end
 #----------------------------------------------------------------------------
 # main
 #  The main processing method.
 #----------------------------------------------------------------------------
 def main
   # create spriteset
   @spriteset = Spriteset_Map.new
   # create viewport
   @view = Viewport.new(0, 0, 640, 480)
   # set tone to current screen tone
   @view.tone = @tone.clone
   # create HUD if HUD is turned on and HUD active
   @hud = Hud.new if BlizzABS::Config::HUD_ENABLED && $game_system.hud
   # if ASSIGNMENT is turned
   if BlizzABS::Config::HOTKEYS
     # create assignment display
     @hotkeys = Hotkey_Assignment.new
     # set z position
     @hotkeys.z = 5000
   end
   # if MINIMAP is turned on and minimap active
   if BlizzABS::Config::MINIMAP && $game_system.minimap > 0
     # create minimap
     @minimap = Minimap.new
   end
   # create sprite
   @choice = Sprite.new
   # create bitmap
   @choice.bitmap = $BlizzABS.cache.image('menu_arrow')
   # set x, y and z positions
   @choice.x, @choice.y, @choice.z, @choice.opacity = 160, 40, 500, 128
   # set x position offset
   @choice.ox = -8
   # set active flag
   @active = true
   # set index
   @index = 0
   # set up mode flag
   @up_mode = true
   # create modified skill window
   @skill_window = Window_Skill_Hotkey.new($game_player.battler)
   # create modified item window
   @item_window = Window_Item_Hotkey.new
   # set last active
   @last_active = true
   # transtition
   Graphics.transition
   # loop
   loop do
     # update game screen
     Graphics.update
     # update input
     Input.update
     # frame update
     update
     # stop if chosen an option
     break if $scene != self
   end
   # freeze screen
   Graphics.freeze
   # delete spriteset
   @spriteset.dispose
   # delete HUD elements that exist
   [@hud, @hotkeys, @minimap].each {|s| s.dispose if s != nil}
   # delete choice sprite
   @choice.dispose
   # delete skill window
   @skill_window.dispose
   # delete item window
   @item_window.dispose
   # delete viewport
   @view.dispose
   # while real leader is not first actor in party
   while @party_leader != $game_party.actors[0]
     # switch to next actor
     $BlizzABS.player.switch_leader
   end
 end
 #----------------------------------------------------------------------------
 # update
 #  The update processing method.
 #----------------------------------------------------------------------------
 def update
   # update choice sprite
   @choice.update
   # update skill window
   @skill_window.update
   # update item window
   @item_window.update
   # update hotkey assignment display if existing
   @hotkeys.update if @hotkeys != nil
   # move by 2 or 1 whether active in direction depending on @up_mode
   @choice.oy += (@up_mode ? (@active ? 2 : 1) : (@active ? -2 : -1))
   # set new @up_mode if necesseray depending on @up_mode
   @up_mode = (@up_mode ? (@choice.oy < 8) : (@choice.oy <= -8))
   # if select button pressed
   if $game_system.select_button && Input.trigger?(Input::Select)
     # play sound
     $game_system.se_play($data_system.cursor_se)
     # switch to next actor
     $BlizzABS.player.switch_leader
     # switch to next actor
     @skill_window.switch_actor
     # update HUD if existing
     @hud.update if @hud != nil
     # update hotkey assignment display if existing
     @hotkeys.update if @hotkeys != nil
   # if active
   elsif @active
     # set choice offset always to a number divisable with 2
     @choice.oy = @choice.oy / 2 * 2
     # update hotkey selection
     update_choice
   # if skill window is active
   elsif @skill_window.active
     # update skill selection
     update_skill
   # if item window is active
   elsif @item_window.active
     # update item selection
     update_item
   end
 end
 #----------------------------------------------------------------------------
 # update_choice
 #  Updates input during the hotkey selection.
 #----------------------------------------------------------------------------
 def update_choice
   # set x position
   @choice.x = 160 + @index * 32
   # if pressed B
   if Input.trigger?(Input::B)
     # play cancel sound
     $game_system.se_play($data_system.cancel_se)
     # create menu scene
     $scene = Scene_Menu.new(6)
   # if C is pressed
   elsif Input.trigger?(Input::C)
     # play sound
     $game_system.se_play($data_system.decision_se)
     # not active
     @active = false
     # the one that was active the last time is now active
     @skill_window.active = @last_active
     @item_window.active = (!@last_active)
   # if RIGHT is being pressed
   elsif Input.repeat?(Input::RIGHT)
     # if RIGHT is pressed or index is less than 9
     if Input.trigger?(Input::RIGHT) || @index < 9
       # play sound
       $game_system.se_play($data_system.cursor_se)
       # set new index
       @index = (@index + 1) % 10
     end
   # if LEFT is being pressed
   elsif Input.repeat?(Input::LEFT)
     # if LEFT is pressed or index is equal or greater than 1
     if Input.trigger?(Input::LEFT) || @index >= 1
       # play sound
       $game_system.se_play($data_system.cursor_se)
       # set new index
       @index = (@index + 9) % 10
     end
   end
 end
 #----------------------------------------------------------------------------
 # update_skill
 #  Updates input during the skill selection.
 #----------------------------------------------------------------------------
 def update_skill
   # set last active
   @last_active = true
   # if B is pressed
   if Input.trigger?(Input::B)
     # play cancel sound
     $game_system.se_play($data_system.cancel_se)
     # set active
     @active = true
     # skill window is not active
     @skill_window.active = false
     # delete cursor
     @skill_window.cursor_rect.empty
   # if C is pressd
   elsif Input.trigger?(Input::C)
     # play sound
     $game_system.se_play($data_system.decision_se)
     # if last position
     if @skill_window.index == @skill_window.item_max - 1
       # remove hotkey assigmnent from skill
       $game_player.skill_hotkeys[(@index+1)%10] = 0
     else
       # set skill to hotkey
       $game_player.skill_hotkeys[(@index+1)%10] = @skill_window.skill.id
     end
     # remove hotkey assigmnent from item
     $game_player.item_hotkeys[(@index+1)%10] = 0
     # draw hotkey display if hotkey display exists
     @hotkeys.draw(@index+1) if @hotkeys != nil
     # set active
     @active = true
     # skill window is not active
     @skill_window.active = false
     # delete cursor
     @skill_window.cursor_rect.empty
   # if RIGHT or LEFT is pressed
   elsif Input.trigger?(Input::RIGHT) || Input.trigger?(Input::LEFT)
     # play sound
     $game_system.se_play($data_system.cursor_se)
     # item window is active
     @item_window.active = true
     # skill window is not active
     @skill_window.active = false
     # delete cursor
     @skill_window.cursor_rect.empty
   end
 end
 #----------------------------------------------------------------------------
 # update_item
 #  Updates input during the item selection.
 #----------------------------------------------------------------------------
 def update_item
   # set last active
   @last_active = false
   # if B is pressed
   if Input.trigger?(Input::B)
     # play cancel sound
     $game_system.se_play($data_system.cancel_se)
     # set active
     @active = true
     # item window is not active
     @item_window.active = false
     # delete cursor
     @item_window.cursor_rect.empty
   # if C is pressed
   elsif Input.trigger?(Input::C)
     # play sound
     $game_system.se_play($data_system.decision_se)
     # if last position
     if @item_window.index == @item_window.item_max - 1
       # remove hotkey assigmnent from item
       $game_player.item_hotkeys[(@index+1)%10] = 0
     else
       # set item to hotkey
       $game_player.item_hotkeys[(@index+1)%10] = @item_window.item.id
     end
     # remove hotkey assigmnent from skill
     $game_player.skill_hotkeys[(@index+1)%10] = 0
     # draw hotkey display if hotkey display exists
     @hotkeys.draw(@index+1) if @hotkeys != nil
     # set active
     @active = true
     # item window is not active
     @item_window.active = false
     # delete cursor
     @item_window.cursor_rect.empty
   # if RIGHT or LEFT is pressed
   elsif Input.trigger?(Input::RIGHT) || Input.trigger?(Input::LEFT)
     # play sound
     $game_system.se_play($data_system.cursor_se)
     # skill window is active
     @skill_window.active = true
     # item window is not active
     @item_window.active = false
     # delete cursor
     @item_window.cursor_rect.empty
   end
 end
 
end
Title: Re: [XP] Blizz-ABS
Post by: Veke on October 14, 2009, 09:46:57 am
What's the script conditional thingie for checking an enemy's HP?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 14, 2009, 01:49:16 pm
$BlizzABS.get_enemy(EVENT_ID).hp

Refer to the manual for more info.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 14, 2009, 03:46:13 pm
I'm trying to make a flying class monster. Only problem is melee based ground characters can hit flying monsters which should be impossible. (Elements do not work)
Title: Re: [XP] Blizz-ABS
Post by: rotted_flesh on October 17, 2009, 05:28:04 am
hi im having problems with BLIZZ ABS, i have it set up all ready but when i put an enemy on the map nothing happens i cant attack and i cant be attacked please help this is making me so frustrated if u can send me a PM thanks.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 17, 2009, 06:16:03 am
Did you put the scripts in the right order?
Title: Re: [XP] Blizz-ABS
Post by: rpgmakerfanhaha on October 17, 2009, 09:44:20 am
I don't quite understand this sentence in the manual... :P

"The various IDs are enemy IDs from enemy types that will respawn at this point"

It is about resprawning.I wish to resprawn the enemy the same position as they were in at the start,cause one of the 10 enemies has a variable+,and you said it would still add the variable after resprawn,right?So in order to not confuse the player,I want it to resprawn at the original position.
Title: Re: [XP] Blizz-ABS
Post by: Veke on October 17, 2009, 02:47:37 pm
I try to make a shooting projectile skill for an enemy. I set the skill type as Shooting/Thrusting, as supposed. I gave the skill to an enemy and it uses it, but not correctly. Even though the range is high, it's only used at point blank range. Besides, I think it should give me an error about missing projectile sprites.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 17, 2009, 04:43:25 pm
I am aware of the bug that causes enemies to get close to shoot instead of doing it from a distance. I just haven't had time to look into it and fix it. It's a bug relatively hard to fix so it's not a 5 minute job.

If you have a correctly name projectile sprite, you shouldn't be getting any errors.
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 17, 2009, 04:53:39 pm
Hey Blizz I was looking into it earlier and it's something with the enemies using the range of their attack for their skills as well.  Try giving the AI the Max value of the highest range skill and the attack.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 17, 2009, 05:00:41 pm
Hm... I always thought it has to do with the AI not properly checking the possible range. Usually the enemy should keep away from an actor just to have him in range for the attack, but for some reason it's not. I could bet that it's a 1-line fix, but I couldn't find it so far (haven't been looking too much either >.<).
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 17, 2009, 06:11:49 pm
You have it so that the enemy can only use skills in the attack range.  The movement is fine, but you need to allow it to use skills before it's in attack range.  That's what I found.
Title: Re: [XP] Blizz-ABS
Post by: rotted_flesh on October 18, 2009, 01:16:25 am
Quotehi im having problems with BLIZZ ABS, i have it set up all ready but when i put an enemy on the map nothing happens i cant attack and i cant be attacked please help this is making me so frustrated if u can send me a PM thanks.



Ahh... I figured it out i was using "/" instead of "\".

But Thanks anyway.
Title: Re: [XP] Blizz-ABS
Post by: Veke on October 18, 2009, 04:40:45 am
Well, I hope you get it fixed.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 18, 2009, 04:43:09 am
Lol, you wouldn't believe how many people make the same mistake. I'm tempted to edit the script so it works with both "\" and "/". xD
Title: Re: [XP] Blizz-ABS
Post by: rotted_flesh on October 18, 2009, 07:47:42 pm
it might be something worth doing help alot of people out there, i love this script even though it took me nearly a week to figure it out. Again Thank you for such a cool scrip
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 18, 2009, 08:18:42 pm
There is a minor bug when you're using idle sprites. Even if you can't move (the object in front of you is impassible, there's an autorun event, there's a text box, etc.), when you press any of the direction arrows, it displays the player's walk animation for the direction he's facing.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 19, 2009, 04:27:33 pm
How would I assign a skill to hotkey hud by script commands?
Like if I have a new skill and I'd like to assign it to hot key through eventing.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 19, 2009, 06:16:46 pm
$game_actors[ID].skill_hotkeys[NUMBER] = SKILL_ID

Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 20, 2009, 11:57:28 am
Quote from: Blizzard on October 19, 2009, 06:16:46 pm
$game_actors[ID].skill_hotkeys[NUMBER] = SKILL_ID




Okay, how do I force the main character to do a skill. (I'm aware of force action but that only works for party members and enemies)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 20, 2009, 01:57:55 pm
O_o You can't force an action on a character who isn't in the party. You can use the force_action command for $game_actors[ID] instead of $game_party.actors[POSITION] if he's in the party.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 20, 2009, 06:06:21 pm
Quote from: Blizzard on October 20, 2009, 01:57:55 pm
O_o You can't force an action on a character who isn't in the party. You can use the force_action command for $game_actors[ID] instead of $game_party.actors[POSITION] if he's in the party.


I meant the player that is leading the party. The first character.
The one the player is controlling. I would like to force the player to cast a skill.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on October 20, 2009, 07:09:41 pm
ur party starts like this the the u play as is 0 then the next 1 is 1 ect...

$game_party.actors[0]
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 20, 2009, 09:38:25 pm
Quote from: nathmatt on October 20, 2009, 07:09:41 pm
ur party starts like this the the u play as is 0 then the next 1 is 1 ect...

$game_party.actors[0]


You can't force the player to do that.. tried it.
$BlizzABS.actor_force_action(0, ENEMIES, SKILL, 2)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 21, 2009, 04:09:11 am
Actually you can. I had no problems forcing immediate actions on the player.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on October 21, 2009, 06:14:05 am
I´m getting a weird error when i´m trying to use BABS configuration thing. All works fine, until i try to generate the script... Then it gives me a weird error. I don´t even know what it´s saying... I´ll post it here, if needed. The weirdest thing is that it worked before, but now it´s just suddenly giving me the error. Didn´t do a thing to it when i re-installed the thing. And it´s not about that it´s not being in the game folder...
Help please.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 21, 2009, 04:00:13 pm
How do I detect if a specific enemy event is in a certain range proximity of the players character?

Also how would I detect if a troop is ... blah blah above statement  of the character.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 22, 2009, 06:05:28 am
*points to manual and the "enemy_can_see?", "enemy_can_hear?", etc. script calls* -_-

Quote from: Pyhankoski on October 21, 2009, 06:14:05 am
I´m getting a weird error when i´m trying to use BABS configuration thing. All works fine, until i try to generate the script... Then it gives me a weird error. I don´t even know what it´s saying... I´ll post it here, if needed. The weirdest thing is that it worked before, but now it´s just suddenly giving me the error. Didn´t do a thing to it when i re-installed the thing. And it´s not about that it´s not being in the game folder...
Help please.


Post it, I can't do much if I don't know the error.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 22, 2009, 10:26:23 am
Quote from: Blizzard on October 22, 2009, 06:05:28 am
*points to manual*


That doesn't answer my question. That triggers only when enemies can see/hear not when .. well I'll show you what I'm using now.


$BlizzABS.enemy_has_memorized?(TROOP, ACTORS, 0)
$BlizzABS.enemy_can_percieve?(TROOP, ACTORS, 0)

I want to trigger it before the enemy hears the player though.. and when an enemy is a few tiles in front of the player.. different players have different perception distances.




Also in terms of defense I'm going to event something called "Defense break". So I guess I don't need to ask this question >.>

So.. how do I remove Ally Behavior from the menu?
Title: Re: [XP] Blizz-ABS
Post by: G_G on October 22, 2009, 10:44:57 am
what he wants is like when an event is x amount of squares away from the player because each actor has its own perception area which then notifies the party a monster is near.

Well I think thats what he's saying.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 22, 2009, 10:56:57 am
if !$BlizzABS.enemy_can_hear?(TROOP, ACTORS, 0)
 if switch X is off
   turn on switch X
   turn on your stuff
 end
else
 turn off switch X
end

Duh.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 22, 2009, 11:07:06 am
Quote from: Blizzard on October 22, 2009, 10:56:57 am
if !$BlizzABS.enemy_can_hear?(TROOP, ACTORS, 0)
 if switch X is off
   turn on switch X
   turn on your stuff
 end
else
 turn off switch X
end

Duh.


That's enemy Blizz.. what I'm trying to do is give the player a sight/hear range for enemies.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 22, 2009, 11:09:46 am
Actors have a predefined range to see everything the player sees on the screen. I hardcoded it, you'll have to change the script for that.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 22, 2009, 11:31:22 am
Quote from: Blizzard on October 22, 2009, 11:09:46 am
Actors have a predefined range to see everything the player sees on the screen. I hardcoded it, you'll have to change the script for that.


I figured.

So.. how do I remove Ally Behavior from the pre-menu?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 22, 2009, 01:36:25 pm
It was posted a few times already. *points to search button* :P
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 22, 2009, 01:56:13 pm
Quote from: Blizzard on October 22, 2009, 01:36:25 pm
It was posted a few times already. *points to search button* :P


=/ I know. I searched for it ~.~ so many pages.. I'll find it though.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 22, 2009, 02:33:02 pm
I think I mentioned it recently. And that's why I said "search button". xD So you don't have to search manually. BTW, try to find "Ally Behavior" and "AI Triggers". That should give you the best results.
Title: Re: [XP] Blizz-ABS
Post by: Xelias on October 22, 2009, 03:25:52 pm
Question : What is the corresponding time between Status effect duration and real time duration ?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 22, 2009, 04:13:24 pm
(http://img33.imageshack.us/img33/1536/snap010f.th.png) (http://img33.imageshack.us/img33/1536/snap010f.png)
Title: Re: [XP] Blizz-ABS
Post by: Xelias on October 22, 2009, 11:35:43 pm
Thanks

Worst part is, I actually searched in this category. :haha:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 23, 2009, 04:07:02 am
I know. I need to split that chapter and organize everything a bit better there.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on October 24, 2009, 05:03:47 am
I´m sorry, but parts of it are in finnish. You can use something like google translate, or ask me their translations.

Spoiler: ShowHide
************** Poikkeuksen teksti **************
System.ArgumentOutOfRangeException: Indeksi oli sallitun alueen ulkopuolella. Indeksi ei saa olla negatiivinen, ja sen on oltava kokoelmaa pienempi.
Parametrin nimi: index
   kohteessa System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   kohteessa System.ThrowHelper.ThrowArgumentOutOfRangeException()
   kohteessa BlizzABS.Utility.Generator.genDestruct(List`1 enemies)
   kohteessa BlizzABS.Utility.Generator.genEnemiesModule()
   kohteessa BlizzABS.Utility.Generator.genBlizzABSModule()
   kohteessa BlizzABS.Utility.Generator.GenerateScript(Configuration newCfg, GameData newGameData)
   kohteessa BlizzABS.Forms.WinConfig.generateScript_Click(Object sender, EventArgs e)
   kohteessa System.Windows.Forms.Control.OnClick(EventArgs e)
   kohteessa System.Windows.Forms.Button.OnClick(EventArgs e)
   kohteessa System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   kohteessa System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   kohteessa System.Windows.Forms.Control.WndProc(Message& m)
   kohteessa System.Windows.Forms.ButtonBase.WndProc(Message& m)
   kohteessa System.Windows.Forms.Button.WndProc(Message& m)
   kohteessa System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   kohteessa System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   kohteessa System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Ladatut kokoonpanot **************
mscorlib
    Kokoonpanon versio: 2.0.0.0
    Win32-versio: 2.0.50727.3053 (netfxsp.050727-3000)
    Koodikanta: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Blizz-ABS Config
    Kokoonpanon versio: 2.5.4.1
    Win32-versio: 2.5.4.1
    Koodikanta: file:///F:/Rpg%20Maker/Rozarias%20Tale/Blizz-ABS%20Config.exe
----------------------------------------
System.Windows.Forms
    Kokoonpanon versio: 2.0.0.0
    Win32-versio: 2.0.50727.3053 (netfxsp.050727-3000)
    Koodikanta: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Kokoonpanon versio: 2.0.0.0
    Win32-versio: 2.0.50727.3053 (netfxsp.050727-3000)
    Koodikanta: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Kokoonpanon versio: 2.0.0.0
    Win32-versio: 2.0.50727.3053 (netfxsp.050727-3000)
    Koodikanta: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Windows.Forms.resources
    Kokoonpanon versio: 2.0.0.0
    Win32-versio: 2.0.50727.3053 (netfxsp.050727-3000)
    Koodikanta: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_fi_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------
Accessibility
    Kokoonpanon versio: 2.0.0.0
    Win32-versio: 2.0.50727.3053 (netfxsp.050727-3000)
    Koodikanta: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
mscorlib.resources
    Kokoonpanon versio: 2.0.0.0
    Win32-versio: 2.0.50727.3053 (netfxsp.050727-3000)
    Koodikanta: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------

************** JIT-virheenkorjaus **************
JIT-virheenkorjauksen käyttöönotto edellyttää, että tämän
sovelluksen tai koneen kokoonpanon määritystiedostossa (Machine.config)
on jitDebugging-määritys system.windows.forms-osassa.
Virheenkorjaus on myös oltava käytössä sovellusta
käännettäessä.

Esimerkiksi:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 24, 2009, 05:25:29 am
I already know what happened. But I have no idea why. What did you do to cause that bug? I mean what did you do BEFORE you pressed the "Generate script" button.
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on October 24, 2009, 09:04:07 am
When a monster dies (using Blizz ABS) it automatically runs the list of the event command right?
Well i was thinking to make some monsters or destroyable crates drop a health or SP Orb by a chance, which is animated using a charset, and when the player gets close will activate its healing/regenerative effects and a animation or sound (like Zelda hearts and jars), but when you terminate an enemy all the actions of the event activate at same time and it dissapears from sight just a few frames after death ..
if im asking too much, is there a way to animate monster drops, instead of a plain boring icon in the floor :P
Halp! Please! :3
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 24, 2009, 10:02:03 am
For the health drop, just make a parallel process common event that restores health to the player and removes 1 item if you have that item in the inventory. Obviously enemies would drop said item. :P

I was actually thinking of adding a new option to allow animating drops with spritesets myself so I'm probably going to add it later.
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on October 24, 2009, 07:06:00 pm
mmm well then a nice static icon should do for now  ;P ..
I also made a puzzle minigame like the ones you see in "Anima" using yourself as the scope and each event representing a piece but pixel movement set to 1 and beyond eventually freezes the game, considering this script is part of blizz-abs script (otherwise im posting this in the wrong topic) is there a way to turn this OFF and ON during gameplay? i really need it for the 2.5D maps i made  :wacko:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 24, 2009, 07:32:49 pm
You can change the pixel movement rate during the game. *points to manual*
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on October 24, 2009, 08:15:25 pm
Woopsy.. i have just read that part of the manual, sorry n_n .
i would like to help with some ideas of my own:
1.- A stamina bar (like in Oblivion/Morrowind) so the character cannot abuse of the running feature and spam fast attacks till a monster "kills itself".. enemy AI prevents this good enough but monsters eventually get too close from a player who is compulsively pushing the attack button and what happens when you corner them?   :evil:

2.-Fog of war; if enemies have a visual, hearing range limited by terrain tags.. why is our hero able to see trough corners/walls?? :P it would be very nice for those survival horror games or simply for tactical purposes.

3.-Charge attacks that do more damage the more you hold a button  8)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 24, 2009, 08:22:17 pm
1. Events.

2. And the lag knows no end.

3. *points to manual where Charge Attacks are listed as a feature*
Title: Re: [XP] Blizz-ABS
Post by: Ryex on October 24, 2009, 08:41:10 pm
Quote from: Blizzard on October 24, 2009, 08:22:17 pm

2. And the lag knows no end.


well for one thing it only make sense in a single player no party game.
but why would it lag you wouldn't be updating the enemy graphics under the fog... as of the actual fog it could be drawn with simple alpha enabled gray in a single bitmap with the draw_rec method and over a big area as possible at once and to life the lag draw over it with clear pixels... I don't see any massive sources of lag...
EIDT: I just realized that unless your drew near perfect circles it would look crappy and drawing a circle would lag.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 24, 2009, 08:54:15 pm
That was my point.
Title: Re: [XP] Blizz-ABS
Post by: fugibo on October 24, 2009, 11:38:30 pm
Well, you could always setup an image-based system, but I supposed that would still succumb to the same sort of lag issues that plague Ruby-only Tilemap implementations, no?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 25, 2009, 05:10:47 am
I find it pointless in general because there are Fog of War scripts and this isn't really ABS related, it's visual.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on October 25, 2009, 06:22:30 am
I don´t remember what i did. Propably nothing that would really cause that error... Should i try downloading the thingy again?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 25, 2009, 06:25:23 am
Sure, it might help. Double check your configuration before you do.
Title: Re: [XP] Blizz-ABS
Post by: wolfspirit on October 25, 2009, 02:08:56 pm
Hi evryone.
I'm trying to create an enemy that furst doens't attack and then when a sertain switch is turned on it does attacks.
How do I do this?
Thanks in advance.
Title: Re: [XP] Blizz-ABS
Post by: lilbrudder917 on October 25, 2009, 02:20:22 pm
Quote from: wolfspirit on October 25, 2009, 02:08:56 pm
Hi evryone.
I'm trying to create an enemy that furst doens't attack and then when a sertain switch is turned on it does attacks.
How do I do this?
Thanks in advance.


Perhaps you're looking for this?
The Manual: ShowHide
(http://i36.tinypic.com/atkncn.png)
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 25, 2009, 02:58:34 pm
no, you are actually looking for the change group command.  It's in the manual.
Title: Re: [XP] Blizz-ABS
Post by: This Side Backwards on October 26, 2009, 12:47:23 am
Hi, so I'm just having a problem with the script...After defeating an enemy, I sometimes (5% of the times) get an error. It says:

Script:'Part 3' line 2833: SystemStackError occurred.
stack level too deep

Help?

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 26, 2009, 03:49:56 am
Did you put the scripts in the right order and are you sure that you don't have any duplicate scripts?
Title: Re: [XP] Blizz-ABS
Post by: Djeff on October 26, 2009, 02:19:22 pm
Hey blizzard.

Im in a dilemma.
Im standing between 2 great abs's. -> Blizzard ABS and Mr.Mo's abs (http://rmrk.net/index.php/topic,11234.0.html)

Things i need in the abs's :

Blizz abs :
You can see your drops
You have a new screen where you can customize your hotkeys
You can defend yourself and can use a sprite for that
You can summon monsters to help you (however i dont realy figured that out yet)

Mr.Mo's abs :
Easy to set up each enemy with different see and hear range for each enemy (good for bosses !)
Easy to set up sprites for your player
Veary easy to make new weapons and skills and use sprites for skills
Easy to have weapons like bows and use sprites like arrows

Other things i need in the abs :
Use new sprites for some weapons
(Probably forgot some things)



Is it possible tfor u to add these things in a new version of blizz abs ?
Else i just will use mr mo abs.



Already thanks,
               Djeff  8)
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 26, 2009, 02:31:23 pm
Wow, Blizz-ABS already does everything you mentioned.  And, even better, it's all in the manual AND in the example games!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 26, 2009, 02:34:09 pm
If you are seriously going to tell me that setting up this:

Quote from: Djeff on October 26, 2009, 02:19:22 pm
Easy to set up each enemy with different see and hear range for each enemy (good for bosses !)
Easy to set up sprites for your player
Veary easy to make new weapons and skills and use sprites for skills
Easy to have weapons like bows and use sprites like arrows


by having to bother with events and scripts is easier than clicking 2-3 times:

(http://img43.imageshack.us/img43/3/snap025m.th.png) (http://img43.imageshack.us/img43/3/snap025m.png) (http://img209.imageshack.us/img209/4277/snap026.th.png) (http://img209.imageshack.us/img209/4277/snap026.png)

and just renaming a few character files:

(http://img200.imageshack.us/img200/8061/snap027o.th.png) (http://img200.imageshack.us/img200/8061/snap027o.png) (http://img124.imageshack.us/img124/1277/snap028.th.png) (http://img124.imageshack.us/img124/1277/snap028.png)

then, go ahead, please, use Mr. Mo's ABS. I beg you that you use Mr. Mo's ABS.

I just had to, it was too easy. :3
Title: Re: [XP] Blizz-ABS
Post by: Djeff on October 26, 2009, 03:41:58 pm
Sorry blizzard

it was stupid from me to add this
My pc has problems with the config thing (vista is shit)
ill try to fix this
Thanks
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 26, 2009, 03:43:45 pm
Lol!

What problems are you getting?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 26, 2009, 03:55:44 pm
The config works fine with Vista... >.>
Title: Re: [XP] Blizz-ABS
Post by: This Side Backwards on October 26, 2009, 08:31:11 pm
Quote from: Blizzard on October 26, 2009, 03:49:56 am
Did you put the scripts in the right order and are you sure that you don't have any duplicate scripts?


Yup. All in order without duplicates.
Title: Re: [XP] Blizz-ABS
Post by: Djeff on October 27, 2009, 01:42:44 am
probably not working with mine there is so many junk on this pc

just going to use onther pc.
XP is still better :)
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on October 27, 2009, 01:47:15 am
GOOD GRACE! You actually use MMABS? It´s propably the worst ABS out there. Use BABS or anything BUT MMABS. I once tried it, sucked like a vacuum (and i´m not talking about the house hold aplliance, but a space with no airr, no gas, no nothing in it...)
And, yes, WinXP vipes floor with Vista.
Title: Re: [XP] Blizz-ABS
Post by: Djeff on October 27, 2009, 02:54:34 pm
mmabs should be a good abs when mmo somethimes would be online on rmrk to help people with things.
well....     Hes never online.
Im about to use babs now figured the config out on my xp.
thanks
and sorry for the stupid question.
Title: Re: [XP] Blizz-ABS
Post by: wolfspirit on October 27, 2009, 03:08:25 pm
Quote from: winkio on October 25, 2009, 02:58:34 pm
no, you are actually looking for the change group command.  It's in the manual.

I searched the manuel and i didn't found how to make chure an enemy furst doesn't attacks and then does attacks. Not when you attack , but when a switch is turned on. Look, in my game there furst is a zombie who is eating a human, and when you are getting closer, I putted my switch on that should make it attack... But i'm kinda a newb in blizz-abs. So could anyone explain what I have to do to make it work?
Title: Re: [XP] Blizz-ABS
Post by: Ryex on October 27, 2009, 04:34:14 pm
use a common event that is set to operate on parallel process and uses said switch as a condition then run the script commands and flip the switch back in the common event.
Title: Re: [XP] Blizz-ABS
Post by: Xelias on October 28, 2009, 04:10:38 am
Here is a question... Observing enemies can attack the "most dangerous" actor, did you say. How is danger calculated ? Isn't there a Threat System that could be compatible with / integrated in BABS ?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 28, 2009, 06:05:01 am
By observed DPS (Damage Per Second). i.e. If an enemy sees you do 10000 damage to an ally and he was tracking you for 10 seconds (which is 1000 DPS) and if he has 100 HP, he'll realize that you can kill him in 0.1 seconds and start running for his life. xD
Title: Re: [XP] Blizz-ABS
Post by: wolfspirit on October 28, 2009, 06:31:41 am
Quote from: Ryexander on October 27, 2009, 04:34:14 pm
use a common event that is set to operate on parallel process and uses said switch as a condition then run the script commands and flip the switch back in the common event.

Its working!  :D
Only not on the way you said, I try'd something out and obviously its working.  :)
Title: Re: [XP] Blizz-ABS
Post by: Xelias on October 28, 2009, 11:18:06 am
Quote from: Blizzard on October 28, 2009, 06:05:01 am
By observed DPS (Damage Per Second). i.e. If an enemy sees you do 10000 damage to an ally and he was tracking you for 10 seconds (which is 1000 DPS) and if he has 100 HP, he'll realize that you can kill him in 0.1 seconds and start running for his life. xD

Yeah, but aren't healers more dangerous ? They sure aren't that threatening, but they can be annoying as hell...
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 28, 2009, 12:16:57 pm
Anything that can kill you in 0.1 seconds is the most dangerous.  period.
Title: Re: [XP] Blizz-ABS
Post by: Xelias on October 28, 2009, 01:10:51 pm
Quote from: winkio on October 28, 2009, 12:16:57 pm
Anything that can kill you in 0.1 seconds is the most dangerous.  period.

Well I can. I win.
Back to the topic... Bosss with 999999 HP don't worry about 10000 damage. They worry about white mages. This is why they should be killed first.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 28, 2009, 01:14:48 pm
That's a thing I forgot to mention. It's not pure DPS, the values include healing as well. A healer who restores 10000 HP is treated like any other character that does 10000 HP damage.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 29, 2009, 10:34:40 am
Quote from: Djeff on October 26, 2009, 02:19:22 pm
Hey blizzard.

blah blah blah

Is it possible tfor u to add these things in a new version of blizz abs ?
Else i just will use mr mo abs.




Already thanks,
              Djeff  8)


Was that a threat, kid? I'm sure blizz wouldn't die if you used Mr. Mo's ABS.
You should be lucky he made public his script which is by far one of the best public ABS's out there. Try to be more humble next time.. Mr. Mo's abs.. pfft .. jeez posts like this piss me off. It just screams 'I'm a douche, you are to be graced to be in my company. You will enjoy kissing my ass."

...The nerve of you coming to this forum and making a demand like that... you're lucky I'm not Blizzard. In the words of the immortal Ike.. "You will get no sympathy from me."
Title: Re: [XP] Blizz-ABS
Post by: Djeff on October 29, 2009, 11:01:39 am
I was just saying that else i would use mr mo abs becouse i thought it would be easyer to work with.
I now use the the config system on my pc where it works.

And if you dont mind, i rather prefer not to kiss your ass.
You can ask someone else to do that.
It sound veary discusting to me  :)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 29, 2009, 03:31:44 pm
Everything you posted that Mr. Mo's ABS has that you want in Blizz-ABS...

They're already in Blizz-ABS... >.>
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 29, 2009, 03:37:37 pm
Thank you, Captain Obvious. That has not been said 3 times already in this thread.

:V:

@Sourseb: That goes for all of your scripts? I mean all your scripts are in the right order, right? Do you think you can somehow figure out what exactly needs to happen that the error occurs when you kill an enemy?
Title: Re: [XP] Blizz-ABS
Post by: This Side Backwards on October 29, 2009, 07:45:12 pm
@Blizzard: I have my scripts in the following order:

Skill Items (part of Tons of Addons)(I had to take it out and make it seperate because I was getting random errors with others from Tons.)
BABS Part 1
BABS Part 2
BABS Part 3
Winkio's HUD
Blizz Party Switcher

There doesn't seem to be any specific reason why I get the error...It's not a skill, just normal attacks. The error just seems to pop up every now and again while attacking. I understand if there's nothing that can be done about it...It's kind of a strange one...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 30, 2009, 03:10:41 am
Can you make a small demo? I'll take a look at that.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on October 31, 2009, 03:36:16 am
Still haven´t got the thing to work... Maybe it has something to do with my scripts? If you think so, i´ll post my script listing.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 31, 2009, 04:17:31 am
If you have them in the right order, there shouldn't be problems. Make a small demo. And describe your problem more detailed if you can.
Title: Re: [XP] Blizz-ABS
Post by: This Side Backwards on October 31, 2009, 02:53:05 pm
It's ok, I got rid of a few scripts from other sites that I wasn't using anymore. I don't get the error now. Sorry for wasting your time on that...
I'll check to see if the error had something more specific to it though.
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on October 31, 2009, 06:12:34 pm
I found some lil buggers:
1.- When you are trying to block atacks and get a status change (anything that inmobilizes your movement) the animation doesnt appear in screen and your character stays frozen in defense position..

2.-Can enemies use summon skills? they just wander around you, i know i can use Common events i just wanted to know  :wacko:

3.-Can beams be represented graphically in some way as in XAS ??
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 01, 2009, 05:27:43 am
1. Thanks for reporting, I'll look into it.
2. Not yet, but I was going to implement to command to manually spawn enemies which would I combine to allow enemies to summon.
3. I planned on making beams work like weapon sprites. I don't use XAS so I don't know how do they work in XAS. An explanation would be nice. :P
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 01, 2009, 03:43:47 pm
QuoteI planned on making beams work like weapon sprites. I don't use XAS so I don't know how do they work in XAS. An explanation would be nice.


I dont know either  :^_^': but i think they could be made manually in the animation database, i think they can only be shown in a single direction tough:

Spoiler: ShowHide
(http://img2.imageshack.us/img2/7519/beamb.png)

it would be the caster animation, which creates another question..

463728.- can you fix battler direction so he cannot turn around??  :O.o:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 01, 2009, 03:47:55 pm
463728. *points to event command* :P

You can use caster animations normally in Blizz-ABS. Except that they don't apply to directions. That's where the sprite animation system comes in. In fact currently Blizz-ABS does take a file you need to name properly and simply use the image as a beam. If no image is present, the built-in image is being used.
Title: Re: [XP] Blizz-ABS
Post by: Taiine on November 02, 2009, 11:44:26 am
Hey Blizz, I've been messing with this (in a fresh new game with no other scripts to test it out) as I am highly thinking of using it for one of my games. However the controls are a bit... out there. ;p Maybe cause I'm use to playing wow or something.

I saw on another forum/older thread how to make the arrow keys control movement and such in the config in the first script, and though it worked, the defaul;t STILL also controls movement. AND regardless if I turn on/off default controls, they STILL use some ofthe default controls along with whatevers set.

Some also don't work with the new controls at all.

Like I'd like to use space bar for jumping, enter for confirming shift/ctrl for sneek/run M for map, yada... yet even with them in, it again, is still using the default settings.

I'm not sure what I'm doing wrong.

any assistance?
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 02, 2009, 10:40:47 pm
Mmm a picture will never look as nice as a complete animation :)
so i think i will rip one from a commercial game..


QuoteHowever the controls are a bit... out there.


It would be very nice if you could use a joystick to play RPG maker games indeed  8)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 03, 2009, 04:23:24 am
It was posted several times by now that there are programs to map keyboard keys to joysticks. -_-
Title: Re: [XP] Blizz-ABS
Post by: Taiine on November 03, 2009, 04:55:41 pm
Umm.. yeah.. that's nice.. and also not what I asked.  :???:
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 03, 2009, 04:57:42 pm
Blizz responded to what Oracle said...
>.>
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 03, 2009, 05:14:01 pm
@Taiine: Are you using the configuration application? If yes, have you copy-pasted the configuration script into the script editor, if no, have you configured the script manually?
Title: Re: [XP] Blizz-ABS
Post by: wolfspirit on November 05, 2009, 07:41:59 am
And i'm back with more questions to harass you.  :P
Ok here's the problem, i'm trying to change my actors graphic as soon as he weres something like a sword as example and this works flawless, but only if i'm not using blizz-abs.
Is there any possibility that I can make it work flawless and use blizz-abs at the same time?
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on November 05, 2009, 07:53:41 am
Spoiler: ShowHide
(http://img198.imageshack.us/img198/3449/newbitmapimagehz.png)


For some reason you cant use the move event 1 to change actors graphic

edit was answering wolfspirit
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 05, 2009, 08:11:16 am
I'm not sure what both of you want. -_- Could you explain it better?
Title: Re: [XP] Blizz-ABS
Post by: Taiine on November 05, 2009, 02:04:01 pm
Yes I used the config, and yes even tried it manually. Regardless it is still using the dwefault controls even when I set it to REMOVE the default button.



And a new issue. I tried dumping this in my 'script combatable' test game that just.. has all the scrips I use dumped in for testing if they work together, and thus fare...they do.. or did.

This just throws off so many errors in other scrips. I try and rearange things and it pops an error in another script. Reguardless of where I move things your battle system causes conflicts in just about every script I use! :(
I even tried startring with it at the bottom, and every conflict I'd push that script below the battle system. But then another would have a fit, and that gets moved. before long your battle system is back at the very top and STILL throwing errors.

whats more annoying is the errors arn't about your script, it's poping up in all the others >.<
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 05, 2009, 07:55:33 pm
If you're getting that many errors, you must've messed up badly.

As for the controls, you did set CUSTOM_CONTROLS to true, did you?
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 05, 2009, 08:38:55 pm
Aaah Haalp! when i include this line:

$game_system.pixel_rate = false

i get the following

Spoiler: ShowHide
(http://img94.imageshack.us/img94/7104/error1k.png)


This is really weird because it worked before and i dont remember i made any modification to the script
mmm what could it be? my programming skills are still on diapers  :roll:..
Title: Re: [XP] Blizz-ABS
Post by: winkio on November 05, 2009, 08:42:10 pm
I'm fairly certain it should be 0 instead of false.
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 05, 2009, 09:23:46 pm
I used 0 and my character started walking backwards and going trough walls :S 
Hahaha i dont get it..
Pixel movement its not that important anyways  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Taiine on November 05, 2009, 09:31:19 pm
How could I mess up badly? All I did was copy and paste your battle systems three scrips fron your script download into my script test game with no editing of the scrips and everything blows up. remove and everything again works fine.

Your system works fine on it's own, aside for the controls that don't want to behave.

Here if some how just c&ping is 'messing up badly' then you try!
http://www.easy-share.com/1908354667/ScriptTest.exe
There's my script text. It works fine, it does not have your battle system in it.
Now you add it in and see if you can get it to work seeing how my copy and paste 'messed up' >.>
Title: Re: [XP] Blizz-ABS
Post by: winkio on November 05, 2009, 09:40:10 pm
Oh wait, sorry, 0 was for the config option.  why are you setting the pixel rate in game anyways?
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 06, 2009, 02:38:08 am
Quotewhy are you setting the pixel rate in game anyways..

theres a puzzle that requires retrieving event X & Y positions but for some reason it crashes the game when pixel movement is more than 0.
Tomorrow i will upgrade the script to the newest version to see if it helps  :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 06, 2009, 05:19:53 am
The player walked "backwards" because his position had to be reapplied to the grid for pixel movement rate 0. winkio was actually right about using "$game_system.pixel_rate = 0".
Title: Re: [XP] Blizz-ABS
Post by: element on November 06, 2009, 06:48:04 am
When I fight enemies and they respawn I sometimes cant see the enemy  :huh:
It's just ... Invisible

Screen :

Spoiler: ShowHide

(http://i935.photobucket.com/albums/ad199/ElementIsland/invisibleenemy.jpg)
See, im the blue guy with cape.
Normaly there is a ghost in front of me.
I'm getting hit out of nowhere...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 06, 2009, 06:57:09 am
I've had a similar bug earlier, but I thought I fixed it. Can you maybe make a demo that can replicate the bug? That way I could find out what's wrong easier.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on November 06, 2009, 08:51:33 am
Quote from: Blizzard on November 06, 2009, 06:57:09 am
I've had a similar bug earlier, but I thought I fixed it. Can you maybe make a demo that can replicate the bug? That way I could find out what's wrong easier.


What about the demo I posted like a million years ago o.o
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 06, 2009, 09:21:10 am
As I said, I thought I fixed it. If it's still appearing in v2.57, there might be another cause for the bug.
Title: Re: [XP] Blizz-ABS
Post by: Taiine on November 06, 2009, 12:06:51 pm
Blizz did you take a look at my issue yet?
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on November 06, 2009, 02:03:16 pm
@Blizz

Quote from: RoseSkye on August 05, 2009, 08:26:38 am
http://www.mediafire.com/file/dogmzgjzga0/Test.rar

A. Event touch is screwed. If you take a look inside the project you'll see that an event touch event will not activate if the player is teleported on it. Without the BlizzABS it will activate no problem.

B. for some reason in the other game the shooter would shoot herself/ hit herself with a skill.. although I would assume that I have that skill set on "explosive" so I am going to look into that a bit more.



Quote from: Blizzard on September 02, 2009, 03:15:49 am
I know. I still have your demo project demonstrating the bug. I didn't have time to look into it and fix it for v2.57.





You didn't say that before..
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on November 07, 2009, 02:57:12 am
Hey, remember that problem i had? Well, i took the BABS out of the game folder and installed it there directly, and problem vanished. I just now got an idea why it might happened. I had version 2.55 in the folder along with the version 2.57, so could that caused it?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 07, 2009, 04:57:18 am
Quote from: RoseSkye on November 06, 2009, 02:03:16 pm
@Blizz

Quote from: RoseSkye on August 05, 2009, 08:26:38 am
http://www.mediafire.com/file/dogmzgjzga0/Test.rar

A. Event touch is screwed. If you take a look inside the project you'll see that an event touch event will not activate if the player is teleported on it. Without the BlizzABS it will activate no problem.

B. for some reason in the other game the shooter would shoot herself/ hit herself with a skill.. although I would assume that I have that skill set on "explosive" so I am going to look into that a bit more.



Quote from: Blizzard on September 02, 2009, 03:15:49 am
I know. I still have your demo project demonstrating the bug. I didn't have time to look into it and fix it for v2.57.





You didn't say that before..


Oh that demo. I totally forgot about it. :=

Quote from: Taiine on November 06, 2009, 12:06:51 pm
Blizz did you take a look at my issue yet?


Not yet. I'll take a look at it somewhere during today.

Quote from: Pyhankoski on November 07, 2009, 02:57:12 am
Hey, remember that problem i had? Well, i took the BABS out of the game folder and installed it there directly, and problem vanished. I just now got an idea why it might happened. I had version 2.55 in the folder along with the version 2.57, so could that caused it?


Lol!
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on November 07, 2009, 09:52:50 am
Hey, Blizzy, would it be possible to make skills that where the target needs to be a certain distance away so it could be hit? Sorta reverse of the normal if you understand.
Say, i´m one square away from the enemy, and can´t use a skill. Now i move so i´m two squares away and i now can use the skill.
Title: Re: [XP] Blizz-ABS
Post by: G_G on November 07, 2009, 10:36:43 am
I want to be able to have only 1 summon out at one time. Now I know i set MAX_SUMMONS to 1 but like in oblivion when you try to summon another creature the first one disappears.

Is this possible?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 07, 2009, 02:19:26 pm
Set it to 2 and make every summon skill call a common event that kills the existing summon. Why setting it to 2? Summoning is executed before the common event call and you want to be able to summon another one.

@Py: I didn't implement this because there's an infinite number of combinations of affection area.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on November 07, 2009, 06:13:07 pm
QuoteOh that demo. I totally forgot about it. :=

QuoteOh that demo. I totally forgot about it.

QuoteOh that. I totally forgot.

QuoteFUCK YOU ROSE, YOUR OBSERVATIONS DOESN'T MATTER.



epilepsy warning: ShowHide
(http://stuff.gmodsauce.com/FUUUUUUUUUUU.gif)

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 07, 2009, 07:37:44 pm
Good thing I don't have epilepsy.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on November 07, 2009, 07:58:48 pm
Quote from: Blizzard on November 07, 2009, 07:37:44 pm
Good thing I don't have aids.


... I can fix that.
Title: Re: [XP] Blizz-ABS
Post by: element on November 08, 2009, 03:35:02 am
now you have a bugged game from rosesky
do i still need to post a tut game ?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 08, 2009, 04:34:46 am
And how can I fix YOUR problem if I don't have a demo of the problem YOU are getting?
Title: Re: [XP] Blizz-ABS
Post by: dnasman on November 08, 2009, 06:02:52 am
hi, there's something i want to ask . . .
how can i make the actor attacks using an event? i mean, a command to make the actor attacks the enemy

example:
player will attacks the enemy when the player touch the enemy

hope u understand, im not good at english :P

thnx
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 08, 2009, 07:40:36 am
Read the manual.
Title: Re: [XP] Blizz-ABS
Post by: dnasman on November 08, 2009, 09:05:24 am
Quote from: Blizzard on November 08, 2009, 07:40:36 am
Read the manual.


i've readed the manual, then i found this

$BlizzABS.actor_force_action(0, ENEMIES, NONE, ATTACK, 10)


could you give me an explanation of the code above, please?

thnx
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 08, 2009, 09:29:01 am
Then read it again. The explanation is in the very same chapter.

EDIT:
@Taiine: Best you forget about using Blizz-ABS with that script setup. Most of those scripts aren't compatible with Blizz-ABS due to bad, inconsistent and inconsiderate coding. I'm sorry.
Title: Re: [XP] Blizz-ABS
Post by: Taiine on November 08, 2009, 07:44:58 pm
What of those scrips are causing the issues? I could maybe remove some of them if there minor to the game play.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 09, 2009, 04:11:01 am
On first sight, footprints and mirrors. I haven't tested it thoroughly for the others.
Title: Re: [XP] Blizz-ABS
Post by: Taiine on November 09, 2009, 12:01:24 pm
Looks like it's Footprints, sun, mirror, and water reflections that your battle system has issues with.

Any hope of making them combatable? Those are such cool scrips and add an extra touch to the visuals :(

Edit:
ugh AND my shop script. >.<
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on November 09, 2009, 12:26:30 pm
Quote from: Taiine on November 09, 2009, 12:01:24 pm
Looks like it's Footprints, sun, mirror, and water reflections that your battle system has issues with.

Any hope of making them combatable? Those are such cool scrips and add an extra touch to the visuals :(

Edit:
ugh AND my shop script. >.<

I use the sun/shadow system with blizzABS and it works just fine. Could be because of my "awesome" bug fixes though.
Title: Re: [XP] Blizz-ABS
Post by: element on November 09, 2009, 02:25:22 pm
ok srry thougt the problem was the same  :^_^':

here is download links for test game
Spoiler: ShowHide

http://rapidshare.com/files/304628994/Project1.exe.html


Dont mind whats in there
I just dump all my scripts there to test if they work together.  :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 09, 2009, 04:44:07 pm
I'll take a look at it when when I find the time. And please upload it on sendspace or some other actually reliable service that doesn't disallow downloads for non-members because their servers are busy. -_-

@Taiine: Way too much work for me. Try asking the authors of the other scripts if they want to make their scripts compatible with Blizz-ABS instead.
Title: Re: [XP] Blizz-ABS
Post by: Taiine on November 09, 2009, 04:55:12 pm
Quote from: Subsonic_Noise on November 09, 2009, 12:26:30 pm
I use the sun/shadow system with blizzABS and it works just fine. Could be because of my "awesome" bug fixes though.


Care to share? Reguardless of what I tried it errors once you pass the title screen.
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 09, 2009, 06:30:27 pm
I have 2 questions:

1.- Is there a way to use the "IF button X is pressed" branch condition events while using Blizz ABS? i turned off the "Disiable RMXP controls" but it still doesnt work, just works in projects whitout the scripts. and i planned to make scenes like the ones in RE4 and RE5 when you need to press buttons to block, evade, run etc  :???:..

2.-How or where do i specify the dropped amount of gold per monster using blizz ABS ??  :wacko: this is all manual says about it..
Quote2.1.12. Gold Drop
Makes enemies drop gold as well. It won't be added to the gold value instantly when an enemy is killed, it needs to be picked up first. If no icon name is specified the option will be treated as turned off.

a bit confusing
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 09, 2009, 06:35:52 pm
1. Manual.

2. Enemy database, where else?
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 09, 2009, 06:52:38 pm
1.- sorry but i still dont get it :S .. i have the option that "disiables ABS controls in maps whit no enemies" turned on and it works, i cannot use atacks, skills or defend if there are no monsters at all but I STILL CANT USE THE  branch condition events "IF button X is pressed"  :'(
2.- Duuuuhhh.. thank you  :P
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on November 09, 2009, 06:55:02 pm
Quote from: OracleGames on November 09, 2009, 06:52:38 pm
1.- sorry but i still dont get it :S .. i have the option that "disiables ABS controls in maps whit no enemies" turned on and it works, i cannot use atacks, skills or defend if there are no monsters at all but I STILL CANT USE THE  branch condition events "IF button X is pressed"  :'(
2.- Duuuuhhh.. thank you  :P

He means  .. manual as in read it its in there.. trust me.
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 09, 2009, 08:21:10 pm
Lets see if i understand after reading about 30th times the manual  :shy: (dont laugh at me), i just need to make a player click a button during a pararell event to activate a switch, normally it would work just fine like this:
Spoiler: ShowHide
(http://img690.imageshack.us/img690/5756/help4.png)

(works in a normal project whitout ABS)
but i cant use RMXP default input and disiabling BLIZZ ABS controls WONT HELP but to prevent player from using atacks, skills etc..

$game_system.blizzabs = POSSIBLE_VALUE
$game_system.attack_button = POSSIBLE_VALUE
$game_system.defend_button = POSSIBLE_VALUE
$game_system.skill_button = POSSIBLE_VALUE

$game_system.item_button = POSSIBLE_VALUE etcetera...


or even this..

Spoiler: ShowHide
(http://img198.imageshack.us/img198/4595/help5.png)


so i already read the "Utilities" and controls manipulation part but its not very explanatory in some parts like here:


Spoiler: ShowHide
(http://img503.imageshack.us/img503/9240/halp1.png)

Spoiler: ShowHide
(http://img194.imageshack.us/img194/1853/help2h.png)


1.- Use where?? in a call script? and by "Use" it means the player performs that action?
2.- How am i supposed to use the Input.trigger(Inserting key) command to check if a button is being pressed :S
so far i got this as an example but i get errors:

Spoiler: ShowHide
(http://img43.imageshack.us/img43/7107/help3z.png)


All due my lack of scripting experience i assume but any help, hints of any kind would be GREATLY apreaciated, i already read the manual lots of times but there are missing bits of explanation for dummies as me  :???:
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 09, 2009, 08:27:17 pm
Input.trigger?(Input::Key['N'])

Put that as the script conditional, and it'll check if N is triggered.
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 09, 2009, 08:40:56 pm
QuoteInput.trigger?(Input::Key['N']) !!!
Put that as the script conditional, and it'll check if N is triggered.

Allright!! it works!! was just a not so self-explanatory sytanxis
thanks for saving me from a greater headache  :wacko: (damned manual) .. I love you aqua!!  :-*
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 10, 2009, 03:22:45 am
Quote from: OracleGames on November 09, 2009, 08:40:56 pm
was just a not so self-explanatory sytanxis


If you say so.

Spoiler: ShowHide
(http://img694.imageshack.us/img694/8351/snap038.png)
Title: Re: [XP] Blizz-ABS
Post by: bradhawk on November 10, 2009, 03:31:00 am
hi . . .
i just want to ask 1 question . . .
i use a force action to attack an enemies, using event by touching, i use this syntax :
Quote$BlizzABS.actor_force_action(0, ENEMIES, 002, ATTACK,0)

but, the actor only faced to the target . . . help .
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 10, 2009, 05:09:57 am
First of all, don't ever use leading zeros. Secondly, you're trying to force to player to do an attack. Attacks don't have targets specified because attacks don't target.
Title: Re: [XP] Blizz-ABS
Post by: dnasman on November 10, 2009, 07:33:48 am
Hey, i found a bug . . .

(http://i36.tinypic.com/2vt31i9.png)

hope you can fix it as soon as possible  ;)

thnx
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 10, 2009, 07:39:04 am
Why fix? actor_change_state doesn't exist anywhere in Blizz-ABS. That's not a Blizz-ABS error.
Title: Re: [XP] Blizz-ABS
Post by: bradhawk on November 10, 2009, 10:57:15 am
i tried it again, not success . *sigh* the actor just turn to the enemies
what the right sytax to force actor to attack enemies ? please
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on November 10, 2009, 12:53:22 pm
Hey, blizzard i have a few questions (once again). Now, i dont know if they have been asked allready, but anyway, i want to know, would it be possible to not show the full map, but you´d have to explore it like in FFs 10 and 12? And, could it be made so that certain ares, maybe definide by some sort of a variable, would be 'secret' as in, they wouldn´t show on the map.  Also, i´d like a feature that when the map is in fullsecreen, you or the enemies wouldn´t be able to do anything, until the map would be made smaller. (and, i´m experiencing a little bug, prehaps. When the maps is supposed to be full screen, it just goes to the center, and it´s size is the same.)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 10, 2009, 01:14:35 pm
Quote from: bradhawk on November 10, 2009, 10:57:15 am
i tried it again, not success . *sigh* the actor just turn to the enemies
what the right sytax to force actor to attack enemies ? please


That was the right syntax. I just said that attacks don't have targets. Besides, it's in the manual.

Quote from: Pyhankoski on November 10, 2009, 12:53:22 pm
Hey, blizzard i have a few questions (once again). Now, i dont know if they have been asked allready, but anyway, i want to know, would it be possible to not show the full map, but you´d have to explore it like in FFs 10 and 12? And, could it be made so that certain ares, maybe definide by some sort of a variable, would be 'secret' as in, they wouldn´t show on the map.  Also, i´d like a feature that when the map is in fullsecreen, you or the enemies wouldn´t be able to do anything, until the map would be made smaller. (and, i´m experiencing a little bug, prehaps. When the maps is supposed to be full screen, it just goes to the center, and it´s size is the same.)


With a custom script everything is possible.
If you resize the map to fit the screen, you will get pixel sizes that aren't regular. i.e. Every 5th pixel was increased 5 times, the rest 6 times in size because there isn't a number of pixels dividable by 640 or 480 (screen width or height).
When you have a small map, it can't become bigger in the full map view than it already is.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on November 10, 2009, 01:27:49 pm
Ok. Thanks. Then, how could i make it so that instead of bringing the map to the center, it would open a pic  from the picture folder. I.e i´m on MapX and it would open a picture named MapX.png or something like that.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 10, 2009, 01:42:58 pm
http://forum.chaos-project.com/index.php?topic=4283.0

OMA WHERE DID THAT COME FROM!?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 10, 2009, 02:35:04 pm
OMG OMG OMG

<3
Title: Re: [XP] Blizz-ABS
Post by: element on November 10, 2009, 02:57:08 pm
here is sendspace link
Spoiler: ShowHide

http://www.sendspace.com/file/jy1pfo
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 12, 2009, 01:43:34 pm
(http://img20.imageshack.us/img20/239/errorry.png)

O_O
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 12, 2009, 01:46:44 pm
What happened right before that? Did an enemy disappear? Did an actor disappear? Was a summon about to expire?

EDIT:
@elementisland: I think I know what is causing the problem. Usually after defeating an enemy its event code is run. Either that or the enemy isn't properly registered as dead and can attack. I'll take a deeper look into that later.
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 12, 2009, 01:56:49 pm
QuoteWhat happened right before that? Did an enemy disappear? Did an actor disappear? Was a summon about to expire?

It may or may not happen randomly in the first fight scene for my game, someone else reported it, i already removed 2 enemies and Cutie´s Magic missiles( which shoots constantly every 2 seconds at everything until it gets out of SP and lags ) i think i overloaded something..
or is there a way to set ally AI (in caterpillar) a little less agressive o_o i set it to 14 using call script but it is still to harsh, i think its the source of the problem..
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 12, 2009, 02:01:05 pm
Sure, there are are script calls to change the aggressive attribute forcibly.
As for the bug, if you figure out the exact reason or if you can isolate a couple of reasons which could be causing it, try to put a demo together. I'll take it from there.
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 12, 2009, 02:07:26 pm
QuoteAs for the bug, if you figure out the exact reason or if you can isolate a couple of reasons which could be causing it

In fact the error seems to appear only when you have Cutie on your party, as it never appeared before in tests (whit the same quantity of battlers)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 12, 2009, 02:14:13 pm
How's Cutie different from any other character? Any ideas?
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 12, 2009, 02:53:31 pm
QuoteHow's Cutie different from any other character? Any ideas?

mm well unlike enemies i could not set the AI Delay Time for Cutie, so its lots quicker than helpers(critters) and enemies mmm i dont know what else could be x)
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 13, 2009, 04:01:39 pm
I would also like to report another bug:

Homing missiles + explosion + ally nearby = Turns your allies into enemies, and you cannot fight them back  :o
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 14, 2009, 03:15:25 am
It's not really a bug, but it's true that explosions shouldn't affect alignment.
Title: Re: [XP] Blizz-ABS
Post by: This Side Backwards on November 14, 2009, 04:39:24 pm
Bug! When you make a timed trap with an explosion, and make it so that it heals HP (negative #s), the game bugs out upon explosion. Made a quick demo:

http://www.mediafire.com/?mvhnz21gz2m (http://www.mediafire.com/?mvhnz21gz2m)


(Fire skill is the trap)
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 14, 2009, 04:51:48 pm
lol, why would you want to make a healing timed trap anyways ? xD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 14, 2009, 05:01:58 pm
I'll take a look at it.
Title: Re: [XP] Blizz-ABS
Post by: This Side Backwards on November 14, 2009, 06:14:17 pm
Quote from: OracleGames on November 14, 2009, 04:51:48 pm
lol, why would you want to make a healing timed trap anyways ? xD


I'm having it work as a kind of summon...

Basically, the character pops up, waits a little while, then heals all allies on the map.

Kind of odd, I'll agree.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 14, 2009, 06:16:12 pm
Nah uh...
That's totally neat :o
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 15, 2009, 06:23:14 am
@Sourseb: Do you mean the crash bug? It seems to be a general bug with explosions. Just change "util" to "utils" in the line that crashes the game and it will work fine. I'll fix that in the next release.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on November 15, 2009, 08:40:07 pm
A. Can I easily get something that'll display a Boss HUD hp bar?
B. I noticed that the caterpillar system that works with BlizzABS is different .. I can't do something like um.. if I made some sort of footprints event I can't use that event to check to see if caterpillar actors/ summons are walking. I also can't use it with reflection scripts and so on.
C. =/ eh.. pie
Title: Re: [XP] Blizz-ABS
Post by: This Side Backwards on November 16, 2009, 12:50:29 am
Yup. That was the bug. Thanks for fixing it!

EDIT:
:<_<: Tested it out but it's still crashing... Same line, different error...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 16, 2009, 04:14:40 am
What's the error message?

@Rose:

A. Either use Health Bars or get a special script. I think somebody has made one already.
B. I already said that most scripts of that type won't work with Blizz-ABS. You need versions that do.
Title: Re: [XP] Blizz-ABS
Post by: element on November 16, 2009, 02:31:41 pm
blizz took a look at my problem already ?
np if not   :) ive got time  :haha:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 16, 2009, 05:31:50 pm
Quote from: Blizzard on November 12, 2009, 01:46:44 pm
@elementisland: I think I know what is causing the problem. Usually after defeating an enemy its event code is run. Either that or the enemy isn't properly registered as dead and can attack. I'll take a deeper look into that later.
Title: Re: [XP] Blizz-ABS
Post by: element on November 17, 2009, 11:47:26 am
sorry xD probably looked over that  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 17, 2009, 09:05:00 pm
1.- Hey blizz, how do you enable that complete HUD (whit EXP bar & Status) you show in this vid:

http://www.youtube.com/watch?v=YgQQ82R5U4s (http://www.youtube.com/watch?v=YgQQ82R5U4s)

2.- and what program did you use to record the gameplay??.. the one i got lags like hell
Title: Re: [XP] Blizz-ABS
Post by: G_G on November 17, 2009, 09:05:52 pm
Quote from: OracleGames on November 17, 2009, 09:05:00 pm
1.- Hey blizz, how do you enable that complete HUD (whit EXP bar & Status) you show in this vid:

http://www.youtube.com/watch?v=YgQQ82R5U4s (http://www.youtube.com/watch?v=YgQQ82R5U4s)

2.- and what program did you use to record the gameplay??.. the one i got lags like hell

Try camtasia studio or snagit, they're both pretty good

EDIT: There is a plugin blizzard made, just search in the database
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on November 17, 2009, 09:08:46 pm
thank you game_guy :)
Title: Re: [XP] Blizz-ABS
Post by: dinvax2 on November 19, 2009, 05:38:27 pm
Hi i have a quastion... i know how to use summon but is it possible to summon more then 1 pet at once (in one summon skill)....
If it is possible please explain to me how to do so...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 20, 2009, 04:41:15 am
Make the skill call a common event that forces the same actor to use another skill to summon another pet. Somebody asked that recently. You can find a more detailed answer probably among the last 10-20 pages of this topic.
Title: Re: [XP] Blizz-ABS
Post by: dinvax2 on November 20, 2009, 05:30:30 am
actually i already did so but its not working... i think its just summones another pet instead of the pet i already summon but i dont realy know... anyway its not working...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 20, 2009, 07:10:47 am
Wait, what exactly are you trying to do?
Title: Re: [XP] Blizz-ABS
Post by: dinvax2 on November 20, 2009, 07:14:13 am
Im trying to summon more then 1 pet in one summoning skill i mean i want to summon 3 pets that will follow me in one skill...
Title: Re: [XP] Blizz-ABS
Post by: Jackolas on November 20, 2009, 08:23:07 am
your not trying to summon 3 of the same actor are you?

make sure if you want to summon 3 water spirits (as example) than you need 3 different actors that are copy's of each other
Title: Re: [XP] Blizz-ABS
Post by: G_G on November 20, 2009, 08:24:39 am
He wants 1 skill to summon 3 different pets at the same time.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on November 20, 2009, 08:27:57 am
I think there was something similiar few pages ago, the guy was trying to try to summon the one and the same creature multiple times. Make copy of the summon, the summon the copy. Problem fixed. Since i´m guesiing you tried the same thing. Try to add one party member multiple times into your party, and yu see it´s not happening...
Title: Re: [XP] Blizz-ABS
Post by: Jackolas on November 20, 2009, 08:32:25 am
that's what I mean.
only in more words than my reply
Title: Re: [XP] Blizz-ABS
Post by: fizz on November 20, 2009, 08:43:37 am
hi blizzard, i recently using your script for my project but it seems there are a few bugs that ive discovered..

first, when you give your ally party a ranged weapon using bow & arrow (with ammo) setup in the blizz-abs config.. it seems they wont attack enemies but just running around (of course i got the correct ammo in my inventory)

second, when i set up an item for healing with one ally / all allies scope it won't work in the battle using hotkey shortcut to heal myself or my party ally, the hotkey shortcut to heal only works for battlers (event enemies) in my ally group... the healing item only working when i use it in the inventory menu

oh, by the way im using blizz-abs version 2.57

thanks for your attention  :) sorry for bad english though.. its not my primary language
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 20, 2009, 10:20:20 am
1. If you use ammo, they need to have the ammo item assigned to their hotkeys.

2. Did you set the usage occasion properly?

@dinvax2: Then do what I said. You make 3 skills of which each summons a pet, two call common events of which each forces the usage of the next skill and that's it.
Title: Re: [XP] Blizz-ABS
Post by: dinvax2 on November 20, 2009, 11:07:46 am
Did so and it still summon's only 1 pet
Title: Re: [XP] Blizz-ABS
Post by: Jackolas on November 20, 2009, 11:26:27 am
only way I think of is to upload your project (or a part of it) to display the problem.
that way we can help faster
Title: Re: [XP] Blizz-ABS
Post by: fizz on November 20, 2009, 06:48:58 pm
Quote from: Blizzard on November 20, 2009, 10:20:20 am
1. If you use ammo, they need to have the ammo item assigned to their hotkeys.

2. Did you set the usage occasion properly?



1. wow thanks, it works now!  :haha:

2. yes, i set the usage occasion to always but still the hotkey shortcut wont work  :???: it only works, as i said before to my ally in the alignment group not me and my party ally... another note.. ive tried to experimenting and found that the hotkey shortcut only work when i change the scope to the user..

also i want to ask if it possible not to damage your allies in battle? cos, when i set up a battle between enemy and my ally group if i accidentally hit my allies all of them will turn to me..

thanks for your time  :)
Title: Re: [XP] Blizz-ABS
Post by: This Side Backwards on November 21, 2009, 01:36:16 am
Don't mean to be pesky, but have you figured out how to fix the second bug for timed traps? I fixed util to utils but now i'm getting an " 'object " error... it'll show it in the same demo I gave you before...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 21, 2009, 09:57:33 am
I don't have your demo anymore, post the error message.

Quote from: fizz on November 20, 2009, 06:48:58 pm
2. yes, i set the usage occasion to always but still the hotkey shortcut wont work  :???: it only works, as i said before to my ally in the alignment group not me and my party ally... another note.. ive tried to experimenting and found that the hotkey shortcut only work when i change the scope to the user..


Then you didn't set up the scope right or you made the projectile explode.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 21, 2009, 12:19:41 pm
Is there a way to easily display the different attack scope ranges (with values in variables) always on the map for the player?

Like... show the circle when the type is circle... and a straight line when the type is projectile or whatever :D
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 21, 2009, 01:42:11 pm
Attack scope ranges? You just put three terms together which don't appear in Blizz-ABS together. I have no idea what you are talking about (especially because "scope" is RMXP related while "Range" is Blizz-ABS related and "scope range" doesn't exist).
Title: Re: [XP] Blizz-ABS
Post by: winkio on November 21, 2009, 02:04:43 pm
I think she meant the attack type and attack range for the player's current weapon.
Title: Re: [XP] Blizz-ABS
Post by: This Side Backwards on November 21, 2009, 02:16:15 pm
Buggy demo:
http://www.mediafire.com/?mvhnz21gz2m (http://www.mediafire.com/?mvhnz21gz2m)
(change util to utils first then the second one will come up)

Here's the error message:
Spoiler: ShowHide
(http://img18.imageshack.us/img18/2163/errorpmb.png)


Thanks Again!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 21, 2009, 02:20:12 pm
Change object to obj in that line. It was fixed in my scripts, but it looks like I didn't release that fix. That's why it was so odd to me that it wasn't working.

@winkio: Then she can use the methods I provided for that.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 21, 2009, 02:55:55 pm
I meant like...
What would be a good way graphically to always show the actual areas of methods like get_skillitem_area, get_circle_area, get_projectile_area, get_front_area... etc

Make a bitmap with the dimensions the same way as in those methods?
Title: Re: [XP] Blizz-ABS
Post by: Godsigma on November 22, 2009, 12:42:27 am
Hey blizz, i keep getting an error after i make my config script in your editor. the same error on the second page of script its on line, 2948 - it says "2948: AugmentError Occurred. Wrong number of arguments(1 for 0)" can you help me? I really want to use this system for my game because it will cause more depth but if I cant get it to work then i cant use it!

EDIT: just fixed it. I hate script conflicts.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 22, 2009, 04:25:31 am
Double check your script order anyway. You want to avoid further problems after all.

@Aqua: Yeah. Each weapon can have a unique range so that would be the most reasonable. You have the code for circles and rectangles in Blizz-ABS (but you don't have a partial rectangle for i.e. sword type).
Title: Re: [XP] Blizz-ABS
Post by: G_G on November 23, 2009, 09:16:37 pm
I'm sure there is a really simple way to do this and I'm not seeing it, but how do we make bombs blow up rocks for example?

I have the rock set like this
\e[1] \g[4]

But I only want bombs to blow it up which would be a trap.

EDIT:
Well I went to test out my trap to see if what I did worked. But I couldnt test it, the rocks disappeared when I opened the menu to set my bomb to a hotkey.

Scripts (In Exact Order):
Enemy Elements
Skill Shop
============= <-- This is just a seperator.
ToA
Blizz-Abs
Z-Hud
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 23, 2009, 09:58:12 pm
The rocks would have a custom trigger of the skill of the bomb.
:D
Title: Re: [XP] Blizz-ABS
Post by: G_G on November 23, 2009, 10:06:31 pm
K that does work but it doesnt solve the problem of it disappearing when I go into the menu. The event is from the tileset. Thats probably why. Also when I put down a bomb it didnt show up.

Here's my config, I probably didnt do something right. Does the item need its own character sheet?
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-ABS by Blizzard
# Version: 2.57
# Auto-Generated Configuration Script
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                                    PART 1
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Copy-paste this auto-generated script into the script slot instead of Part 1
# of the default Blizz-ABS script.
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# BlizzABS
#------------------------------------------------------------------------------
#  This is the master control, configuration, utility and battle process
#  module for Blizz-ABS.
#==============================================================================

module BlizzABS
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Control
  #----------------------------------------------------------------------------
  #  This module provides in-game control configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Control
   
    CUSTOM_CONTROLS = false
    DISABLE_DEFAULT = true
    UP = "Key['Arrow Up']"
    LEFT = "Key['Arrow Left']"
    DOWN = "Key['Arrow Down']"
    RIGHT = "Key['Arrow Right']"
    PREVPAGE = "Key['Q']"
    NEXTPAGE = "Key['E']"
    CONFIRM = "Key['Space']"
    CANCEL = "Key['A']"
    ATTACK = "Key['V']"
    DEFEND = "Key['C']"
    SKILL = "Key['X']"
    ITEM = "Key['Z']"
    SELECT = "Key['K']"
    HUD = "Key['P']"
    HOTKEY = "Key['O']"
    MINIMAP = "Key['I']"
    RUN = "Key['Left Shift']"
    SNEAK = "Key['Left Ctrl']"
    JUMP = "Key[',']"
    TURN = "Key['U']"
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Config
  #----------------------------------------------------------------------------
  #  This module provides Blizz-ABS configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Config
   
    # 2.1. # Basic Configuration
    MAX_PARTY = 8
    MAX_PETS = 3
    MAX_MONSTERS = 3
    MAX_SUMMONS = 6
    CATERPILLAR = true
    ANIMATED_IDS = [10]
    HEAL_ON_LVLUP = true
    DISABLE_ABS_MODE = 0
    MENU_COLOR_TINT = 1
    ITEM_TIME = 30
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 80, 100)
    DROP_GOLD = ''
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
    EVENT_LOCK = 40
    FULL_DEFEND = true
    CORPSES = false
    EMPTY_CORPSES = false
    DIRECT_HOTKEYS = false
    AUTO_GAMEOVER = true
    DROP_AMMO = false
   
    # 2.2. # Movement Configuration
    PIXEL_MOVEMENT_RATE = 2
    REPAIR_MOVEMENT = true
    EIGHT_WAY_MOVEMENT = true
    NORMAL_SPEED = 4
    RUN_SPEED = 5
    SNEAK_SPEED = 3
    JUMPING = 2
    NO_JUMP_TAGS = []
    ALLOW_JUMP_TAGS = []
    NO_FLOOR_TAGS = []
    SNEAK_ON_CHARGE = false
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILTY = false
    ABSEAL_AUTOKILL = true
    FACTOR = 4
    DISABLE_ANTILAG_IDS = []
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = true
    HUD_POSITION = 0
    HUD_TYPE = 2
    MINIMAP = true
    HOTKEYS = true
    ENEMY_HEALTH_BARS = 255
    MATCH_HEALTH_BAR_WIDTH = true
    BOUNCING_DAMAGE = false
    WEAPON_DATA_MODE = [0, 0]
    SKILL_DATA_MODE = [0, 0, 0]
    ITEM_DATA_MODE = [0, 0, 0]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '00000000'
    AI_DELAY_TIME = 40
    VIEW_RANGE = 8
    HEARING_RANGE_RATIO = 45
    RESPAWN_TIME = 0
    WALL_TAGS = []
    NO_ENEMY_TAGS = [7]
   
    # 2.6. # Animation Configuration
    ANIMATIONS = true
    SMALL_ANIMATIONS = true
    DISPLAY_LVLUP = true
    LVLUP_ANIMATION_ID = 0
    FLEE_LOOP_ANIMATION_ID = 0
    CALL_HELP_ANIMATION_ID = 0
    DEFEND_LOOP_ANIMATION_ID = 0
    UNSUMMON_ANIMATION_ID = 0
   
    # 2.7. # Sprite Control Configuration
    A_ACTION_SPRITES = false
    A_WEAPON_SPRITES = false
    A_DEFEND_SPRITES = false
    A_SKILL_SPRITES = false
    A_ITEM_SPRITES = false
    A_IDLE_SPRITES = false
    A_CHARGE_SPRITES = false
    A_CHARGE_WEAPON_SPRITES = false
    A_CHARGE_SKILL_SPRITES = false
    A_CHARGE_ITEM_SPRITES = false
    E_ACTION_SPRITES = false
    E_SKILL_SPRITES = false
    E_IDLE_SPRITES = false
    E_CHARGE_SPRITES = false
    E_CHARGE_SKILL_SPRITES = false
    RUNNING_SPRITES = false
    SNEAKING_SPRITES = false
    JUMPING_SPRITES = false
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Alignments
  #----------------------------------------------------------------------------
  #  This module provides alignment configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Alignments
   
    GROUPS = [1, 2, 3, 4, 5, 6]
    LIFELESS_GROUPS = [4]
    LINKED_GROUPS = [5, 6]
    PERMANENT_GROUPS = [5, 6]
    ACTOR_GROUP = 1
    ENEMY_GROUP = 2
   
    def self.enemies(id)
      case id
      when 1 then return [2]
      when 2 then return [1, 3, 5, 6]
      when 5 then return [2]
      end
      return []
    end
   
    def self.allies(id)
      case id
      when 1 then return [1]
      when 2 then return [2]
      when 5 then return [5, 6]
      when 6 then return [5, 6]
      end
      return []
    end
   
    def self.neutral(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Weapons
  #----------------------------------------------------------------------------
  #  This module provides weapon configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Weapons
   
    def self.type(id)
      return SWORD
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.consume(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Skills
  #----------------------------------------------------------------------------
  #  This module provides skill configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Skills
   
    def self.type(id)
      case id
      when 82 then return [SUMMON, 0.0] # Summon Ice Spirit
      when 83 then return [SUMMON, 0.0] # Summon Slime
      when 84 then return [SUMMON, 0.0] # Summon Zombie
      when 85 then return [SUMMON, 0.0] # Summon Harpy
      end
      return [DIRECT, 0.0]
    end
   
    def self.range(id)
      return 1.0
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      case id
      when 82 then return [SUMMONPet, 10, 30] # Summon Ice Spirit : Ice Spirit
      when 83 then return [SUMMONPet, 11, 30] # Summon Slime : Slime
      when 84 then return [SUMMONPet, 12, 30] # Summon Zombie : Zombie
      when 85 then return [SUMMONPet, 13, 30] # Summon Harpy : Harpy
      end
      return [SUMMONNone, 0, 0]
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Items
  #----------------------------------------------------------------------------
  #  This module provides item configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Items
   
    def self.type(id)
      case id
      when 2 then return [TIMED, 3.0, 99] # Bomb
      end
      return [DIRECT, 0.0]
    end
   
    def self.range(id)
      case id
      when 2 then return 3.0 # Bomb
      end
      return 5.5
    end
   
    def self.penalty(id)
      case id
      when 2 then return 12 # Bomb
      end
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      case id
      when 2 then return 2 # Bomb
      end
      return 10
    end
   
    def self.summon(id)
      return [SUMMONNone, 0, 0]
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Enemies
  #----------------------------------------------------------------------------
  #  This module provides enemy configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Enemies
   
    def self.type(id)
      return SWORD
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.enemy_set(id)
      return ''
    end
   
    def self.delay(id)
      return nil
    end
   
    def self.perception(id)
      return nil
    end
   
    def self.ai(id)
      return nil
    end
   
    def self.destruct(id)
      return 0
    end
   
    def self.respawn(id)
      return 0
    end
   
  end
 
end
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on November 24, 2009, 12:19:58 am
I was wondering if there is any way to make the selected actor "break off" from the rest of the party. In essence, this would cause the caterpillar to be disabled for a specific actor. The other members of the party would stay behind. However, if you switch to one of the other actors, the actors other than the one who has "broken off" will move in the caterpillar normally. My game mimics "The Four Swords" in the style of puzzles seen, so this is a feature I REALLY need for my game. If nothing else, just the ability to disable the caterpillar altogether and have each actor move independently (everyone but the one you're controlling stands around like a moron when you press the button to disable the caterpillar)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 24, 2009, 05:28:20 am
Well, technically this is already present in Blizz-ABS. I just didn't allow the caterpillar state to be modified or used from the outside. It's the way Blizz-ABS handles actors autonomously breaking from the caterpillar to attack enemies. I can add a feature to allow to disable the return-to-the-caterpillar mechanism so you could walk around with actors as you please. I am probably going to release 2.6 soon so I hope you can wait that long.

@G_G: I'm not sure, but it could be that Blizz-ABSEAL is messing with you. Can you quickly make a small demo? I'd like to take a better look at that.
Title: Re: [XP] Blizz-ABS
Post by: droneseven on November 24, 2009, 06:53:34 am
Did anyone know how to use auto-fire in BABS for bows and arrows weapon types?

(see this topic for my question: http://forum.chaos-project.com/index.php/topic,5044.0.html (http://forum.chaos-project.com/index.php/topic,5044.0.html))
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 24, 2009, 06:57:59 am
No need to post stuff multiple times.
Title: Re: [XP] Blizz-ABS
Post by: G_G on November 24, 2009, 08:19:32 am
Here's the demo, talk to the purple haired guy to get bombs, I'm sure I'm not setting the trap up right >___> its not showing up when I set one down. And the rocks are tileset graphic events not actual characters they disappear when you go into the menu.
http://www.mediafire.com/download.php?djiznjeyjzz
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 24, 2009, 10:27:09 am
I replicated your bug. I think it has something to do with ABSEAL, but I can't say for sure for the time being. In any case I'll fix it in the next version. I hope you can wait until then. If not, you can always use a character set.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on November 24, 2009, 01:48:29 pm
@blizz, yup, I can wait till the next version if it comes out within the next month or so. If it's not too much trouble, could you add some way to check the location of other party members, and also to move them? That would help a lot with the kind of puzzles I'm planning.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 24, 2009, 03:22:14 pm
You have "$BlizzABS.actors[PARTY_INDEX].x", "$BlizzABS.actors[PARTY_INDEX].y" and "$BlizzABS.actors[PARTY_INDEX].moveto(x, y)" already. :P
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on November 24, 2009, 03:23:52 pm
Perfect! Can't wait for the next version then.
Title: Re: [XP] Blizz-ABS
Post by: G_G on November 24, 2009, 05:17:43 pm
EDIT:
Figured out the trap thing.

One question though can we make it where only the healthbar doesn't display above some enemies?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 25, 2009, 03:02:37 am
There's a \hide option. :P
Title: Re: [XP] Blizz-ABS
Post by: SOTD on November 25, 2009, 10:15:56 pm
I have 3 questions and YES I HAVE read the manual.

1.  Can someone explain the Custom Event Triggers like set up an example for me where the main actor talks to the enemy and then he attacks.

2. I keep getting a Script is hanging error after my enemy has one life left and i got to attack him

3. The program keeps saying it needs a grpahic for this certain skill but i made sure that in the script it dose not require animation for that.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 26, 2009, 04:05:29 am
1. Make a normal event using the Custom Event Trigger to activate on button trigger. In the event change the alignment group of the event to an enemy and that's it.

2. I'll need a demo for that one. Either one of your other scripts are messing it up or you did something horribly wrong.

3. "Graphic" are not the same as "Animation". It's not even the same word. So do as it says. You need a spriteset graphic.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on November 27, 2009, 10:48:51 am
Hi, Blizz. I was thinking, would it be easy to make either a small hud section, or a small pop up window for messages in battle and field. I.e you kill a enemy, it drops, say a potion, and when you take that potion, either there would be a small message in a HUD for messages saying something like 'You received a potion' (without the quotes...) or a small window would pop up, say the same thing, and then after few seconds disappear.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 27, 2009, 11:21:00 am
I have already planned to do something like that. But I think in the end it would be easier if I made that a plugin.

Version 2.6 is up.



Blizz-ABS Config Legacy

If you have been using a version older than 2.6, Blizz-ABS Config 2.6 and higher will not be able to load your saved configuration files from versions before 2.6. Instead of the original Blizz-ABS Config 2.6 use Blizz-ABS Config Legacy 2.6 which can be downloaded from here:
Blizz-ABS Config Legacy 2.6 (http://downloads.chaos-project.com/scripts/Blizz-ABS Config Legacy 2.6.zip)
Use this only if you have configurations which you don't want to create again!
It is recommended that you switch to the actual Blizz-ABS Config as soon as possible because Blizz-ABS Config Legacy will not be supported for too long.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 27, 2009, 11:49:24 am
*downloads*
Title: Re: [XP] Blizz-ABS
Post by: G_G on November 27, 2009, 01:05:45 pm
I got a two errors
Spoiler: ShowHide
(http://img21.imageshack.us/img21/4185/errorba.png)

To fix the first one replaces these lines in part 2 at lines 8152 and 8153
factor = BlizzABS::Config::ABSEAL_FACTOR < 1 ? 1 :
       BlizzABS::Config::ABSEAL_FACTOR.to_i

with this
factor = BlizzABS::Config::FACTOR < 1 ? 1 :
       BlizzABS::Config::FACTOR.to_i


Here's the other one
Spoiler: ShowHide
(http://img269.imageshack.us/img269/9199/error2a.png)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 27, 2009, 01:10:03 pm
Lol it's so fun to use the Rapid Fire mod with a weapon that has penalty of 1 XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 27, 2009, 02:27:51 pm
Fixed both problems and uploading a fixed version right now. First happened because it looks like I accidentally didn't make the app generate ABSEAL_FACTOR but FACTOR instead. So your fix is the other way around; FACTOR in the config should be changed to ABSEAL_FACTOR. Legacy has the same error. The second happened because C# generates a comma rather than a dot as decimal separator and caused 1.5 to turn into 1,5 which is the equivalent for [1, 5] in Ruby. Legacy didn't have that problem because I didn't use float.ToString() there.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on November 27, 2009, 03:19:22 pm
BAout that message/ notes HUD, i´d prefer the hud, especially if you could make it have a small log you could look at from the menu.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 27, 2009, 04:24:13 pm
Actually I wanted to make it like in some MMOs. It just displays recent stuff that happened and that's it. It's not meant to be a log.
Title: Re: [XP] Blizz-ABS
Post by: G_G on November 27, 2009, 04:45:11 pm
Another Error
Spoiler: ShowHide
(http://img21.imageshack.us/img21/5042/error3gw.png)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 27, 2009, 06:11:28 pm
Ok, that's a new one. Did you mess with the Pixel Movement Rate?
Title: Re: [XP] Blizz-ABS
Post by: G_G on November 28, 2009, 01:07:53 am
Yea, I changed it to 1 and turned on 8 way movement.
Title: Re: [XP] Blizz-ABS
Post by: droneseven on November 28, 2009, 04:32:14 am
hell yea!

rapid fire is soooo cool!!

I'm just lucky I don't get GG's errors :)
Title: Re: [XP] Blizz-ABS
Post by: element on November 28, 2009, 05:04:29 am
hi blizz
is it possible to make an enemy not come over a certain place
like ... you please a event somewhere that is through for the player but enemies cant go across that
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 28, 2009, 05:59:35 am
There is a No Enemy Terrain Tag. It's in the manual and even mentioned in the FAQ related to respawning. -_-

@G_G: Demo me then. I'm not able to replicate it. Or you can find the cause yourself if you're confident enough. xD
Title: Re: [XP] Blizz-ABS
Post by: G_G on November 28, 2009, 10:17:06 am
Woops, I meant 2.5. It didn't pop up until I moved down. I was typing too fast, I had to leave right after that post.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 28, 2009, 10:42:30 am
What now? O_o Did the config app allow you to type 2.5 or did you do it by yourself in the config script? If the latter, then there is no problem.
Title: Re: [XP] Blizz-ABS
Post by: G_G on November 28, 2009, 10:52:52 am
I typed it in myself if I remember right the older version allowed decimals, and 2.5 was perfect for me.

I guess I'll just change it to 3 and see how that works.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 28, 2009, 11:22:10 am
Alright. Get back to me ASAP. I want to fix this bug (if it is one) before I release v2.7.
Title: Re: [XP] Blizz-ABS
Post by: G_G on November 28, 2009, 11:33:50 am
Well I'll make a quick demo in a few minutes, but I have a question, how do we make a timed trap say a bomb be thrown? Normally you just set it down but i want the player to be able to throw it then 2 seconds later after it lands it explodes.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 28, 2009, 12:11:22 pm
Projectile. :P

But seriously. I was going to make it work so you can pick up events and throw them like in Zelda. I could just extend it to being able to throw projectiles as well.
Title: Re: [XP] Blizz-ABS
Post by: Jalm on November 28, 2009, 02:56:27 pm
I dunno if this is a bug or conflict or something, but if I check Actor Action Sprites and Actor Weapon Sprites, it also looks for Defend, Skill and Item sprites for that actor.

Also, sometimes, gold is un-pick-up-able. Dunno what causes that though.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 28, 2009, 03:07:35 pm
Defend, Skill, & Item are still actions...
Title: Re: [XP] Blizz-ABS
Post by: Jalm on November 28, 2009, 03:29:38 pm
Quote from: Aqua on November 28, 2009, 03:07:35 pm
Defend, Skill, & Item are still actions...


There are seperate checkboxes for those, and they're greyed out until you select Action Sprites, so yeah.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 28, 2009, 03:37:20 pm
Read the manual, specifically about those options.
Title: Re: [XP] Blizz-ABS
Post by: Jalm on November 28, 2009, 04:00:07 pm
Whoops. Didn't read it closely enough. Sorry about that.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 28, 2009, 04:10:24 pm
No problem.

v2.7 is up. Why already v2.7? There were some "major" changes. Hopefully this is the last time I have to edit something in the sprite animation system.
Title: Re: [XP] Blizz-ABS
Post by: ShinyToyGuns on November 28, 2009, 05:09:57 pm
I got an error when trying to open the mini-map:

Spoiler: ShowHide
(http://img697.imageshack.us/img697/9018/blizzabserror.png)


I use Winkio's Blizz-ABS Party HUD...dunno if that has anything to do with it?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 28, 2009, 05:11:57 pm
Winkio needs to update his script. I changed some things in the most recent version. Basically you can just change dropped to dropped? and it should work for now.
Title: Re: [XP] Blizz-ABS
Post by: ShinyToyGuns on November 28, 2009, 05:16:38 pm
Thanks, that worked :)
Title: Re: [XP] Blizz-ABS
Post by: winkio on November 28, 2009, 05:37:57 pm
Ugh, now I need to update all my Blizz-ABS scripts.  I'm just going to wait until you are done with your updating spree.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 28, 2009, 05:43:57 pm
Actually you can do it already. I'm not going to update Blizz-ABS except for bug fixes for a while.
Title: Re: [XP] Blizz-ABS
Post by: Ryex on November 28, 2009, 05:59:17 pm
lol now not only is there a manual for the script but there is a separate manual about how to use its configuration!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 28, 2009, 06:25:07 pm
That's only for manual configuration if you don't use Blizz-ABS Config.

EDIT: If you get the PROJItem bug, it's a typo. Just change it to SPRProjItem and it will be fine. In fact you can search your script for it right away. It appears 2 times in the script. I uploaded a fixed version.
Title: Re: [XP] Blizz-ABS
Post by: winkio on November 28, 2009, 07:21:09 pm
ok, I'll start updating them soon then.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on November 28, 2009, 08:16:08 pm
@Blizz

Quote from: RoseSkye on August 05, 2009, 08:26:38 am
http://www.mediafire.com/file/dogmzgjzga0/Test.rar

A. Event touch is screwed. If you take a look inside the project you'll see that an event touch event will not activate if the player is teleported on it. Without the BlizzABS it will activate no problem.



meh?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 29, 2009, 04:32:24 am
I didn't fix that yet. Don't worry, I might do it today.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on November 29, 2009, 10:50:15 am
Actually, Roses post reminded me that BABS somehow messes up teleporting... It´s done it me twice.
First time, i just placed it under main, ran the game in debug, and teleport worked. I changed BABS back to where it was, and teleport still worked. But, now i had that thing again, and that trick didn´t remedy it. Now, i think i may have had it set so that you land on another teleporting event... Is this a bug/problem? Or is just something wrong in my project?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 29, 2009, 11:58:16 am
Yeah, it's something with Blizz-ABS. I think it's something with the pixel movement.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on November 29, 2009, 03:54:08 pm
Quote from: Pyhankoski on November 29, 2009, 10:50:15 am
Actually, Roses post reminded me that BABS somehow messes up teleporting... It´s done it me twice.
First time, i just placed it under main, ran the game in debug, and teleport worked. I changed BABS back to where it was, and teleport still worked. But, now i had that thing again, and that trick didn´t remedy it. Now, i think i may have had it set so that you land on another teleporting event... Is this a bug/problem? Or is just something wrong in my project?


Yeah I forgot about that. It does that to me too if there are two teleport event juxtaposed (not directly mind you) to each other.
Title: Re: [XP] Blizz-ABS
Post by: Jalm on November 29, 2009, 04:05:41 pm
Whee, more questions.

1) I've been tinkering around trying to figure out how to get an enemy to revive dead enemies, and that doesn't work, so after a while I figured that I could have a few spawn points around a stationary enemy, and upon the enemy's death, the respawn points get renamed. I don't think I'm doing it right.

The enemy event is ID003, "\e[3] \g[4]", with alignment 4 being Objects.
The respawn points are IDs 017-020, all named "\respawn[1]".

The code is:
Comment: Trigger:Death
Script: $game_map.rename_event(17, 'blah')
Script: $game_map.rename_event(18, 'blah')
Script: $game_map.rename_event(19, 'blah')
Script: $game_map.rename_event(20, 'blah')

The enemies keep respawning at those points, even though I renamed them. Know a way I can fix this, or at least make an enemy like that?

2) What does Charge do, anyway? The manual didn't really explain that. :P

3) How do I turn on hotkeys and the smaller minimap by default?

4) Defending reduces the damage from all directions, even if the player's shield isn't facing that way. I suppose there isn't an option to fix this, other than through some hard eventing?

Thanks again!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 29, 2009, 04:31:27 pm
1. I don't think I made respawn dynamic so you can rename them and they will stop being respawn points. It was to improve performance a bit. In any case I'll change it.
And you can't revive dead enemies.

2. Charge up before executing the attack/skill/item, what else?

3. It's explained where the options themselves are explained in the manual.

4. No. There are several reasons why I did it this way. Even a script wouldn't be easy to make.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on November 30, 2009, 05:31:16 pm
I keep getting this error when I start, just after the title screen;
Quote
Script 'Blizz ABS 2' line 8152: NameError occured.


uninitialized constant BlizzABS::Config::ABSEAL_FACTOR
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 30, 2009, 05:47:31 pm
Are you using v2.7? Did you regenerate the configuration? Did you apply G_G's fix just like that?! >8U
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on November 30, 2009, 06:25:52 pm
Quote from: Blizzard on November 29, 2009, 04:31:27 pm
1. I don't think I made respawn dynamic so you can rename them and they will stop being respawn points. It was to improve performance a bit. In any case I'll change it.
And you can't revive dead enemies.


I somehow was able to pull off dynamic respawning in Anima (http://forum.chaos-project.com/index.php/topic,3281.0.html) although I totally forget how I did it.

Play through or look at the Architect Optional Boss, you can destroy portal guardians to remove the respawn points for the swarming trash mobs.

Just remember if you use the code somehow, to credit Me for the job k?
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 01, 2009, 01:00:35 pm
Quote from: Blizzard on November 30, 2009, 05:47:31 pm
Are you using v2.7? Did you regenerate the configuration? Did you apply G_G's fix just like that?! >8U

WTF!? When did you release that :huh:
Oh well, it's working now :^_^':

Hey Blizz is there a way to 'clear' the hotkeys?
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on December 01, 2009, 01:50:38 pm
Is there any way to make a skill "toggle" a state? For example, I have a skill that adds the state "burning" (increases speed, strength, and evasion rate, but constantly drains MP). However, rather than just having a set duration, I'd like it to keep draining until you use the skill again (which would remove the state). Now I already can do this via common event, but the problem is that every enemy and actor have this skill, so I'd have to use a seperate common event for each one. And that's just a pain. If toggling a state via skill is impossible, is there for the common event called by the skill to know who used that skill?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 01, 2009, 01:54:49 pm
You could edit add_state or use a second skill with the same name that removes that state.

@HD: You have the <Remove> option in the hotkey menu.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on December 01, 2009, 02:02:11 pm
Well I would have updated add_state, but I also have a rapid fire skill that adds a state which has 100 percent chance of being removed after 1 second. This way, the effect of the state (increasing MP) will continue until the skill button is released. And if I use a second skill to stop it, that would be a pain, particularly since the "burning" state will use up all of an actor's MP in a matter of seconds. Any suggestions?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 01, 2009, 02:08:16 pm
That's why I said add_state. If a specific state is being added and it's already present, remove it instead.

if state_id == XYZ && @states.include?(state_id)
  remove_state(state_id)
else
  add_state_alias(state_id)
end
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on December 01, 2009, 03:00:38 pm
where in add_state would I put that? Would I replace the method with that? Or do I replace a specific section?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 01, 2009, 04:22:24 pm
Made an alias of the method and just put in the code I gave you above. That should actually do it.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on December 01, 2009, 04:55:01 pm
Alright, thanks Blizz. That helps out a lot :)
Title: Re: [XP] Blizz-ABS
Post by: element on December 02, 2009, 07:07:03 am
is my problem fixed in 2.7 ?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 02, 2009, 07:49:39 am
I really don't remember what your problem was. Just download and check the version history since I most probably have.

EDIT:

Quote from: Post from RRRI just installed v2.7 and now i get an error whenever i use a charge skill.

Script 'Blizz abs 3' line 2472 NameError occured.
uninitialized constant BlizzABS::Config::A_SKILL_CHARGE_SPRITES

I tried switching off actor skill sprites and the error still shows up.

If i turn off charge sprites altogether it eliminates the problem.

I tried completely reconfiguring with the new legacy and it didn't help.

If you could fix this problem i would greatly appreciate it.


I don't know how I managed to overlook that typing mistake even though I triple checked the renamed configuration constants. #_# It's a problem in the script, the config app is fine. I put up a fixed v2.7.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on December 03, 2009, 11:16:35 am
I just updated to 2.7 and when i tried to load my confing ,it gave me an error. I didn´t look at it, because i want to know if it´s just that you´ve changed something in 2.7s confing application since the last version, that´s causing this...
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 03, 2009, 11:54:14 am
If you were using 2.5 (I think) in your project then the new config can't load your old config
Quote from: Blizzard on November 27, 2009, 11:21:00 am
Blizz-ABS Config Legacy

If you have been using a version older than 2.6, Blizz-ABS Config 2.6 and higher will not be able to load your saved configuration files from versions before 2.6. Instead of the original Blizz-ABS Config 2.6 use Blizz-ABS Config Legacy 2.6 which can be downloaded from here:
Blizz-ABS Config Legacy 2.6 (http://downloads.chaos-project.com/scripts/Blizz-ABS Config Legacy 2.6.zip)
Use this only if you have configurations which you don't want to create again!
It is recommended that you switch to the actual Blizz-ABS Config as soon as possible because Blizz-ABS Config Legacy will not be supported for too long.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on December 03, 2009, 12:01:36 pm
*facepalm*
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 03, 2009, 12:40:12 pm
xD

Hey Blizz is there any way to tell if the player is in battle with a conditional branch?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 03, 2009, 03:07:26 pm
$game_temp.in_battle


But then again, define "in battle".
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on December 03, 2009, 03:40:30 pm
Well I guess when enemies are visible on the screen and maybe 2-3 squares off it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 03, 2009, 03:51:48 pm
Then what I posted above should work if you turn on "Disable Blizz-ABS when no enemies within ABSEAL range".
Title: Re: [XP] Blizz-ABS
Post by: wolfspirit on December 04, 2009, 09:20:57 am
Ok, I was thinking of getting fights in my game more active so i created some sprites.
But now i'm getting this when I battle:
(http://img163.imageshack.us/img163/9012/nbgf.png)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 04, 2009, 09:38:54 am
Did you align the sprites properly? Weapon and attack sprites usually aren't aligned at the bottom like the default spritesets. Also, weapon sprites have only the weapon sprite, not the character using it. That's why it's called a weapon sprite and not an attack or weapon-with-character sprite.
Title: Re: [XP] Blizz-ABS
Post by: wolfspirit on December 04, 2009, 10:01:45 am
Right... I've putted the weapon sprite on the character...  :^_^':
But just to be shure,... the atk1 has to be the char.+weap./ the wpn only the weap.(duh... :innocent:)/ wpnGame_player just the same as atk1?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 04, 2009, 10:07:52 am
atk has to be just the character, wpn has to be just the weapon. It's the same for all actor regardless of whether being controlled by the player or by the AI.
Title: Re: [XP] Blizz-ABS
Post by: G_G on December 05, 2009, 04:33:19 pm
Two questions:
Is it possible to add an option for actor_name_hrt so it displays the sprite when he gets hurt?
Also how do we make summons/caterpiller actors go through everything aka like a summoned bird for example.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on December 05, 2009, 05:21:21 pm
Is it possible to have certain summons drop an item when they are unsummoned (when their time runs out)? In my game, the closest thing to summoning is a mechanic through which you can use your mana to grant temporary life to objects. I want these items to drop to the ground when their summon time runs out.
Title: Re: [XP] Blizz-ABS
Post by: Enigma on December 06, 2009, 03:15:35 am
Just Recently started using Blizz system, its pretty good
I have a problem though
I want to know how to have the HUD off from the beginning of the game rather than having to turn it off
also when I turn it off via call script it shuts off the message windows so they don't come on even by auto run
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 06, 2009, 05:30:13 am
Quote from: game_guy on December 05, 2009, 04:33:19 pm
Two questions:
Is it possible to add an option for actor_name_hrt so it displays the sprite when he gets hurt?
Also how do we make summons/caterpiller actors go through everything aka like a summoned bird for example.


_hit sprites are already planned, I just never came around to make them so far.
There's a method call in BlizzABS::Processor#skillitem_process somewhere.

Quote from: legacyblade on December 05, 2009, 05:21:21 pm
Is it possible to have certain summons drop an item when they are unsummoned (when their time runs out)? In my game, the closest thing to summoning is a mechanic through which you can use your mana to grant temporary life to objects. I want these items to drop to the ground when their summon time runs out.


Are they items from the database or simply lifeless objects? Latter could be done by combining events and scripts when I add the event creation script call.

Quote from: Enigma on December 06, 2009, 03:15:35 am
Just Recently started using Blizz system, its pretty good
I have a problem though
I want to know how to have the HUD off from the beginning of the game rather than having to turn it off
also when I turn it off via call script it shuts off the message windows so they don't come on even by auto run


There's a problem with RMXP. Don't use

xyz = false


Use this instead:

xyz =
false

Title: Re: [XP] Blizz-ABS
Post by: wolfspirit on December 06, 2009, 08:29:54 am
Okay you guys I have a question...
Ahum, Is it possible to call a switch as soon as a specified enemy died?
If so... How?
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on December 06, 2009, 08:52:08 am
Before Blizz reads this and gets all angry and stuff: It's in the manual. Look up Custom Triggers or something, there should be one that triggers the enemies event code after he died. Then just add the event code to call a switch and there you go, it will activate as soon as the enemy dies.
I actually even think the event code runs when the enemy dies when you don't add a custon trigger, I'm not sure though.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 06, 2009, 11:57:58 am
What Sub said. And yes, death trigger is on by default when no other trigger is specified.
Title: Re: [XP] Blizz-ABS
Post by: wolfspirit on December 06, 2009, 01:54:10 pm
Great!
Thanks,... again. :P
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on December 06, 2009, 02:25:43 pm
@blizz, it's items from the database. For example, you can use a Miracle (spell that grants life temporarily) to bring to life one of your sword. This, in essence, would "summon" a floating sword by consuming one from your inventory (which I already know how to do). However, when the Miracle runs out, the sword goes back to normal and falls to the ground. (you can then pick it back up). You can also use this spell to bring certain lifeless objects on the map to life to fight for you, but that's already doable. So all I need now is the ability to have summons drop an item when their summoning ends.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 06, 2009, 05:24:49 pm
$BlizzABS.drop_event(items, real_x, real_y, dropper = nil, time = nil)


items is an array of database items that will be dropped. real_x and real_y are the screen coordinates times 4. Omit the other values.

Title: Re: [XP] Blizz-ABS
Post by: legacyblade on December 07, 2009, 03:58:44 pm
Do I put that after

  def update_die
    # if summoned
    if $BlizzABS.summoned?(@character)
      # get unsummon ID


if I want the item to drop only if they are unsummoned due to their time running out? (if they're killed, that would mean someone hacked at the flying sword long enough for it to break, and it wouldn't be usable anymore). Or would that make the item dropped no matter how they're unsummoned?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 07, 2009, 05:10:34 pm
BlizzABS::Processor#remove_summon

    def remove_summon(summon)
     # remove this counter
     @summon_time.delete(summon)
     # make it "die"
     summon.battler.hp = 0
     # delete from events in case an enemy summoned this summon
     $game_map.events.delete(summon)
   end


Just alias the method, check if the summon was not killed yet and then make the item drop.

    alias remove_summon_itemdrop_later remove_summon
   def remove_summon(summon)
     if !summon.battler.dead?
       item_id = case summon.battler.id
       when 1 then 5 # actor 1 is dropped item 5
       end
       pix = self.pixel
       drop_event([$data_items[item_id]], summon.x / pix * 128, summon.y / pix * 128)
     end
     remove_summon_itemdrop_later(summon)
   end


Remember to instantiate BlizzABS::Processor again after adding this edit.

$BlizzABS = BlizzABS::Processor.new


Isn't it awesome how easy it is to add a new feature to Blizz-ABS? :D
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 07, 2009, 05:23:43 pm
@.@
STOP GIVING ME IDEASSSSS

:V:
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on December 07, 2009, 05:34:13 pm
o.o wow that's pretty easy blizz. I always thought making addons for blizzABS was hard, XD

There's an addon I'd like to make for it, but I'm not quite sure of the structure of blizzABS yet. What would I need to do the following

do something every frame (while blizzABS is active)
check if any enemy or actor on the map has a certain state

(I'm trying to make a few of my half scripted half evented systems less clunky by making a blizzABS addon)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 07, 2009, 05:52:02 pm
Just alias Scene_Map#update for the frame update. When $game_temp.in_battle is true, then you can use Blizz-ABS controls (it's directly connected to the DISABLED BLIZZ-ABS setting).

You can use $game_map.battlers to obtain all map battlers or $game_map.battlers_group(GROUP_ID) to obtain only battlers from a specific Alignment group. $BlizzABS.actors has all actors and $BlizzABS.battlers includes summons as well. So you can just use:

if ($BlizzABS.battlers + $game_map.battlers_group(
   BlizzABS::Alignments::ENEMY_GROUP)).any? {|character|
       character.battler != nil && character.battler.state?(S_ID)}


Or you can use this:

if $game_party.actors.any? {|actor| actor.state?(S_ID)} ||
   $BlizzABS.enemy_has_state?(BlizzABS::TROOP, S_ID)


Making use of battleflow conditions. :3
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on December 08, 2009, 02:00:40 am
Thanks for that blizz! With the code you provided, I was able to create the addon. I'll release it within the next couple days, once I add instructions and make a demo. Making that a simple plugin saved me literally HOURS of work. Thanks again.

I'm also working on another addon for my game, one that seems a bit more difficult. Since I am modeling a lot of my game off of Zelda,  I decided to mimic the three C button system seen on the N64 and Game Cube (though it was X,Y, and Z on this system). I do this since I'm going to use a single button for skill launching and selection, and so only the items will need to be done via a hotkey. However, I don't want the user to have to reach for the number keys, I want to change which keyboard keys are used to trigger the hotkeys (I,O, and P). How would I go about doing this? And I know it's been asked before, but I couldn't find it. How can you change what skills/items are bound to a hotkey using a script call? (I'll be making my own hotkey menu, that's why I need that last bit)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 08, 2009, 08:23:14 am
actor.item_hotkeys and actor.skill_hotkeys contain arrays of bound IDs. actor.skill and actor.item have the currently assigned button and need to be set so a skill can be used. i.e. when using DIRECT_HOTKEYS I set those variables and then immediately use the skill/item.

EDIT: You could just replace the hotkeys 0-9 with a 3 button hotkey system and use DIRECT_HOTKEYS.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on December 08, 2009, 12:05:20 pm
Thanks a ton Blizz! I really appreciate your help.
Title: Re: [XP] Blizz-ABS
Post by: element on December 08, 2009, 02:13:03 pm
Already working on that layered equipment addon for blizz-abs ?

and why do you have to make that much sprites in v 2.7 ? :^_^': Game map size is getting a little big with me :p
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on December 08, 2009, 04:52:10 pm
How can I make the actor unable to move (only turn) while defending? Currently he can walk normally while defending. And how would I change the run and move speeds with a script call (certain states make the actor twice as fast)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 08, 2009, 05:44:25 pm
I didn't allow to change the normal/running/sneaking speed in game. You can always change just the moving speed, though. After all I mentioned several times already why I would not add variable speeds.

As for actors not moving while defending... Well, they don't move while defending.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on December 08, 2009, 06:12:08 pm
Alright, I'll just change the move speed then.

And as for actors not moving while defending, they seem to in this version. Just to make sure it wasn't my scripts, I made a new project with the latest blizzABS version. You can walk around while you're defending. It'll even block damage.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 09, 2009, 02:31:09 am
That's weird. I'll take a look at that.
Title: Re: [XP] Blizz-ABS
Post by: altair on December 17, 2009, 12:33:47 pm
i get an error whenever i hit the target with a ranged weapon.

Script 'part 2' line 1277 : NameError occured.
uninitialized constant BlizzABS::Config::ITEM_DROP

do anyone know how to fix this
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 17, 2009, 02:19:27 pm
You didn't regenerate the configuration script after updating the script.
Title: Re: [XP] Blizz-ABS
Post by: altair on December 17, 2009, 02:43:00 pm
what do you mean?   :( how should i fix it?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 17, 2009, 02:45:05 pm
Quote from: Blizzard on December 17, 2009, 02:19:27 pm
You didn't regenerate the configuration script after updating the script.


I'll do a completely wild guess, but maybe, just maybe you need to generate the configuration script again using the configuration application that is the same version as the script.
Title: Re: [XP] Blizz-ABS
Post by: altair on December 17, 2009, 03:02:16 pm
it didn't work...  :(
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 17, 2009, 03:06:08 pm
The constant is clearly defined in the default configuration:

(http://img51.imageshack.us/img51/6274/snap062.th.png) (http://img51.imageshack.us/img51/6274/snap062.png)

I don't know what you did to mess it up, but you did mess it up.
Title: Re: [XP] Blizz-ABS
Post by: element on December 18, 2009, 07:29:36 am
Why do we need the wpn images? do they change something ?
And can I change it so I dont need to make a image for every drop ?
I think that in V 2.7 you must have to many graphics...

PS: already working on that layered equipment addon in blizz-abs blizz ?
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on December 20, 2009, 03:48:45 pm
In the shift from blizzABS 2.27 to 2.7, I discovered that items are no longer just a single icon, but instead a full spriteset. (Or at least thats what I understood from the manual thing) So err, instead of trying to create a spriteset for every single item drop that I've developed thus far, is there some easy switch I missed where I can make items NOT animated?

Nice idea, but it isn't really necessary for me.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 21, 2009, 04:35:44 am
You can use a spriteset with all frames the same so it's not animated. But no, I don't see a way to do it without having to create spritesets. I know that a good number of people won't need it, but I made item drops optional as well so people don't have to make spriteset if they don't want to. I simply figured that spritesets would be better if people wanted to animate the item icons.
Title: Re: [XP] Blizz-ABS
Post by: element on December 21, 2009, 04:45:02 am
Quote from: Blizzard on December 21, 2009, 04:35:44 am
You can use a spriteset with all frames the same so it's not animated. But no, I don't see a way to do it without having to create spritesets. I know that a good number of people won't need it,but I made item drops optional as well so people don't have to make spriteset if they don't want to.

Ok I still use V 2.5 then :p
I'm making a veary big game and the map size would be realy to big :p
Title: Re: [XP] Blizz-ABS
Post by: Alton Wyte on December 21, 2009, 06:18:13 pm
How would I disable defending and the pre-menu?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 22, 2009, 04:04:26 am
1. RTFM.

2. Put the menu code below Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: Cats777 on December 25, 2009, 01:01:38 am
Hey Blizzard, I just made this account to say... I love you, bro. Seriously, this has every feature I've ever wanted in an ABS and it's extremely user-friendly. Squad-based AI? Caterpillar? Alignments? Even a goddamn custom keyboard control setup? All customizable in an easy-to-use config application? This is THE ULTIMATE ABS!

Here's 1 million brofists:
...................__
............./´¯/'...'/´¯¯`·¸
........../'/.../..../......./¨¯\
........('(...´...´.... ¯~/'...')
.........\ONE.MILLION'...../
..........''...\.......... _.·´
............\..............(

And 1 million internets:
(http://pics.ohlawd.net/img/one%20free%20internets.jpg)
(just pretend there's a "million" next to the "one")

P.S. HAPPY HOLIDAYS!
Title: Re: [XP] Blizz-ABS
Post by: Cats777 on December 25, 2009, 01:55:42 pm
Sorry for double-posting, but I have a question. It's great that there's a delay timer on enemies and you can set a unique timer for each enemy; but how do you change the ally delay timers?
Title: Re: [XP] Blizz-ABS
Post by: Godsigma on December 25, 2009, 02:13:59 pm
Hey, i got a very very funny a$$ problem.... i wish i didnt but i do.... here it is

it says and i quote this exactly

"Script 'Game_Battler_3' line 139: Type Error Occured
false cant be coereced into Fixnum"

help me cause i dunno WTF this means... or how to fix it... it happens in the middle of the testing the final boss...
I start whoopin his @$$ from here to Odin knows where and it does that! help me!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 27, 2009, 01:09:48 pm
Quote from: SRS Siege on December 24, 2009, 01:40:49 am
On something that is Blizz-ABS related...
1)Is there anyway to make it so that corpses arn't on top of you when you go to pick them up?
2)Anyway to make it so that you dont move while you defend? (I know it was mentioned earlier but the solution was never posted)


1. Corpses behave like normal events in that matter. You'll need a script edit for that.
2. I think it was possible during a few versions of Blizz-ABS, but I remember having some heavy problems because of it so I removed it again.

Quote from: Cats777 on December 25, 2009, 01:55:42 pm
Sorry for double-posting, but I have a question. It's great that there's a delay timer on enemies and you can set a unique timer for each enemy; but how do you change the ally delay timers?


Ally Delay Timer is always 0 so allies fight with their full capabilities. You can lower their aggressiveness to make them battle less though.

BTW, you can edit your posts. If the last post in a topic is edited, the topic is automatically marked as unread again.
And thanks, I'm trying. :)

Quote from: Godsigma on December 25, 2009, 02:13:59 pm
Hey, i got a very very funny a$$ problem.... i wish i didnt but i do.... here it is

it says and i quote this exactly

"Script 'Game_Battler_3' line 139: Type Error Occured
false cant be coereced into Fixnum"

help me cause i dunno WTF this means... or how to fix it... it happens in the middle of the testing the final boss...
I start whoopin his @$$ from here to Odin knows where and it does that! help me!


That's a weird error. I don't think it is Blizz-ABS related since it doesn't affect the variables in that line.
Title: Re: [XP] Blizz-ABS
Post by: Godsigma on December 27, 2009, 03:54:43 pm
How would i fix it? it seems to only occur when i use more then one or 2 abilities that havent been configured all the way yet
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 27, 2009, 04:13:25 pm
I have no idea what scripts you are using. :P I suggest you first try to update all your scripts.
Title: Re: [XP] Blizz-ABS
Post by: Godsigma on December 27, 2009, 10:37:54 pm
I updated them earlier today so im going to try something crazy! Im going to configure ALL the skills! so this way i know its not that and if it was ill make sure to post that up as the soloution. Other wise the list of scripts im using is kinda long...
Title: Re: [XP] Blizz-ABS
Post by: Murr on December 28, 2009, 07:23:10 pm
I get this error sometimes when my "pet" kills something in a test game:

Script 'Blizz-ABS Part 2' line 1105: NoMethodError occurred.
undefined method 'dropped?' for nil:NilClass

I don't know why, because i have disabled item drops and gold drop.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 28, 2009, 07:56:05 pm
Can you make a small demo? I can't reproduce it and I don't think it's related to the typing mistake I made in the last version.
Title: Re: [XP] Blizz-ABS
Post by: Murr on December 28, 2009, 08:04:47 pm
Can i send it to you or something?
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on December 28, 2009, 08:17:02 pm
So I don't know if I overlooked this feature, but is there a way to make it so that items are activated on pickup?

Easiest example is like in Zelda when yu pick up a heart and it heals your life.

I've skimmed over a bundle of posts, but I didn't find anything?
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 28, 2009, 08:25:29 pm
could be a very small and easy, but useful add-on.  It's not in now, as far as I know.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 29, 2009, 05:33:41 am
Make a common event parallel process that checks if you have that item. If you have the item, do some healing and remove the item from inventory. It's like 3 event commands. -_-

Quote from: Blizzard on January 09, 2008, 08:21:56 am
Note that this ABS is merely a very powerful tool. It is up to you to make your game awesome using this tool.


Seriously, people, use your head a bit. This question has beenn asked a few times through the last 140 pages of this topic and I've always given the same answer: Make a parallel process event with one condition and two commands.

Quote from: Murr on December 28, 2009, 08:04:47 pm
Can i send it to you or something?


Lol, that's what I meant with "make a small demo". Just don't send me your full project. There's no need for you to upload and me to download all the unnecessary graphics and audio that you use. Make a new project, put in the script and set everything up so you can cause the error. Upload that project on sendspace.com and post the download link here. Then I'll take a look at it and fix the problem.
Title: Re: [XP] Blizz-ABS
Post by: Murr on December 29, 2009, 08:51:20 am
I don't have much stuff in my project, its just one screen with some spawns and a chest.

Its just a test to get all the stuff right.

http://www.sendspace.com/file/ucog0i (http://www.sendspace.com/file/ucog0i)
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on December 31, 2009, 03:40:23 am
So after updating from 2.23 to 2.6...
I noticed that my direct_hotkeys = TRUE
doesn't work anymore.
And by not work, I mean that even when set to true, the skills don't activate.

Info:
  All the skills seem to generate this issue.
  Items however, just make a 'buzzer' noise as if I'm just not allowed to use them,
while skills make no noise, even when standing within range of said skills, with the required+ MP.

If I set it to the single skill method, involving the skill setting then the numbers work again,
and skills can be cast/used.


None of the scopes have changed, I reset all the skills like I had them prior to the switch, but it just doesn't work. >.>

Its probably some retarded line I skipped over, but again my brain is stumped.



PS_Thanks for the common event item idea...its ingenious, AND simple!
Title: Re: [XP] Blizz-ABS
Post by: wolfspirit on December 31, 2009, 07:23:28 am
Ok... I've create a little extra feature for BlABS but.. well it doesn't work.
The feature was, to attack without having a weapon equipped, so... with your bare hands.. But when I attack, it still doesn't do anything. (except for showing the attacking animation, but that already was a feature in BlABS)
So... since I've found I out that I shouldn't mess with Blizzy's scripts... Maybe he knows how to do it well?
(thanks in advance blizzy)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 31, 2009, 10:05:09 am
Where do you change it? If you changed it in Game_Battler#attack_effect, it should work fine. I just tried it and it's working.

Quote from: jragyn00 on December 31, 2009, 03:40:23 am
So after updating from 2.23 to 2.6...
I noticed that my direct_hotkeys = TRUE
doesn't work anymore.
And by not work, I mean that even when set to true, the skills don't activate.

Info:
  All the skills seem to generate this issue.
  Items however, just make a 'buzzer' noise as if I'm just not allowed to use them,
while skills make no noise, even when standing within range of said skills, with the required+ MP.

If I set it to the single skill method, involving the skill setting then the numbers work again,
and skills can be cast/used.


None of the scopes have changed, I reset all the skills like I had them prior to the switch, but it just doesn't work. >.>

Its probably some retarded line I skipped over, but again my brain is stumped.



PS_Thanks for the common event item idea...its ingenious, AND simple!


2.7 is the newest version. The DIRECT_HOTKEYS bug has been fixed already.
Title: Re: [XP] Blizz-ABS
Post by: wolfspirit on December 31, 2009, 02:21:19 pm
Eh... I don't think I've changed it there.. >.<
What's the correct edit of it to have it working properly? :^_^':

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 31, 2009, 02:35:39 pm
I don't what you did in the first place. :P Post your script here so I can take a look at it.
Title: Re: [XP] Blizz-ABS
Post by: Sacred Nym on December 31, 2009, 07:38:17 pm
I did a search for this and got nothing, so I apologize if this has been answered.

Is there any way to control actors in a caterpillar, like as if they were regular events? Or will I always have to set every all but one actor's sprite to blank/remove them from the party, and use normal events for cutscenes?
Title: Re: [XP] Blizz-ABS
Post by: wolfspirit on January 01, 2010, 07:50:52 am
Quote from: Blizzard on December 31, 2009, 02:35:39 pm
I don't what you did in the first place. :P Post your script here so I can take a look at it.

Ok.. the whole script is to large to post it, so lets just start from nothing - I didn't changed much anyway do..
So can you post your edit if possible please?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 01, 2010, 08:18:26 am
Sure.

@Sacred Nym: Turn off the caterpillar and use normal events. That's the most convenient way.
Title: Re: [XP] Blizz-ABS
Post by: Sacred Nym on January 01, 2010, 12:23:55 pm
Yeah that's what I figured, thanks.
Title: Re: [XP] Blizz-ABS
Post by: wolfspirit on January 01, 2010, 12:25:41 pm
Quote from: Blizzard on January 01, 2010, 08:18:26 am
Sure.

@Sacred Nym: Turn off the caterpillar and use normal events. That's the most convenient way.

Ok, thanks! :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 01, 2010, 03:09:28 pm
Actually it can be done even simpler that editing Game_Battler#attack_effect.

class Game_Actor
 alias base_atk_barehanded_later base_atk
 def base_atk
   result = base_atk_barehanded_later
   return (result == 0 ? 100 : result)
 end
end


Change the 100 to any value you want. This will be the attack power value when having no weapon or having a weapon that has attack power equal to 0.
Title: Re: [XP] Blizz-ABS
Post by: SRS Siege on January 02, 2010, 01:34:59 am
Quote1. Corpses behave like normal events in that matter. You'll need a script edit for that.

How do I edit the script to fix it? (Theres nothing in the Blizz config that effects whether or not corpses are on top or not and I'm not good with manually editing scripts)

Also, is there anyway to put an event aside for a set amount of time? Like the wait... option but not pausing the game, just waiting the certain amount of time until the event is continued to be executed.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 02, 2010, 02:08:40 am
Wait doesn't pause the game...
It does exactly what you want...
Waits a certain amount of time (frames) before doing something else...
Title: Re: [XP] Blizz-ABS
Post by: SRS Siege on January 02, 2010, 02:17:16 am
But you cannot move, attack, etc. while the event is waiting for set amount of frames. I'm looking for something like what the summon skill does, where it does an action (summons a monsters) and the game continues like normal for a set amount of time and once the time is up another action is taken (erasing the monster).

I dont know if it would help to know specifically what I'm trying to do or not but...
What I'm trying to do is add shapeshifting to my game, not summoning.  When the player uses the skill a common event removes the actor (saving exp in a variable first) and then adding the monster actor (then adding the exp variable to exp to keep level).  This just replaces the actor with the monster that they shapeshifted into, changing the stats, skills, and appearance.  What I want is to have the player change back into the original appearance after a set amount of time but still be able to play as the monster like normal while waiting.
Title: Re: [XP] Blizz-ABS
Post by: wolfspirit on January 02, 2010, 08:19:59 am
Quote from: Blizzard on January 01, 2010, 03:09:28 pm
Actually it can be done even simpler that editing Game_Battler#attack_effect.

class Game_Actor
 alias base_atk_barehanded_later base_atk
 def base_atk
   result = base_atk_barehanded_later
   return (result == 0 ? 100 : result)
 end
end


Change the 100 to any value you want. This will be the attack power value when having no weapon or having a weapon that has attack power equal to 0.

Great, so where do I put the (piece of the) script?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 02, 2010, 10:39:46 am
Quote from: SRS Siege on January 02, 2010, 01:34:59 am
Quote1. Corpses behave like normal events in that matter. You'll need a script edit for that.

How do I edit the script to fix it? (Theres nothing in the Blizz config that effects whether or not corpses are on top or not and I'm not good with manually editing scripts)


You need a script that applies the same Z order of the sprites to specific events like events with tile graphics rather than using the normal way to determine the Z order. As I said, it's a script edit which means you can't configure it using Blizz-ABS config. It's not an option of the system.

Quote from: SRS Siege on January 02, 2010, 02:17:16 am
What I'm trying to do is add shapeshifting to my game


*points to Chaos Rage Limit System (CRLS) and the Blizz-ABS plugin that makes CRLS work with Blizz-ABS*

Quote from: wolfspirit on January 02, 2010, 08:19:59 am
Great, so where do I put the (piece of the) script?


Right under the default scripts and if you use it, under SDK.
Title: Re: [XP] Blizz-ABS
Post by: SRS Siege on January 02, 2010, 02:24:48 pm
Quote*points to Chaos Rage Limit System (CRLS) and the Blizz-ABS plugin that makes CRLS work with Blizz-ABS*

Ok... I've got CRLS to work with my game finally, but I dont understand how it helps me.  I searched the forum on it and found that in order to do shapeshifting or transforming I have to do something with states?  I could use states but after the actor transforms back how am I to add the experience that was gained during transformation back to the actors original experience without using a common event and when I use a common event I run into the same problem of trying to make it so that it waits a certain amount of time (while the actor is transformed) before continuing the common event.

I think someone else ran into a problem like this in the CRLS forum and you told them that something this specific would have to be done through editing the scripts myself (like for the corpses not being on top) but I have no idea how to edit scripts. I dont have a problem trying to learn though, is there any website you recommend for teaching someone how to script?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 02, 2010, 03:00:11 pm
Are you using parallel process or autorun for your events...?

Parallel process is the one you want for this.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 02, 2010, 03:27:54 pm
Quote from: SRS Siege on January 02, 2010, 02:24:48 pm
Quote*points to Chaos Rage Limit System (CRLS) and the Blizz-ABS plugin that makes CRLS work with Blizz-ABS*

Ok... I've got CRLS to work with my game finally, but I dont understand how it helps me.  I searched the forum on it and found that in order to do shapeshifting or transforming I have to do something with states?  I could use states but after the actor transforms back how am I to add the experience that was gained during transformation back to the actors original experience without using a common event and when I use a common event I run into the same problem of trying to make it so that it waits a certain amount of time (while the actor is transformed) before continuing the common event.


That's simple.

Code: Event pseudocode

if some_actor has Chaos state
 variable = transformed actor's EXP
 switch = on
else
 if switch == on
   variable = transformed actor's EXP - variable
   some_actor EXP += variable
   switch == off
 end
end


You need a switch and variable for each actor that can transform.
As for the transformation, all you need to do is to set the state ID in the script and that's it. The script does the rest.

Quote from: SRS Siege on January 02, 2010, 02:24:48 pm
I think someone else ran into a problem like this in the CRLS forum and you told them that something this specific would have to be done through editing the scripts myself (like for the corpses not being on top) but I have no idea how to edit scripts. I dont have a problem trying to learn though, is there any website you recommend for teaching someone how to script?


There's a stickied topic with links in the main scripts section. But you don't need to learn scripting just for this. Here you go:

class Game_Character
 alias screen_z_tile_mod_later screen_z
 def screen_z(height = 0)
   result = screen_z_tile_mod_later(height)
   result -= 31 if self.dropped? && height > 32
   return result
 end
end


Put it below Blizz-ABS and it will make all corpses act like they have tile event graphics.
Title: Re: [XP] Blizz-ABS
Post by: SRS Siege on January 02, 2010, 03:40:11 pm
 :D Thank you so much

To edit the variables / switches do i just put _ followed by the number? (ie. replace "variable" with "variable_14" if it was variable 14 that represented the exp)

EDIT: Ooooooooooooooohhh... I thought it was a script that I had to imput  :stupid:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 02, 2010, 04:12:23 pm
No, that's event code.

(http://img138.imageshack.us/img138/7817/snap116.th.png) (http://img138.imageshack.us/img138/7817/snap116.png)

EDIT: Eh, should be "if Basil is [Chaos] inflicted". Generally I assume that Basil is the Chaos Drive into which Arshes turns into.
Title: Re: [XP] Blizz-ABS
Post by: coy13 on January 02, 2010, 04:44:12 pm
Does Blizz-ABS support a mouse script to create games similar to Diablo and other computer action rpgs?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 02, 2010, 04:52:39 pm
Not yet. I'm going to make my Mouse Controller work with Blizz-ABS during this month sometime. It's fairly simple. All I have to do is "if clicked there, walk there. If there's also an enemy, attack."
Title: Re: [XP] Blizz-ABS
Post by: coy13 on January 02, 2010, 05:37:44 pm
YAY!!!! :D
Title: Re: [XP] Blizz-ABS
Post by: SRS Siege on January 02, 2010, 06:51:02 pm
Ok I'm still a little lost...(on how to make the transformation itself with CRLS)
What do I do if say:
Player= Actor_001
Thing I want to change into= Actor_002
Choas State= State_001
Skill used to transform= Skill_001

If I had all this what would I change in the CRLS script to make it work? (I read all the comments in the CRLS script but... :???: )
And how is the experience save common event you showed me linked to the transformation? (Does the skill run the common event or is it throught the CRLS script?)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 02, 2010, 06:55:41 pm
It's all in the script instructions. If you have trouble, I recommende that you try out the demo for CRLS. It's a demo with the default battle system, but the same configuration applies if you use it with Blizz-ABS.
Common events run on the map. I made the common event a parallel process so it's constantly running in the background during the map scene.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 02, 2010, 07:01:51 pm
SRS, do you know the difference between "Parallel Process" and "Auto-Run?"
If you don't, I suggest you'll learn it since it could make all the difference XD
Title: Re: [XP] Blizz-ABS
Post by: SRS Siege on January 02, 2010, 07:09:09 pm
Yeah I have that demo downloaded without Blizz-ABS and I'm trying to understand what it shows, kind of hard to understand when there are multiple skills, weapons, armors, states, etc. that have nothing to do with it.

QuoteSRS, do you know the difference between "Parallel Process" and "Auto-Run?"
If you don't, I suggest you'll learn it since it could make all the difference XD

I'm not exactly sure but if I had to guess I'd say that they both are run/checked all of the time, but autorun stops the game and parallel process waits for a condition until the event is run? I've always stayed away from parallel process, I always try to find ways to use autorun...

EDIT: Hahahaha!  :D It works!
I was trying to connect a regular skill to the transformation I overlooked the:
#   To add a new Chaos Drive to a characer use the "Call Script" event command
#   and use following syntax:
#
#     $game_actors[ID].learn_cd(CD)
Title: Re: [XP] Blizz-ABS
Post by: Sacred Nym on January 02, 2010, 07:33:58 pm
Quote from: SRS Siege on January 02, 2010, 07:09:09 pm
I'm not exactly sure but if I had to guess I'd say that they both are run/checked all of the time, but autorun stops the game and parallel process waits for a condition until the event is run? I've always stayed away from parallel process, I always try to find ways to use autorun...


Parallel Process means the event runs in the background. It's called mostly similar (identical?) to Auto-Run, but the player can still do other things, rather than having the event freeze the action.
Title: Re: [XP] Blizz-ABS
Post by: SRS Siege on January 02, 2010, 07:47:43 pm
QuoteParallel Process means the event runs in the background. It's called mostly similar (identical?) to Auto-Run, but the player can still do other things, rather than having the event freeze the action.

Thats what I was kind of getting at. But does that mean I could:
@>Conditional Branch: Switch [X: blah blah] == ON
  @>Wait: X frame(s)
  @>Preform some action
  @>Control Switches: [X: blah blah] = OFF
  @>
: Else
  @>

Under a parallel process the game would wait for X amount of frames when the switch is turned on with the player still able to play while the event is waiting? And then after the wait is up the event will continue to do whatever you told it to?
Title: Re: [XP] Blizz-ABS
Post by: Sacred Nym on January 02, 2010, 07:51:31 pm
Yeah that'll work. Wait will only delay the event, not anything else.
Title: Re: [XP] Blizz-ABS
Post by: SRS Siege on January 02, 2010, 07:59:14 pm
Finally! With that learned I dont know if I even need CRLS for transforming.
I'd need a common event for every monster that I could change into but then I'd be able to have custom change times rather than one set time determined by the chaos state time.

EDIT: Never mind, even with a common event set on parallel waiting still stops the player from moving, attacking, etc.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 02, 2010, 08:30:36 pm
No... it shouldn't...
Parallel Process will NEVER stop anything else from running.

Make sure you don't have ANY auto-runs running.
Auto-run is for making cutscenes (mostly)

Parallel is for everything else.
Title: Re: [XP] Blizz-ABS
Post by: SRS Siege on January 02, 2010, 10:25:14 pm
It worked just fine in a regular event but when I tried to do it through a common event it didn't work.

EDIT:
  1)I gain exp when transformed but I dont level up until I revert back to the original character.  it's because of the common event, I'm assuming you already knew that though?
  2)How do you make skills weapon specific? (So that a skill named something like "blade dance" can be only used with daggers not a bow :'_': ) I'm guessing it's through CRLS.
  3)With CRLS you can add skills to weapons / armor but is there some way to make it so that when you are wearing one piece of equipment it disables the ability to wear other specific pieces (ie. Two-handed sword or an armor set)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 03, 2010, 10:39:34 am
1) I think the common event needs some more editing. Add in the "else" branch inside the switch == on branch another check to see if the original actor is in the party. I haven't tested this, I made it pretty much out of my head so it might need some more adjusting. :P
2) EQUAP System in Tons of Add-ons.
3) Get Guillaume777's Multi-Slot Equipment System.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 03, 2010, 11:47:23 am
Actually, I think EQUAP only makes the daggers you specify learn the "Blade Dance" skill instead of having the skill learned and only being able to use it while having a dagger equipped.

http://forum.chaos-project.com/index.php/topic,4280.0.html
This is for weapon specific skills :x
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 03, 2010, 12:46:39 pm
When you unequip an EQUAP weapon, the skill goes away if not otherwise specified in the config. -_-
Title: Re: [XP] Blizz-ABS
Post by: SRS Siege on January 03, 2010, 01:15:45 pm
QuoteI think the common event needs some more editing. Add in the "else" branch inside the switch == on branch another check to see if the original actor is in the party. I haven't tested this, I made it pretty much out of my head so it might need some more adjusting.

Yeah I shouldn't have a problem with that.
Quotehttp://forum.chaos-project.com/index.php/topic,4280.0.html
This is for weapon specific skills :x

Thanks! This will help out a lot  :)
QuoteGet Guillaume777's Multi-Slot Equipment System.

Yeah, if I can ever find it  :( the thread on it have been dead for well over a year and the download link no longer works, I'll keep looking though. There have been forums of something like it on RPG Maker VX but they are expired (and I think VX is in a different language anyways).
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 03, 2010, 01:44:33 pm
Try HBGames. They should still have the script.
Title: Re: [XP] Blizz-ABS
Post by: SRS Siege on January 03, 2010, 02:16:15 pm
I ended up at HBGames first when I tried to google it and came up with a broken download link, but it was on a forum that has been unactive for a couple years.

EDIT: This is rediculous... I've searched 20 pages of the script forums at HBGames and come up with 8 broken links to the script download.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on January 03, 2010, 02:16:38 pm
There's a very small addon I want for my game that would improve it a lot. However, I'd rather not just ask someone to make it (I want the EXP myself :P), so I'm here to ask some questions about how the script works.

1. What part would I go to change the animations of weapons?
          I'm going to be making random "attacking" noises come out of each actor, so I need to figure out where to change this.

2. Where would I find the section where the animation is played on the target?
          I know there is already handling for the target animation, so if I can find that, I can easily modify it to play a random "hurt" noise.


If you can tell me how to do those things, I will be very grateful blizzy :D (BTW, I DID finish that add-on you were helping me with earlier. But the demo will look weird until the issue I'm having with the rapid fire script is resolved. So I'm holding off till then to release it to the public. And no, not just saying that to nag you,  :^_^':)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 03, 2010, 02:27:01 pm
Quote from: legacyblade on January 03, 2010, 02:16:38 pm
There's a very small addon I want for my game that would improve it a lot. However, I'd rather not just ask someone to make it (I want the EXP myself :P), so I'm here to ask some questions about how the script works.

1. What part would I go to change the animations of weapons?
          I'm going to be making random "attacking" noises come out of each actor, so I need to figure out where to change this.

2. Where would I find the section where the animation is played on the target?
          I know there is already handling for the target animation, so if I can find that, I can easily modify it to play a random "hurt" noise.


It's not that complicated. RMXP's animations work like this. There are the RPG::Animation class and the Sprite class. The RPG::Animation class (you can look up the structure in the help file) contains the data for the animations to be played. It's the data that is generated when you mess around in the animation editor. I access those classes to size down the animations as well, so you can take a look at that piece of code. The Sprite class is the ones that interprets the data from the RPG::Animation class, sets up and displays the animation via additional internal sprites.
You pretty much don't have to touch the Sprite class. All you have to do is to change the sounds plays in the RPG::Animation class. The instances of RPG::Animation are (obviously) in the array $data_animations where the index is the animation ID.
Now on the sound effects themselves. The RPG::Animation class contains an instance of RPG::AudioFile for each sound that should be played. Just check the name attribute of that instance. If it's different than '' (or ""), it means that it's a sound that should be played. Just change the filename during runtime to one of the possible values you want to use.

I suggest that you add that in Map_Battler#use_attack and Map_Battler#attack_effect for 1 and 2 of your questions.

*LB levels up* :xD:

Quote from: legacyblade on January 03, 2010, 02:16:38 pm
If you can tell me how to do those things, I will be very grateful blizzy :D (BTW, I DID finish that add-on you were helping me with earlier. But the demo will look weird until the issue I'm having with the rapid fire script is resolved. So I'm holding off till then to release it to the public. And no, not just saying that to nag you,  :^_^':)


Lol, I totally forgot about that one even though it's right there on my desktop. xD
Title: Re: [XP] Blizz-ABS
Post by: SRS Siege on January 03, 2010, 02:37:56 pm
Woo! Is this it?
#==============================================================================
# Multi-slot equipment script
#------------------------------------------------------------------------------
# Section 1: Modules
#------------------------------------------------------------------------------
# Guillaume777
# 6.2.2
# 2006/02/14
#==============================================================================

# To change slots of character
# $game_actors[1].weapon_slots = [0,0]
# $game_actors[1].armor_slots = [2,3,4,5,6,7]
#
# To make armor equipable in new slot :
# Add (5) in its name, where 5 is its slot number
# To make 2handed weapons :
# Add an element called 2handed to a weapon
# or, adds its id in TWO_HANDED_WEAPONS = []
# or, adds (2handed) in its name
# To make a weapon double attack
# Add an element called 2attacks to a weapon
# or, adds its id in DOUBLE_ATTACK_WEAPONS = []
# or, adds (2atks) in its name
# To make a weapon/armor cursed
# Adds its id in CURSED_WEAPONS or CURSED_ARMORS, or
# put (cursed) in its name
# To make a weapon require an offhand instead of any weapon
# Adds its id in NEEDS_OFFHAND or
# Adds (needs_offhand) in its name

#==============================================================================
# *** MODULE: Guillaume777's Multi-Slot Module
#------------------------------------------------------------------------------
# This is the configuration module of the Multi-Slot system. It allows you to
# set the default names of your slots, tag your weapons and/or armors for many
# types of enhancements and features, and etc.
#==============================================================================
module G7_MS_MOD

#--------------------------------------------------------------------------
# * Configuration Section
#--------------------------------------------------------------------------
#========Set weapon/armor properties ======================================
CURSED_WEAPONS = [] # ids of weapons to be cursed
CURSED_ARMORS = [] # ids of armors to be cursed
TWO_HANDED_WEAPONS = [] # ids of 2handed weapons
DOUBLE_ATTACK_WEAPONS = [] # ids of double attack weapons
NEEDS_OFFHAND = [] # ids of weapons requiring an offhand


SWITCH_EQUIP_WEAPONS = [[0,0], [0,0]] # ids of weapons switched when equipped
SWITCH_EQUIP_ARMORS = [[0,0], [0,0]] # ids of switched armors(same above)
# Use 1 array, first value of array = false item, second value = true item
#
# First value in the above arrays is displayed in the weapons/armors you can
# choose. When the weapon/armor is chosen, the second id value IS the weapon
# or armor that you've chosen. Example: Trick someone to equip a cursed bow.

#=========Set weapon/armor properties with element tagging and name edit===
CURSED_STRING = 'cursed' # put (cursed) in item name for it to be cursed
HANDS_ELEMENT = 'handed' # no. of hands in front of HANDS_ELEMENT in database
HANDS_STRING = 'handed' # name of string in item name like (2handed)

MULTI_ATTACK_ELEMENT = 'attacks' # name of element to tag to multi attacks
# like (2attacks)
MULTI_ATTACK_STRING = 'atks' # string in item name, like (3atks)

NEEDS_OFFHAND_STRING = 'needs_offhand' #string in item name if the weapon
#needs an offhand like (needs_offhand)

#=====Set character slots properties =======================================
WEAPON_KINDS = [0] # number of weapons, 0 = weapon
WEAPON_KIND_NAMES = ['Weapon'] # custom name of extra weapon slots
WEAPON_KIND_POWERS = [100] # 100 = normal power, 90 = 90% power
# Leave empty or put nil inside
# if you want the default names.
ARMOR_KINDS = [1,2,3,4,5,6,7]
# 1 = shield
# 2 = helmet
# 3 = armor
# 4 = acc
# 5 = and more : extra slot
EXTRA_SLOT_NAMES = ['Head Rune','LF Rune','RH Rune']
# Name of the extra slots in equip window
# You need as many words as there are '5' or more in armor_kinds
# The first order of the slots names reflect the order of the 5 in armor_kinds
# Put (5) or more to in the armor name to have it assigned to the extra slot


#=============Set multi-weapon behavior====================================
IGNORE_OFFHAND = false # ignore off_hand support
TWOHANDED_IN_OFFHAND = true # If false don't show two handed weapons in
# the offhand window
ALL_WEAPONS_FOR_SKILLS = true # true = combined pwr of all weaps for skills
# false = only power of first weapon
SHIELD_HAND_SLOT = 1 # slot number to be used for shield hand
WEAPON_SHIELD_SHARE = true # if true, can't use a shield and a second
# weapon at the same time
SHIELD_HAND_WIELD = true # true = can use shield hand for 2handed weap.
WEAPON_HAND_WIELD = true # true = can use weapon hand for 2handed weap.
MULTI_WEAPONS_PENALITY = 0 # percent of atk that will be subtracted if
# you use two weapons at the same time.

#============Set appearance properties ====================================
FONT_NAME = 'Arial' # Font to use
CURSED_COLOR = Color.new(255, 50, 50) # Color of cursed equiped items
SHOW_REMOVE = false # Show empty in offhand window

WINDOWS_STRETCH = true # true : equip_right stretch to adjust to # of slots
MAX_SHOW_SLOTS = 6 # Maximum number of slots in 1 screen in equip right
# window. Useless if windows_stretch = false
HELP_AT_BOTTOM = false # If true, will leave place for help window at bot-
# tom. Useless if you didn't modify the help window
# y-coordinate.

STATUS_WINDOW_ARRANGE = true # If true, you get a new status window.
STATUS_WINDOW_SPACING = 24 # Space between each item in new status window.
EVADE = false # If draw_actor_parameter is configured to
# receive parameter number 7 (evade), then it
# will show in new status window.
# EVADE = true has no effect if STATUS_WINDOW_ARRANGE is false

#================ end of settings =========================================

#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super
RPG.set_new_item_types #fix armor and weapon properties at start of game
end
#--------------------------------------------------------------------------
# * End of MODULE: Guillaume777's Multi-Slot Module
#--------------------------------------------------------------------------
end



#============================================================================
# ** MODULE: RPG Module
#----------------------------------------------------------------------------
# This sprite is used as an arrow cursor for the battle screen. This class
# is used as a superclass for the Arrow_Enemy and Arrow_Actor classes.
#============================================================================
module RPG
#--------------------------------------------------------------------------
# * Set New Item Types
#--------------------------------------------------------------------------
def RPG.set_new_item_types
if @initialized_item_types then return end
for armor in $data_armors # for each armor
unless armor == nil # if armor
armor.set_adv_type # set new type
armor.set_cursed # set if item is cursed or not
end
end
for weapon in $data_weapons # for each armor
unless weapon == nil # if armor
weapon.set_needs_offhand # set if it needs an offhand or not
weapon.set_nb_hands # set the number of hands to wield it
weapon.set_nb_attacks # set the number of attacks it can do
weapon.set_cursed # set if item is cursed or not
end
end
@initialized_item_types = true
end
#--------------------------------------------------------------------------
# * Initialized Item Types
# bool : boolean value (true/false)
#--------------------------------------------------------------------------
def RPG.initialized_item_types=(bool)
@initialized_item_types = bool
end

#==========================================================================
# ** Armor
#--------------------------------------------------------------------------
# Data class for armors, adds new armor types
#==========================================================================
class Armor
attr_accessor :cursed
#------------------------------------------------------------------------
# * Set Adv Type
#------------------------------------------------------------------------
def set_adv_type
pattern = /\((\d+)\)/
if @name.sub!(pattern, '') != nil
# Set kind to the number in name of armor
@kind = $1.to_i - 1
end
end
#------------------------------------------------------------------------
# * Set Cursed
#------------------------------------------------------------------------
def set_cursed
pattern = '('+G7_MS_MOD::CURSED_STRING+')'
if @name.sub!(pattern, '') != nil then cursed = true end
if G7_MS_MOD::CURSED_ARMORS.include?(@id) then cursed = true end
@cursed = cursed
end
#------------------------------------------------------------------------
# * End of Armor Class
#------------------------------------------------------------------------
end

#==========================================================================
# ** Weapon
#--------------------------------------------------------------------------
# Data class for weapons, adds new weapon types
#==========================================================================
class Weapon
#------------------------------------------------------------------------
# * Public Instance Variables
#------------------------------------------------------------------------
attr_accessor :needs_offhand # does it need an offhand weapon
attr_accessor :nb_hands # numbers of hands it requires
attr_accessor :nb_attacks # number of attacks it can do
attr_accessor :cursed # true if item is cursed
#------------------------------------------------------------------------
# * Set Cursed
#------------------------------------------------------------------------
def set_cursed
pattern = '('+G7_MS_MOD::CURSED_STRING+')'
if @name.sub!(pattern, '') != nil then cursed = true end
if G7_MS_MOD::CURSED_WEAPONS.include?(@id) then cursed = true end
@cursed = cursed
end
#------------------------------------------------------------------------
# * Set Needs OffHand
#------------------------------------------------------------------------
def set_needs_offhand
pattern = '('+G7_MS_MOD::NEEDS_OFFHAND_STRING+')'
if @name.sub!(pattern, '') != nil then
@needs_offhand = true
elsif G7_MS_MOD::NEEDS_OFFHAND.include?(self.id) then
@needs_offhand = true
elsif @needs_offhand== nil then
@needs_offhand = false
end
end
#------------------------------------------------------------------------
# * Returns number of hands needed for weapons
#------------------------------------------------------------------------
def set_nb_hands
if G7_MS_MOD::TWO_HANDED_WEAPONS.include?(self.id) then
nb_hands = 2
end
pattern = /\((\d+)#{G7_MS_MOD::HANDS_STRING}\)/
if @name.sub!(pattern, '') != nil
nb_hands = $1.downcase.delete('a-z')
nb_hands = $1.to_i
end
# Search through the elements
for elementnb in self.element_set
elementname = $data_system.elements[elementnb].downcase
# If the weapon has an element for another attack
if elementname.delete('0-9') == G7_MS_MOD::HANDS_ELEMENT.downcase
# Get the number of attacks
elementname = elementname.delete('a-z')
if elementname != '' then
nb_hands = elementname.to_i
# Delete the element
self.element_set.delete(elementnb)
end
end
end
if nb_hands.is_a?(Integer) == false or nb_hands <= 0 then nb_hands = 1 end
@nb_hands = nb_hands
end
#------------------------------------------------------------------------
# * Returns the number of attack the weapon can do
#------------------------------------------------------------------------
def set_nb_attacks
if G7_MS_MOD::DOUBLE_ATTACK_WEAPONS.include?(self.id) then
nb_attacks = 2
else
nb_attacks = 1
end
pattern = /\((\d+)#{G7_MS_MOD::MULTI_ATTACK_STRING}\)/
if @name.sub!(pattern, '') != nil
nb_attacks = $1.downcase.delete('a-z')
nb_attacks = $1.to_i
end
# Search elements that could add more attacks
for elementnb in self.element_set
elementname = $data_system.elements[elementnb].downcase
# If the weapon has an element for another attack
if elementname.delete('0-9') == G7_MS_MOD::MULTI_ATTACK_ELEMENT.downcase
# Get the number of attacks
elementname = elementname.delete('a-z')
if elementname != '' then
nb_attacks = elementname.to_i
# Delete the element
self.element_set.delete(elementnb)
end
end
end
if nb_attacks.is_a?(Integer) == false or nb_attacks <= 0 then nb_attacks = 1 end
@nb_attacks = nb_attacks
end
#------------------------------------------------------------------------
# * End of CLASS: Weapon
#------------------------------------------------------------------------
end
#--------------------------------------------------------------------------
# * End of MODULE: RPG Module
#--------------------------------------------------------------------------
end

#==============================================================================
# Multi-slot equipment script
#------------------------------------------------------------------------------
# Section 2: Actor
#------------------------------------------------------------------------------
# Guillaume777
# 6.2.1
# 2006/02/14
#==============================================================================

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
include G7_MS_MOD
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :equip_mode # To restore equipment after false equip
attr_accessor :equip_type_force # To bypass equip_type
attr_accessor :equip_from_menu # To prevent users to unequip cursed items
attr_accessor :translucent_texts # To store translucents slots
#--------------------------------------------------------------------------
# * Setup (Initializing new Slots)
# actor_id : actor ID
#--------------------------------------------------------------------------
alias g7_ms_game_actor_setup setup
def setup(actor_id)
g7_ms_game_actor_setup(actor_id) #setup normaly
self.order_armor_ids
end
#--------------------------------------------------------------------------
# * Number of Offhand Required
# ignore : ignore
#--------------------------------------------------------------------------
def nb_offhand_required(ignore=nil)
nb_offhand = 0
nb_need_offhand = 0
for i in 0...self.weapon_slots.size
if i != ignore then
weapon = self.weapon_ids[i]
if weapon == 0 then
nb_offhand += 1
elsif $data_weapons[weapon].needs_offhand then
nb_need_offhand += 1
else
nb_offhand += 1
end
end
end
return (nb_need_offhand - nb_offhand)
end

#--------------------------------------------------------------------------
# * Change Equipment ( Modified for extra equipment)
# equip_type : type of equipment
# id : weapon or armor ID (If 0, remove equipment)
#--------------------------------------------------------------------------
alias g7_ms_game_actor_equip equip
def equip(equip_type, id)
if @equip_type_force != nil then equip_type = @equip_type_force end
# equip_type_force is used to bypass the equip_type argument
if self.equip_mode == 'STORE' then
# Store equipment for it to be restored after checking what the stats would
self.equip_mode = nil
@stored_armors = self.armor_ids.dup
@stored_weapons = self.weapon_ids.dup
saved_mode = 'STORE'
elsif self.equip_mode == 'RESTORE'
# Restore equipment after preview of new equipment on stats
self.equip_mode = nil
self.restore(equip_type)
return
# If equipped for real
else
if self.enough_hands?(equip_type,id) != false then
# Switch items to be equipped to fool the players
id = self.switch_items(equip_type,id)
end
end
# If not enough hands then don't equip
if self.enough_hands?(equip_type,id) == false then
id = 0
# If cursed and player tried to remove it, do nothing
elsif self.equip_from_menu and self.cursed?(equip_type) then
id = 0
# If the slot is one of the 5 basic ones
elsif equip_type <= 4
# Equip the goold old way
g7_ms_game_actor_equip(equip_type, id)
else
# Equip in the new way
equip_extra(equip_type,id) #equip in the new way
end
# Fix in case there are no enough empty hands for all the equipped weapons
if id != 0 then self.fix_handed_weapons(equip_type) end
# This ensure that the next equiping will restore the original equipment
if saved_mode == 'STORE' then self.equip_mode = 'RESTORE' end
end
#--------------------------------------------------------------------------
# * Restore Equipment once the stats are checked and adds translucent
# equip_type : type of equipment
#--------------------------------------------------------------------------
def restore(equip_type)
if self.translucent_texts == nil then self.translucent_texts = Array.new end
self.equip_from_menu = false
if equip_type != 0 and @stored_weapons[0] != self.weapon_ids[0]
self.translucent_texts[0] = true
end
for i in 1...@stored_weapons.size
if i+[self.armor_slots.size,4].max != equip_type and
@stored_weapons[i] != self.weapon_ids[i] then
self.translucent_texts[i] = true
end
end
for i in 0...@stored_armors.size
if i+1 != equip_type and
@stored_armors[i] != self.armor_ids[i] then
self.translucent_texts[self.weapon_slots.size + i] = true
end
end
@equip_type_force = nil
copy = self.translucent_texts.dup
self.weapon_ids = @stored_weapons
self.armor_ids = @stored_armors
self.translucent_texts = copy
end
#--------------------------------------------------------------------------
# * Switch Items. Switches equipment to fool a player.
# equip_type : type of equipment
# id : id
#--------------------------------------------------------------------------
def switch_items(equip_type,id)
if self.cursed?(equip_type) == false then
if equip_type == 0 or equip_type > [self.armor_slots.size,4].max
for i in 0...SWITCH_EQUIP_WEAPONS.size
if SWITCH_EQUIP_WEAPONS[i][0] == id then
$game_party.lose_weapon(SWITCH_EQUIP_WEAPONS[i][0], 1)
$game_party.gain_weapon(SWITCH_EQUIP_WEAPONS[i][1], 1)
id = SWITCH_EQUIP_WEAPONS[i][1]
end
end
else
for i in 0...SWITCH_EQUIP_ARMORS.size
if SWITCH_EQUIP_ARMORS[i][0] == id then
$game_party.lose_armor(SWITCH_EQUIP_ARMORS[i][0], 1)
$game_party.gain_armor(SWITCH_EQUIP_ARMORS[i][1], 1)
id = SWITCH_EQUIP_ARMORS[i][1]
end
end
end
end
return id
end
#--------------------------------------------------------------------------
# * Enough Hands? Returns if there are enough hands to hold a weapon
# equip_type : type of equipment
# id : ID
#--------------------------------------------------------------------------
def enough_hands?(equip_type, id)
# Enough Hand = true if you unequip something
if id == 0 then return true end
# If it's a weapon
if equip_type == 0 or equip_type > [self.armor_slots.size ,4].max
nb = $data_weapons[id].nb_hands
elsif self.weapon_shield_share and self.armor_slots[equip_type-1] == self.shield_hand_slot
nb = 1
else
return true #return true if not shield or weapon
end
nb_s = 0 #nb shield slots
if self.shield_hand_wield then
for i in 0...self.armor_slots.size
if self.armor_slots[i] == self.shield_hand_slot
if self.weapon_shield_share != true then nb_s += 1 end
if self.cursed?(i+1) then nb += 1 end
end
end
end
if self.weapon_hand_wield
if self.cursed?(0) then # Penalities if can't remove first weapon
nb = nb + $data_weapons[self.weapon_ids[0]].nb_hands
end
for i in 1...self.weapon_slots.size # Penalities if cant remove weapon
if self.cursed?(self.armor_slots.size + i)
nb = nb + $data_weapons[self.weapon_ids[i]].nb_hands
end
end
end
if nb == 1 then # If it only takes 1 hand to hold
return true
elsif nb > nb_s+1 and self.weapon_hand_wield != true
return false
elsif nb > self.weapon_slots.size+ nb_s and self.weapon_hand_wield
return false
elsif self.shield_hand_wield != true and self.weapon_hand_wield != true
return false
else
return true
end
end
#--------------------------------------------------------------------------
# * Equip Weapon
# index : Index of weapon
# id : weapon ID (If 0, remove equipment)
#--------------------------------------------------------------------------
def equip_weapon(index,id)
if index == 0 then
self.equip(0, id)
else
self.equip([self.armor_slots.size, 4].max + index, id)
end
end
#--------------------------------------------------------------------------
# * Equip Armor
# index : Index of armor
# id : armor ID (If 0, remove equipment)
#--------------------------------------------------------------------------
def equip_armor(index, id)
self.equip(index+1, id)
end
#--------------------------------------------------------------------------
# * Equip Extra Items
# equip_type : Index of item being equipped
# id : ID if either armor or weapon (If 0, remove equipment)
#--------------------------------------------------------------------------
def equip_extra(equip_type,id)
# If its an extra armor slot
if equip_type <= [self.armor_slots.size,4].max
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[self.armor_ids[equip_type-1]], $data_armors[id])
$game_party.gain_armor(self.armor_ids[equip_type-1], 1)
self.armor_ids[equip_type-1] = id
$game_party.lose_armor(id, 1)
end
# If its a weapon slot
else
if id == 0 or $game_party.weapon_number(id) > 0
equip_type = equip_type - [self.armor_slots.size, 4].max
weapon = self.weapon_ids[equip_type]
if weapon != nil then
$game_party.gain_weapon(weapon, 1)
end
self.weapon_ids[equip_type] = id
$game_party.lose_weapon(id, 1)
end
end
end

#--------------------------------------------------------------------------
# * Fix Multi-Handed Weapons
# equip_keep : ID of weapon to keep
#--------------------------------------------------------------------------
def fix_handed_weapons(equip_keep=nil)
array_wield_hands = Array.new # Stores the slot of the weapon that
# needs empty hands
nb_emp_hands = 0 # Store nb of empty hands
penalities = 0 # Stores extra hand required
save_force = @equip_type_force
save_menu = @equip_from_menu
@equip_from_menu = false
@equip_type_force = nil
if self.shield_hand_wield
for narmor in 0...self.armor_slots.size
if self.armor_slots[narmor] == self.shield_hand_slot
if self.weapon_shield_share == true then
penalities += 1
end
if self.armor_ids[narmor] == 0 then
nb_emp_hands += 1 # Stores empty shield hand
end
end
end
end
for nweapon in 0...self.weapon_slots.size
if self.weapon_ids[nweapon] == 0
if self.weapon_hand_wield then
nb_emp_hands += 1
end
else
array_wield_hands.push(nweapon) # Stores the hand to wield weapon
end
end
for nweapon in Rg(array_wield_hands.size-1, 0, -1)
if self.weapon_ids[array_wield_hands[nweapon]] != 0 then
nb_hands = $data_weapons[self.weapon_ids[array_wield_hands[nweapon]]].nb_hands
nb_hands += penalities
penalities = 0
save_hands = nb_hands
end
# If it finds an empty hand
while nb_emp_hands != 0 and nb_hands > 1
# Decrease the counter
nb_hands += -1
nb_emp_hands += -1
end
#if shield needs to be removed for empty hand
if self.shield_hand_wield then
for namor in 0...self.armor_slots.size
if nb_hands > 1 and self.armor_ids[namor] != 0 and
self.armor_slots[namor] == self.shield_hand_slot and
namor+1 != equip_keep and self.cursed?(namor+1) == false then
nb_hands += -1
self.equip(namor+1,0)
end
end
end
#if it must remove weapons to make room for empty hands
if self.weapon_hand_wield == true then
for nhand in Rg(self.weapon_slots.size-1, 0, -1)
if nb_hands > 1 and self.weapon_ids[nhand] != 0
if nhand == 0 then
if equip_keep != 0 and self.cursed?(0) == false then
n = nb_emp_hands
nb_emp_hands += $data_weapons[self.weapon_ids[nhand]].nb_hands
n = nb_emp_hands - n
self.equip(0,0)
end
else
if nhand+[self.armor_slots.size,4].max != equip_keep and
self.cursed?(nhand+[self.armor_slots.size,4].max) == false
then
if nhand < array_wield_hands[nweapon] then
nb_emp_hands += 1
else
nb_emp_hands += $data_weapons[self.weapon_ids[nhand]].nb_hands
end
self.equip([self.armor_slots.size,4].max+nhand, 0)
end
end # End of ( if nhnad == 0 )
end # End of ( if nb_hands != 1 )
while nb_emp_hands != 0 and nb_hands > 1
#if it finds empty hand
nb_hands += -1 #decrease counter
nb_emp_hands += -1
end
end # End of ( for nahand )
end # End of ( if self.weapon )
# If still can't find a slot, remove the weapon
if nb_hands > 1
if array_wield_hands[nweapon] == 0 and self.cursed?(0) == false then
nb_emp_hands = 1 + nb_emp_hands + save_hands - nb_hands
self.equip(0, 0)
elsif self.cursed?(array_wield_hands[nweapon]+[self.armor_slots.size,4].max) == false and
array_wield_hands[nweapon] != 0 then
nb_emp_hands = 1 + nb_emp_hands + save_hands - nb_hands
self.equip(array_wield_hands[nweapon]+[self.armor_slots.size,4].max,0)
end
end
# If it finds an empty hand
while nb_emp_hands != 0 and nb_hands > 1
# Decrease the counter
nb_hands += -1
nb_emp_hands += -1
end
# If STILL not enough hands
if nb_hands > 1 then
# Remove the item the user tried to equip
self.equip(equip_keep,0)
end
end
@equip_type_force = save_force # Returns old equip_type_force
@equip_from_menu = save_menu # Return old equip_from_menu
end
#--------------------------------------------------------------------------
# * Cursed Items
# equip_type : ID if either armor or weapon
#--------------------------------------------------------------------------
def cursed?(equip_type)
if equip_type == 0
weapon_id = self.weapon_ids[0]
if weapon_id != 0 and $data_weapons[weapon_id].cursed then return true end
# If Armor
elsif equip_type <= self.armor_slots.size
armor_id = self.armor_ids[equip_type - 1]
if armor_id != 0 and $data_armors[armor_id].cursed then return true end
else
weapon_id = self.weapon_ids[equip_type - [self.armor_slots.size, 4].max]
if weapon_id != nil and weapon_id != 0 and $data_weapons[weapon_id].cursed then return true end
end
return false
end
#--------------------------------------------------------------------------
# * Remove all cursed items
#--------------------------------------------------------------------------
def remove_curse
self.equip_type_force = nil
for i in 0...(self.weapon_slots.size + self.armor_slots.size)
if self.cursed?(i) then self.equip(i,0) end
end
end
#--------------------------------------------------------------------------
# * Order Armor IDs for Slots
#--------------------------------------------------------------------------
def order_armor_ids
equipment_array = Array.new
for i in 0...self.armor_ids.size
if self.armor_ids[i] != nil and self.armor_ids[i] != 0
kind = $data_armors[self.armor_ids[i]].kind
if equipment_array[kind] == nil then
equipment_array[kind] = Array.new
end
equipment_array[kind].push(self.armor_ids[i])
#array in which 0 = array for shield, 1 = array for helmet,
#2 = array for armor and 3 = array for accessory, etc
end
end
self.armor_ids = nil # Remove all armors
armors = Array.new
for i in 0...self.armor_slots.size
aitem = nil
if equipment_array[(self.armor_slots[i])-1] == nil then
equipment_array[(self.armor_slots[i])-1] = Array.new
end
while aitem == nil and equipment_array[(self.armor_slots[i])-1].size != 0
aitem = equipment_array[(self.armor_slots[i])-1].delete_at(0)
if aitem == 0 then aitem = nil end
end
if aitem != nil then
armors.push(aitem) # Adds armor
else
armors.push(0) # Adds empty
end # End of ( if iaitem != nil )
end # End of ( for i in )
self.armor_ids = armors
end
#--------------------------------------------------------------------------
# * Change Weapon Slots
# array : Array for weapon slots
#--------------------------------------------------------------------------
def weapon_slots=(array) # Change slots of weapons
if array == nil then array = WEAPON_KINDS end # Use default slots
weapon_array = Array.new(self.weapon_ids) # Save weapons
self.weapon_ids = nil
@weapon_slots = Array.new(array) # New slots
self.weapon_ids = weapon_array # Re-equip items
i = self.weapon_ids.size
while self.nb_offhand_required > 1
if self.weapon_ids[i] != nil and self.weapon_ids[i] != 0 then
self.equip_weapon(i,0)
end
i = i-1
end
end

#--------------------------------------------------------------------------
# * Change Armor Slots
# array : Array for armor slots
#--------------------------------------------------------------------------
def armor_slots=(array) # change slots of armor
if array == nil then array = ARMOR_KINDS end #returns to default if nothing
equipment_array = Array.new
for i in 0...[array.max, self.armor_slots.max].max+1
if equipment_array[i] == nil then
equipment_array[i] = Array.new
end
end
for i in 0...self.armor_ids.size
if self.armor_ids[i] != nil and self.armor_ids[i] != 0 then
kind = $data_armors[self.armor_ids[i]].kind + 1
equipment_array[kind].push(self.armor_ids[i])
# Array in which 0 = array for shield, 1 = array for helmet,
# 2 = array for armor and 3 = array for accessory, etc
end
end
for kind in 0...[array.max, self.armor_slots.max].max+1
if array.include?(kind) and self.armor_slots.include?(kind) then
nb_i_new = 0
nb_i_old = 0
for i in 0...self.armor_slots.size
if self.armor_slots[i] == kind then nb_i_old += 1 end
end
for i in 0...array.size
if array[i] == kind then nb_i_new += 1 end
end
for i in nb_i_new...nb_i_old
for k in 0...equipment_array[kind].size
index = equipment_array[kind].index(0)
if index != nil then
equipment_array[kind].delete_at(index)
end
end
end
end
end
self.armor_ids = nil # Remove items
@armor_slots = array # New array
for i in 0...self.armor_slots.size
aitem = nil
kind = self.armor_slots[i]
if equipment_array[kind].size != 0
aitem = equipment_array[kind].delete_at(0)
self.equip(i+ 1,aitem) # Adds armor
else
self.equip(i+ 1,0)
end
end
end
#--------------------------------------------------------------------------
# * Set new array of weapons, if nil then it removes all weapon
# array : Array of weapon IDs
#--------------------------------------------------------------------------
def weapon_ids=(array) # Be careful. @item_type_force needs to be nil!
if array == nil then
self.equip(0, 0) # Remove first weapon
for i in 1...self.weapon_ids.size
self.equip(i + [self.armor_slots.size,4].max, 0 ) # Remove all weapons
end
return
end
self.weapon_ids = nil
for i in 0...self.weapon_slots.size
# Ensure no weapons are equipped
if array[i] == nil then array[i] = 0 end
if i == 0 then # If first weapon
self.equip(0, array[i]) # Equip weapon
else # Else if extra weapons
self.equip(i + [self.armor_slots.size, 4].max, array[i])
end
end
end
#--------------------------------------------------------------------------
# * Set new array of armors in ordered fashion
# array : Array of armor IDs
#--------------------------------------------------------------------------
def armor_ids=(array)
if array == nil then
for i in 0...self.armor_slots.size
self.equip(i + 1, 0) # Remove all armors
end
return
end
self.armor_ids = nil # Remove all armors
for i in 0...self.armor_slots.size
self.equip(i+ 1, array[i]) # Adds armor
end
end
#--------------------------------------------------------------------------
# * Return @armor_ids
#--------------------------------------------------------------------------
def armor_ids
# Returns ids with all armor, also store 4 armor
unless self.is_a?(Game_Actor)
return []
end
if @armor_ids == nil then @armor_ids = Array.new(self.armor_slots.size) end
ids = @armor_ids
ids[0] = @armor1_id
ids[1] = @armor2_id
ids[2] = @armor3_id
ids[3] = @armor4_id
# Ensure no nil values are returned
for i in 0...self.armor_slots.size
if ids[i] == nil then ids[i] = 0 end
end
return ids
end
#--------------------------------------------------------------------------
# * Return @Weapon_ids
#--------------------------------------------------------------------------
def weapon_ids
# Returns ids with all weapon, also store first weapon
unless self.is_a?(Game_Actor)
return []
end
if @weapon_ids == nil then @weapon_ids = Array.new(self.weapon_slots.size) end
ids = @weapon_ids
ids[0] = @weapon_id
# Ensure no nil values are returned
for i in 0...self.weapon_slots.size
if ids[i] == nil then ids[i] = 0 end
end
return ids
end
#--------------------------------------------------------------------------
# * Returns names of armor
#--------------------------------------------------------------------------
def armor_slot_names
# Return custom words for slots, or default ones
if @armor_slot_names == nil then @armor_slot_names = Array.new end
temp_array = Array.new(@armor_slot_names)
# Default names of slots
default_names = [$data_system.words.armor1,$data_system.words.armor2,$data_system.words.armor3,$data_system.words.armor4, self.extra_slot_names].flatten #default names of slots
for i in 0...default_names.size
if temp_array[i] == nil then temp_array[i] = default_names[i] end # If not
# Custom then set as default
if temp_array[i] == nil then temp_array[i] = $data_system.words.armor4 end
end
return temp_array
end
#--------------------------------------------------------------------------
# * Returns names of weapons
#--------------------------------------------------------------------------
def weapon_slot_names
# Return custom words for weapon slots, of default ones
if @weapon_slot_names != nil then
temp_array = Array.new(@weapon_slot_names) # Use the custom values
else
temp_array = Array.new(self.weapon_slots.size) # Use default values
end
default_names = WEAPON_KIND_NAMES # Default names of slots
for i in 0...self.weapon_slots.size
# If... Set as Constant
if temp_array[i] == nil then temp_array[i] = default_names[i] end
if temp_array[i] == nil then temp_array[i] = $data_system.words.weapon end
# If constant array is empty then use default one
end
return temp_array
end
#--------------------------------------------------------------------------
# * Return all element of all equipped armor
#--------------------------------------------------------------------------
def guard_element_set
# Return array with guard_element_set of all equipped armor
set = []
# Search all armor equipped
for id in self.armor_ids
next if id.nil?
armor = $data_armors[id]
# Add the element to set
set += (armor != nil ? armor.guard_element_set : [])
end
return set
end
#--------------------------------------------------------------------------
# * Return all equipment
#--------------------------------------------------------------------------
def equipments
# Return array with all equipment
equipments = []
self.weapon_ids.each {|id| equipments.push($data_weapons[id])}
self.armor_ids.each {|id| equipments.push($data_armors[id])}
return equipments
end
#--------------------------------------------------------------------------
# * Return if item is equiped
#--------------------------------------------------------------------------
def equiped?(item)
# Return if item is equipped, works with both armor and weapon
case item
when RPG::Weapon
return self.weapon_ids.include?(item.id)
when RPG::Armor
return self.armor_ids.include?(item.id)
else
return false
end
end
#--------------------------------------------------------------------------
# * Return list of weapons to use for attacks
#--------------------------------------------------------------------------
def attacks # This return an array with the list of all attacks of a character
# This takes in consideration extra weapon + number of attacks of
# each weapon
attacks = Array.new
for i in 0...self.weapon_ids.size
weapon = $data_weapons[self.weapon_ids[i]]
# If the weapon is valid
if weapon != nil and weapon.atk != 0 then
for counter in 0...weapon.nb_attacks
attacks.push(i) #add attacks
end
end
end
# Give one unarmed attack if no weapons on
if attacks.size == 0 then attacks[0] = 0 end
return Array.new(attacks)
end
#--------------------------------------------------------------------------
# * Get the weapon to be used in attack
#--------------------------------------------------------------------------
def get_weapon_data
# This returns the weapon to use for the attack.
weaponid = self.weapon_ids[self.attacks[self.attack_count]]
weapon = $data_weapons[weaponid]
return weapon
end
#--------------------------------------------------------------------------
# * Get Offensive Animation ID for Normal Attacks
#--------------------------------------------------------------------------
def animation1_id
# Set animation for current weapon
weapon = self.get_weapon_data
return weapon != nil ? weapon.animation1_id : 0
end
#--------------------------------------------------------------------------
# * Get Target Animation ID for Normal Attacks
#--------------------------------------------------------------------------
def animation2_id
# Set animation for current weapon
weapon = self.get_weapon_data
return weapon != nil ? weapon.animation2_id : 0
end
#--------------------------------------------------------------------------
# * Get Basic Attack Power
# Get the atk to be used in attack ( or shown in menu screen )
#--------------------------------------------------------------------------
def base_atk
multiplier = nil
if $game_temp.in_battle and (self.current_action.kind == 0 or self.all_weapons_for_skills? != true)
# If in battle & doing a normal attack, only use one weapon's attack power
weapon = self.get_weapon_data
n = weapon != nil ? weapon.atk : 0
# Multiplier of hand as defined in self.weapon_slot_powers
if weapon != nil and weapon.nb_hands == 1 then
multiplier = self.weapon_slot_powers[self.attacks[self.attack_count]]
end
if multiplier == nil then multiplier = 100 end
n = n * (multiplier/100.0)
else # Use cumulative attack power of all weapons if in status screen or
# if using skill and all_weapons_for_skills == true
n = 0
for i in 0...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids[i]]
atk = weapon != nil ? weapon.atk : 0
if weapon != nil and weapon.nb_hands == 1 then
multiplier = self.weapon_slot_powers[i]
else
multiplier = nil
end
if multiplier == nil then multiplier = 100 end
atk = atk * (multiplier/100.0)
n += atk
end
end
nb_weap = 0
for i in 0...self.weapon_slots.size
if self.weapon_ids[i] != nil and self.weapon_ids[i] != 0
nb_weap = nb_weap + 1
end
end # Penality if more than 1 weapon
penality = self.multi_weapons_penality != nil ? self.multi_weapons_penality : 0
penality = penality /100.0
if nb_weap > 1 then n = n * ( 1 - penality ) end
return n
end
#--------------------------------------------------------------------------
# * Get Normal Attack Element
#--------------------------------------------------------------------------
def element_set
# Return elemental set of the current weapon
weapon = self.get_weapon_data
return weapon != nil ? weapon.element_set : []
end
#--------------------------------------------------------------------------
# * Get Normal Attack State Change (+)
#--------------------------------------------------------------------------
def plus_state_set
# Status the weapon can give
weapon = self.get_weapon_data
return weapon != nil ? weapon.plus_state_set : []
end
#--------------------------------------------------------------------------
# * Get Normal Attack State Change (-)
#--------------------------------------------------------------------------
def minus_state_set
# Status the weapon can remove
weapon = self.get_weapon_data
return weapon != nil ? weapon.minus_state_set : []
end
#--------------------------------------------------------------------------
# * Determine State Guard
# state_id : state ID
#--------------------------------------------------------------------------
def state_guard?(state_id)
# Return state defense of all armor
for i in self.armor_ids
armor = $data_armors[i]
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
return false
end
#--------------------------------------------------------------------------
# * Get Element Revision Value
# element_id : element ID
#--------------------------------------------------------------------------
alias g7_ms_game_actor_element_rate element_rate
def element_rate(element_id)
result = g7_ms_game_actor_element_rate(element_id)
# Methods calculate bonus of extra weapon and armor
if self.armor_slots.size > 4
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids[i]]
if armor != nil and armor.guard_element_set.include?(element_id)
result /= 2
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Get Basic Strength
#--------------------------------------------------------------------------
alias g7_ms_game_actor_base_str base_str
def base_str
n = g7_ms_game_actor_base_str
for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids[i]]
n += weapon != nil ? weapon.str_plus : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids[i]]
n += armor != nil ? armor.str_plus : 0
end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Dexterity
#--------------------------------------------------------------------------
alias g7_ms_game_actor_base_dex base_dex
def base_dex
n = g7_ms_game_actor_base_dex
for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids[i]]
n += weapon != nil ? weapon.dex_plus : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids[i]]
n += armor != nil ? armor.dex_plus : 0
end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Agility
#--------------------------------------------------------------------------
alias g7_ms_game_actor_base_agi base_agi
def base_agi
n = g7_ms_game_actor_base_agi
for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids[i]]
n += weapon != nil ? weapon.agi_plus : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids[i]]
n += armor != nil ? armor.agi_plus : 0
end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Intelligence
#--------------------------------------------------------------------------
alias g7_ms_game_actor_base_int base_int
def base_int
n = g7_ms_game_actor_base_int
for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids[i]]
n += weapon != nil ? weapon.int_plus : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids[i]]
n += armor != nil ? armor.int_plus : 0
end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Physical Defense
#--------------------------------------------------------------------------
alias g7_ms_game_actor_base_pdef base_pdef
def base_pdef
n = g7_ms_game_actor_base_pdef
for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids[i]]
n += weapon != nil ? weapon.pdef : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids[i]]
n += armor != nil ? armor.pdef : 0
end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Magic Defense
#--------------------------------------------------------------------------
alias g7_ms_game_actor_base_mdef base_mdef
def base_mdef
n = g7_ms_game_actor_base_mdef
for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids[i]]
n += weapon != nil ? weapon.mdef : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids[i]]
n += armor != nil ? armor.mdef : 0
end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Evasion Correction
#--------------------------------------------------------------------------
alias g7_ms_game_actor_base_eva base_eva
def base_eva
n = g7_ms_game_actor_base_eva
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids[i]]
n += armor != nil ? armor.eva : 0
end
return n
end
#--------------------------------------------------------------------------
# * Reset all slot data to default one
#--------------------------------------------------------------------------
def reset_all_slots
self.armor_slots = nil
self.weapon_slots = nil
self.armor_slot_names = nil
self.weapon_slot_names = nil
self.extra_slot_names = nil
self.weapon_slot_powers = nil
self.shield_hand_wield = nil
self.weapon_hand_wield = nil
self.shield_hand_slot = nil
self.weapon_shield_share = nil
self.multi_weapons_penality = nil
self.ignore_offhand = nil
self.all_weapons_for_skills = nil
end
#--------------------------------------------------------------------------
# * Returns behavior of items on character
#--------------------------------------------------------------------------
def weapon_shield_share
return @weapon_shield_share != nil ? @weapon_shield_share : WEAPON_SHIELD_SHARE
end
def weapon_slots
return @weapon_slots != nil ? @weapon_slots : WEAPON_KINDS
end
def armor_slots
return @armor_slots != nil ? @armor_slots : ARMOR_KINDS
end
def shield_hand_wield
return @shield_hand_wield != nil ? @shield_hand_wield : SHIELD_HAND_WIELD
end
def multi_weapons_penality
return @multi_weapons_penality != nil ? @multi_weapons_penality : MULTI_WEAPONS_PENALITY
end
def weapon_slot_powers
return @weapon_slot_powers != nil ? @weapon_slot_powers : WEAPON_KIND_POWERS
end
def weapon_hand_wield
return @weapon_hand_wield != nil ? @weapon_hand_wield : WEAPON_HAND_WIELD
end
def shield_hand_slot
return @shield_hand_slot != nil ? @shield_hand_slot : SHIELD_HAND_SLOT
end
def extra_slot_names
return @extra_slot_names != nil ? @extra_slot_names : EXTRA_SLOT_NAMES
end
def ignore_offhand?
return @ignore_offhand != nil ? @ignore_offhand : IGNORE_OFFHAND
end
def attack_count
# Returns number of attacks already made
return @attack_count != nil ? @attack_count : 0
end
def all_weapons_for_skills?
return @all_weapons_for_skills != nil ? @all_weapons_for_skills : ALL_WEAPONS_FOR_SKILLS
end
#--------------------------------------------------------------------------
# * Change behavior of items on character
#--------------------------------------------------------------------------
def multi_weapons_penality=(value)
@multi_weapons_penality = value
end
def weapon_slot_powers=(value)
@weapon_slot_powers = value
end
def weapon_shield_share=(bool)
@weapon_shield_share = bool
end
def shield_hand_slot=(int)
@shield_hand_slot = int
end
def shield_hand_wield=(bool)
@shield_hand_wield = bool
end
def weapon_hand_wield=(bool)
@weapon_hand_wield = bool
end
def ignore_offhand=(bool)
@ignore_offhand = bool
end
def all_weapons_for_skills=(bool)
@all_weapons_for_skills = bool
end
def attack_count=(value)
# Set number of attacks already made
@attack_count = value
end
#--------------------------------------------------------------------------
# * Change names for your slots
#--------------------------------------------------------------------------
def shield_name=(text)
# Set the shield slot name with...
# $game_actors[numberofactor].shield_name = 'Yourname'
@armor_slot_names[0] = text
end
def helmet_name=(text)
@armor_slot_names[1] = text
end
def armor_name=(text)
@armor_slot_names[2] = text
end
def accessory_name=(text)
@armor_slot_names[3] = text
end
def extra_slot_names=(array)
@extra_slot_names = array
end
def armor_slot_names=(array)
# Set a new array of names.
@armor_slot_names = array
end
def weapon_slot_names=(array)
# Set a new array of weapon names.
@weapon_slot_names = array
end
#--------------------------------------------------------------------------
# * End of CLASS: Game Actor
#--------------------------------------------------------------------------
end



#==============================================================================
# ** Game_Actors
#------------------------------------------------------------------------------
# This class handles the actor array. Refer to "$game_actors" for each
# instance of this class.
#==============================================================================

class Game_Actors
#--------------------------------------------------------------------------
# * Order Items
#--------------------------------------------------------------------------
def order_items
for actor in 0...@data.size
if @data[actor] != nil and @data[actor] != 0 then
# Order armors
@data[actor].order_armor_ids
end
end
end
#--------------------------------------------------------------------------
# * End of CLASS: Game Actors
#--------------------------------------------------------------------------
end

#==============================================================================
# Multi-slot equipment script
#------------------------------------------------------------------------------
# Section 3: Windows
#------------------------------------------------------------------------------
# Guillaume777
# 6.2.1
# 2006/02/14
#==============================================================================

#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
# This class performs equipment screen processing.
#==============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
alias g7_ms_scene_equip_main main
def main
@additional_initialize_done = false
g7_ms_scene_equip_main
for i in 5...@item_windows.size
@item_windows[i].dispose unless @item_windows[i].nil?
end
end
#--------------------------------------------------------------------------
# * Initialize the extra right windows
#--------------------------------------------------------------------------
def g7_ms_scene_equip_additional_initialize
unless @additional_initialize_done
@item_windows = []
@item_windows[0] = @item_window1 # Weapon
@item_windows[1] = @item_window2 # Shield
@item_windows[2] = @item_window3 # Helmet
@item_windows[3] = @item_window4 # Armor
@item_windows[4] = @item_window5 # Accessory
nb_old_windows = @item_windows.size
for i in nb_old_windows...@actor.armor_slots.max+1
# Add the remaining windows for extra slots
@item_windows.push(Window_EquipItem.new(@actor, i) )
@item_windows[i].help_window = @help_window
end
@item_windows.push(Window_EquipOffHand.new(@actor, 0))
@item_windows[-1].help_window = @help_window
# If windows_stretch is true, stretch window
if G7_MS_MOD::WINDOWS_STRETCH
h = (@actor.weapon_slots.size + @actor.armor_slots.size + 1) * 32
h2 = (G7_MS_MOD::MAX_SHOW_SLOTS+1) * 32
h = [h, h2].min
@right_window.height = h
if @right_window.index > @actor.weapon_slots.size + @actor.armor_slots.size - 1
@right_window.index = @actor.weapon_slots.size + @actor.armor_slots.size - 1
end
if @left_window.y + @left_window.height == 256
@left_window.height = @right_window.height
elsif G7_MS_MOD::HELP_AT_BOTTOM == true and @left_window.height == 416 then
# Make left window shorter
@left_window.height -= 64
end
y_pos = (@right_window.y + @right_window.height)
y_space = 480 - y_pos
# If help at bottom, reduce bottom item window size
if G7_MS_MOD::HELP_AT_BOTTOM == true then y_space -= 64 end
for item_window in @item_windows
next if item_window.nil?
item_window.y = y_pos
item_window.height = y_space
end
end
@additional_initialize_done = true
end
end
#--------------------------------------------------------------------------
# * Refresh and make visible the correct right window
#--------------------------------------------------------------------------
alias g7_ms_scene_equip_refresh refresh
def refresh
# This part is used to refresh the equipped item at the right window
g7_ms_scene_equip_additional_initialize
@actor.translucent_texts.fill(false)
@actor.equip_type_force = index_to_equip_part(@right_window.index)
@right_window.item_fix_on
@right_window.scroll_fix_on
save = @right_window.index
@right_window.index = index_to_equip_kind(@right_window.index)
if @right_window.index == 0 and @actor.ignore_offhand? != true then
if @actor.nb_offhand_required(save) > 0 then
@right_window.index = @item_windows.size-1
end
end
@actor.equip_from_menu = true
# Ensure current equipment will get properly stored...
@actor.equip_mode = 'STORE'
# ...and re-equiped
@item_window = @item_windows[@right_window.index]
@item_windows[@right_window.index].visible = true
for i in 0...@item_windows.size
if i != @right_window.index then
@item_windows[i].visible = false
end
end
# Equip and remove item
g7_ms_scene_equip_refresh
@actor.equip_from_menu = false
@actor.equip_mode = nil
@actor.equip_type_force = nil
@right_window.index = save
@right_window.scroll_fix_off
@right_window.item_fix_off
if @item_window.index != @old_index
@right_window.refresh
end
@old_index = @item_window.index
end
#--------------------------------------------------------------------------
# * Convert the right_window.index to equip_type
#--------------------------------------------------------------------------
alias g7_ms_scene_equip_update_item update_item
def update_item
# This changes the @right_window.index to the correct value to take
# account of extra slots
@actor.equip_type_force = index_to_equip_part(@right_window.index)
@right_window.item_fix_on
@right_window.scroll_fix_on
save = @right_window.index
@right_window.index = index_to_equip_kind(@right_window.index)
@actor.equip_from_menu = true
# Equip item
g7_ms_scene_equip_update_item
@actor.equip_from_menu = false
@actor.equip_type_force = nil
# If not in item_window screen
if @item_window.index == -1
# If shield-weapon can modify each other
if @actor.shield_hand_wield == true and
if @right_window.index == @actor.shield_hand_slot then
@item_windows[0].refresh
@item_windows[-1].refresh
elsif @right_window.index == 0
# Refresh the shield slot
@item_windows[@actor.shield_hand_slot].refresh
end
end
if @right_window.index == 0 and @actor.ignore_offhand? != true then
if @item_window == @item_windows[-1] then
@item_windows[0].refresh
elsif @item_window == @item_windows[0] then
@item_windows[-1].refresh
end
end
end
@right_window.index = save
@right_window.scroll_fix_off
@right_window.item_fix_off
@actor.equip_type_force = nil
end
#--------------------------------------------------------------------------
# * Convert index to equip part
# index : slot number
#--------------------------------------------------------------------------
def index_to_equip_part(index)
# Return index of slot in the
# array [0, @actor.armor_slots, actor.weapon_slots]
# If Armor
if index >= @actor.weapon_slots.size
return index - (@actor.weapon_slots.size - 1)
# If extra weapon
elsif index >= 1
# Make it last
return index + [@actor.armor_slots.size, 4].max
else
return 0
end
end
#--------------------------------------------------------------------------
# Convert index to equip kind
# index : slot number
#--------------------------------------------------------------------------
def index_to_equip_kind(index)
# Return index of slot in either actor.weapon_slots or actor.armor_slots
i = index_to_equip_part(index)
# If armor
if index >= @actor.weapon_slots.size
set = @actor.armor_slots[i-1]
# If weapon
else
i = i == 0 ? 0 : i - [@actor.armor_slots.size, 4].max
set = @actor.weapon_slots[i]
end
return set != nil ? set : 0
end
#--------------------------------------------------------------------------
# * End of CLASS: Scene Equip
#--------------------------------------------------------------------------
end



#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
# This window displays items the actor is currently equipped with on the
# equipment screen.
#==============================================================================
class Window_EquipRight < Window_Selectable
#--------------------------------------------------------------------------
# * Item Fix On
#--------------------------------------------------------------------------
def item_fix_on
# Fix window
@fixed_item = @data[self.index]
@fixed = true
end
#--------------------------------------------------------------------------
# * Item Fix Off
#--------------------------------------------------------------------------
def item_fix_off
#stop fixing window
@fixed_item = nil
@fixed = false
end
#--------------------------------------------------------------------------
# * Don't scroll right window if you press L or R
#--------------------------------------------------------------------------
def update
if Input.repeat?(Input::R) or Input.repeat?(Input::L) then
return
else
super
end
end
#--------------------------------------------------------------------------
# Draws equipped items with support of translucent and cursed items
# item : item
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# translucent : draw translucent
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, translucent = false)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
if item.cursed
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = G7_MS_MOD::CURSED_COLOR
elsif translucent
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), 128)
self.contents.font.color = disabled_color
else
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
end
self.contents.draw_text(x + 28, y, 212, 32, item.name)
end
#--------------------------------------------------------------------------
# * Prevent needless update of item quantities in item window
#--------------------------------------------------------------------------
alias g7_ms_window_equipright_item item
def item
# This ensures that the number of items doesn't get updated if you move
# cursor in item window
return @fixed_item if @fixed
return g7_ms_window_equipright_item
end
#--------------------------------------------------------------------------
# * Change the height of right windows to fit the slots
# actor : actor
#--------------------------------------------------------------------------
alias g7_ms_window_equipright_initialize initialize
def initialize(actor)
# Initialize with a different height
g7_ms_window_equipright_initialize(actor)
# Total height of right window
h = (actor.weapon_slots.size + actor.armor_slots.size) * 32
# Change the height
self.contents = Bitmap.new(width - 32, h)
refresh
end
#--------------------------------------------------------------------------
# * Shows the slot names and the name of the items you have equipped
#--------------------------------------------------------------------------
def refresh
# Replaced method to show caption of all items and slot
self.contents.clear
@data = []
# Begin Multi-slot equipment script Edit
self.contents.font.name = G7_MS_MOD::FONT_NAME
for i in 0...@actor.weapon_slots.size
# Push the name(s) of the weapon(s)
@data.push($data_weapons[@actor.weapon_ids[i]])
end
for i in 0...@actor.armor_slots.size
# Push the names of the armors
@data.push($data_armors[@actor.armor_ids[i]])
end
@caption = []
for i in 0...@actor.weapon_slots.size
# Push the name(s) of the weapon slots
@caption.push(@actor.weapon_slot_names[i])
end
for i in 0...@actor.armor_slots.size
# Push the names of the armor slots
@caption.push(@actor.armor_slot_names[@actor.armor_slots[i]-1])
end
@item_max = @data.size
if @actor.translucent_texts == nil then @actor.translucent_texts = Array.new end
for i in 0...@data.size
if @caption[i] != nil
self.contents.font.color = system_color
# Draw the name of the slots
self.contents.draw_text(4, 32 * i, 92, 32, @caption[i])
end
# Draw the name of the equipment
draw_item_name(@data[i], 92, 32 * i, @actor.translucent_texts[i])
end
# Support for other script
if defined? xrxs_additional_refresh
xrxs_additional_refresh
end
# End Multi-slot equipment script Edit
end
#--------------------------------------------------------------------------
# * End of CLASS: Window EquipRight
#--------------------------------------------------------------------------
end



#============================================================================
# ** Window_EquipOffHand
#----------------------------------------------------------------------------
# A new window class that displays an equipped item in the actor's off hand.
#============================================================================
class Window_EquipOffHand < Window_EquipItem
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add equippable weapons
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
weapon = $data_weapons[i]
if weapon.needs_offhand == false
if G7_MS_MOD::TWOHANDED_IN_OFFHAND != false and weapon.nb_hands <= 1 then
@data.push(weapon)
end
end
end
end
# Add blank page
@data.push(nil)
# Make a bit map and draw all items
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = G7_MS_MOD::FONT_NAME
#self.contents.font.size = 24
for i in 0...@item_max-1
draw_item(i)
end
if G7_MS_MOD::SHOW_REMOVE then
i = @item_max -1
x = 4 + i % @column_max * (288 + 32)
y = i / @column_max * 32
self.contents.draw_text(x+4, y, 100, 32, '[Remove]')
end
end
#--------------------------------------------------------------------------
# * End of CLASS: Window EquipOffHand
#--------------------------------------------------------------------------
end



#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
# This window class contains cursor movement and scroll functions.
#==============================================================================
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * Scroll Fix On
#--------------------------------------------------------------------------
def scroll_fix_on
@scroll_fixed = true
end
#--------------------------------------------------------------------------
# * Scroll Fix Off
#--------------------------------------------------------------------------
def scroll_fix_off
@scroll_fixed = false
update_cursor_rect
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
alias g7_ms_update_cursor_rect update_cursor_rect
def update_cursor_rect
# This prevents the windows from scrolling if scroll is fixed
# This was added to ensure that if there are few slots, the right equip
# screen doesn't scroll needlessly
return if @scroll_fixed
g7_ms_update_cursor_rect
end
#--------------------------------------------------------------------------
# * End of CLASS: Window Selectable
#--------------------------------------------------------------------------
end



#==============================================================================
# *** Global IF condition
# Shows a new status window if Status_window_arrange is true
#==============================================================================
if G7_MS_MOD::STATUS_WINDOW_ARRANGE
#============================================================================
# ** Window_Status
#----------------------------------------------------------------------------
# This window displays full status specs on the status screen.
#============================================================================
class Window_Status < Window_Base
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Begin Multi-slot equipment script Edit
self.contents.font.name = G7_MS_MOD::FONT_NAME
# End Multi-slot equipment script Edit
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 224, 1)
draw_actor_parameter(@actor, 96, 256, 2)
draw_actor_parameter(@actor, 96, 304, 3)
draw_actor_parameter(@actor, 96, 336, 4)
draw_actor_parameter(@actor, 96, 368, 5)
draw_actor_parameter(@actor, 96, 400, 6)
# Begin Multi-slot equipment script Edit
if G7_MS_MOD::EVADE
# Activate if you have a draw_actor_paramter method that draws evade
draw_actor_parameter(@actor, 96, 432, 7)
end
self.contents.font.color = system_color
self.contents.draw_text(320, 16, 80, 32, 'EXP')
self.contents.draw_text(320, 48, 80, 32, 'NEXT')
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 16, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 80, 96, 32, 'Equipment')
y = 108
for i in 0...@actor.weapon_slots.size
draw_item_name($data_weapons[@actor.weapon_ids[i]], 320 + 16, y)
y += G7_MS_MOD::STATUS_WINDOW_SPACING
end
for i in 0...@actor.armor_slots.size
draw_item_name($data_armors[@actor.armor_ids[i]], 320 + 16, y)
y += G7_MS_MOD::STATUS_WINDOW_SPACING
end
# End Multi-slot equipment script Edit
end
#------------------------------------------------------------------------
# * End of CLASS: Window Status
#------------------------------------------------------------------------
end
#--------------------------------------------------------------------------
# * End of Global IF condition
#--------------------------------------------------------------------------
end

#==============================================================================
# Multi-slot equipment script
#------------------------------------------------------------------------------
# Section 4: Other
#------------------------------------------------------------------------------
# Guillaume777
# 6.2.1
# 2006/02/14
#==============================================================================

#==============================================================================
# ** Scene_Battle (part 4)
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# * Go to phase4 step2 for attack if attack_count < attacks.size
#--------------------------------------------------------------------------
alias g7_ms_scene_battle_phase4_step6 update_phase4_step6
def update_phase4_step6(battler=nil)
# This methods make the battler return to phase4 step2 if there is an
# extra attack to be made
# If no battler parameter
if battler== nil then
# First do the appropriate action
g7_ms_scene_battle_phase4_step6
if @active_battler.is_a?(Game_Enemy) then return end
# Increase the number of attacks made
@active_battler.attack_count += 1
# If all attacks have been made
if @active_battler.attack_count == @active_battler.attacks.size or
@active_battler.current_action.kind != 0 or
@active_battler.current_action.basic != 0 or
judge == true
# End of turn, and return attack count to 0
@active_battler.attack_count = 0
else
# Return for extra attack
@phase4_step = 2
end
# If it requres the battle as a parameter
else
g7_ms_scene_battle_phase4_step6(battler)
if battler.is_a?(Game_Enemy) then return end
# Increase the number of attacks made
battler.attack_count += 1
# If all attacks have been made
if battler.attack_count == battler.attacks.size or
battler.current_action.kind != 0 or battler.current_action.basic != 0 or
judge == true
# End of turn, and return attack count to 0
battler.attack_count = 0
else
# Add the battler again to the action
if @action_battlers.include?(@active_battler) == false then @action_battlers.push(battler) end
# Return for extra attack
battler.phase = 2
end
end
end
#--------------------------------------------------------------------------
# * End of CLASS: Scene Battle
#--------------------------------------------------------------------------
end



#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
# This class performs load screen processing.
#==============================================================================

class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# * Fix equiped item if user load saved game
#--------------------------------------------------------------------------
alias g7_ms_scene_load_read_save_data read_save_data
def read_save_data(file)
g7_ms_scene_load_read_save_data(file)
$game_actors.order_items # Order armor when you load a saved game in
# case it is an old game
end
#--------------------------------------------------------------------------
# * End of CLASS: Scene Load
#--------------------------------------------------------------------------
end



#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs title screen processing.
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# * Fix items as you open RMXP
#--------------------------------------------------------------------------
alias g7_ms_scene_title_main main
def main
RPG.initialized_item_types = false
g7_ms_scene_title_main
RPG.set_new_item_types
end
#--------------------------------------------------------------------------
# * End of CLASS: Scene Title
#--------------------------------------------------------------------------
end



#==============================================================================
# ** Interpreter (part 3)
#------------------------------------------------------------------------------
# This interpreter runs event commands. This class is used within the
# Game_System class and the Game_Event class.
#==============================================================================

class Interpreter
#--------------------------------------------------------------------------
# * Conditional Branch to make it work when comparing extra items
#--------------------------------------------------------------------------
alias g7_ms_interpreter_command_111 command_111
def command_111
result = false
broken = false
case @parameters[0]
# When Actor
when 4
actor = $game_actors[@parameters[1]]
if actor != nil
case @parameters[2]
# If weapon
when 3
for i in 0...actor.weapon_ids.size
# Compare
result |= (actor.weapon_ids[i] == @parameters[3])
end
broken = true
# If Armor
when 4
for i in 0...actor.armor_ids.size
# Compare
result |= (actor.armor_ids[i] == @parameters[3])
end
broken = true
end
end
end
# If other conditional branch
unless broken
# Do the normal condition
g7_ms_interpreter_command_111
return
end
@branch[@list[@index].indent] = result
if @branch[@list[@index].indent] == true
@branch.delete(@list[@index].indent)
return true
end
return command_skip
end
#--------------------------------------------------------------------------
# * End of CLASS: Interpreter
#--------------------------------------------------------------------------
end



#==============================================================================
# ** MODULE: Kernel
#------------------------------------------------------------------------------
# A module defining the methods that can be referred to by all classes. Object
# classes are included in this module.
#==============================================================================

module Kernel
private
def Rg(from, to, *step) Rg.new(from, to, *step) end
end



#==============================================================================
# ** Rg
#------------------------------------------------------------------------------
# Class of modified RGSS statements, enhanced with module Kernel.
#==============================================================================
class Rg
#Used to a more effective for ... in ...
include Enumerable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(from, to, step = sign(to - from))
@from, @to, @step = from, to, step
@to += @step - ((@to - @from) % @step)
end
#--------------------------------------------------------------------------
# * Each
#--------------------------------------------------------------------------
def each
x = @from
until x == @to
yield x
x += @step
end
self
end
#--------------------------------------------------------------------------
# * Sign
#--------------------------------------------------------------------------
def sign(x)
case
when x > 0
1
when x == 0
0
else
-1
end
end
#--------------------------------------------------------------------------
# * End of CLASS: Rg
#--------------------------------------------------------------------------
end

If it is, where do I put it?  :^_^':

EDIT: Hahaha!  :D it works! (put it just above tons of add ons)
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on January 03, 2010, 02:40:53 pm
OOOh, lots of yummy info about RMXP animations. Thanks for helping me blizz, I'm sure I'll be able to do it now :) I love blizz-ABS since I can actually figure out how to modify it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 03, 2010, 02:49:56 pm
@SRS Siege: Yes, that's the one. Just put them all below your default scripts and below SDK if you use it.
Title: Re: [XP] Blizz-ABS
Post by: SRS Siege on January 03, 2010, 03:48:20 pm
CURSED_WEAPONS = [] # ids of weapons to be cursed
CURSED_ARMORS = [] # ids of armors to be cursed
TWO_HANDED_WEAPONS = [] # ids of 2handed weapons
DOUBLE_ATTACK_WEAPONS = [] # ids of double attack weapons
NEEDS_OFFHAND = [] # ids of weapons requiring an offhand

This looks like all I can edit with the script as far as changing how the weapons act in the equipment slots, does this meen it does not support dual weapons? But in this http://www.youtube.com/watch?v=jr1xIVRRHio it shows some guy using more than one weapon at a time?

EDIT: Here's the solution...
WEAPON_KINDS = [0,0] # number of weapons, 0 = weapon
WEAPON_KIND_NAMES = ['Weapon','Weapon 2'] # custom name of extra weapon slots

Add another 0 on the first line for every weapon (I was doing [0,1] because thats how the armor is listed...)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 03, 2010, 04:10:25 pm
It does support everything. There are more configurations.
Title: Re: [XP] Blizz-ABS
Post by: SRS Siege on January 03, 2010, 11:04:15 pm
Any ideas on?:
1)Increasing damage with better consuming items (ie. A bow can both shoot "wood arrows" and "steel arrows," what would be the insentive of using the more exspensive steel arrows over the cheap wood arrows?)
2)Matching Armor set bonuses (ie. Having a full set of "iron armor" would give you a bonus to certain skills, like in Dragon Age: Origons)
Title: Re: [XP] Blizz-ABS
Post by: Jackolas on January 04, 2010, 03:10:13 am
Quote
like in Dragon Age: Origons)

its: Dragon Age: Origins

and the item set thing... dunno if there is something but I think I can make it if there is none
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 04, 2010, 07:05:34 am
Quote from: SRS Siege on January 03, 2010, 11:04:15 pm
Any ideas on?:
1)Increasing damage with better consuming items (ie. A bow can both shoot "wood arrows" and "steel arrows," what would be the insentive of using the more exspensive steel arrows over the cheap wood arrows?)
2)Matching Armor set bonuses (ie. Having a full set of "iron armor" would give you a bonus to certain skills, like in Dragon Age: Origons)


1. Set up your items. That has nothing to do with Blizz-ABS.

2. I think I saw a script for that recently. Or at least somebody requested it.
Title: Re: [XP] Blizz-ABS
Post by: SRS Siege on January 04, 2010, 09:27:02 am
Quote1. Set up your items. That has nothing to do with Blizz-ABS.

Sorry, I thought it would have something to do with Blizz-ABS. Just make the arrows recover negative HP or something?

Quote2. I think I saw a script for that recently. Or at least somebody requested it.

Ok, I'll look for it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 04, 2010, 09:55:24 am
1. Yup.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 04, 2010, 06:02:08 pm
Is there anyway to have an ally corpse or something besides the transparent dead ally following you o.o
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on January 04, 2010, 07:02:15 pm
That's a good idea Rose. It'd be cool to be able to have a wisp or a coffin or something to represent dead allies.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 04, 2010, 07:20:17 pm
or corpses that you have to use an item/skill on to revive them
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on January 04, 2010, 08:45:52 pm
That too. Their corpse would stay put unless you revived it. (not sure how it would work with being able to leave the map though)
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on January 04, 2010, 09:26:19 pm
I got an error and I tried to enable and disable intelligent passability but it doesn't work.


Script 'Blizz 2' line 4704: NameError occurred.

uninitialized constant BlizzABS::Config::INTELLIGENT_PASSABILITY
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on January 04, 2010, 09:34:50 pm
(I get that error, but only if I paste the blizzABS scripts in a new project O.o)
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 04, 2010, 09:42:29 pm
Quote from: legacyblade on January 04, 2010, 08:45:52 pm
That too. Their corpse would stay put unless you revived it. (not sure how it would work with being able to leave the map though)


It'd work perfectly for me since my game works in stages instead of RPG ... well one of them at least.  If you leave the map you'll lose the ally for that level/ mission. However, for rpg's I suppose you can always recover the ally at an inn or something.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 05, 2010, 12:13:18 am
yeah, just keep track of map id and position, it's not that bad.  And yeah, like Rose said, some way to get them back at towns.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 05, 2010, 07:00:13 am
I think you guys should do that with events. :P

Quote from: Sin86 on January 04, 2010, 09:26:19 pm
I got an error and I tried to enable and disable intelligent passability but it doesn't work.


Script 'Blizz 2' line 4704: NameError occurred.

uninitialized constant BlizzABS::Config::INTELLIGENT_PASSABILITY


Try redownloading. I uploaded the script again.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 05, 2010, 08:41:51 am
Hmm it may be doable... somewhat but I have no idea how to save position of a caterpillar event or even disable showing a caterpillar event. Any pointers?
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on January 05, 2010, 12:09:41 pm
Quote from: Blizzard on January 05, 2010, 07:00:13 am
I think you guys should do that with events. :P

Quote from: Sin86 on January 04, 2010, 09:26:19 pm
I got an error and I tried to enable and disable intelligent passability but it doesn't work.


Script 'Blizz 2' line 4704: NameError occurred.

uninitialized constant BlizzABS::Config::INTELLIGENT_PASSABILITY


Try redownloading. I uploaded the script again.


I fixed it. It was suppose to say "PASSABILTY" rather than "PASSABILITY"(notice that there is an I after the L, that I shouldn't be there). Look for another line where it says "PASSABILITY" and change it to "PASSABILTY". It should fix it. All of this is on script 2.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 05, 2010, 02:43:45 pm
The 'right' spelling of the word is "Passability" with the I after the L XD

I say 'right' because it's not a /real/ word... but it's a juxtaposition of "passable" and "ability"

Lolz
Title: Re: [XP] Blizz-ABS
Post by: Jaar on January 05, 2010, 09:55:02 pm
Hey, I've gotta say this is a nice script ^^. I've used the previous versions of it and some other ABSs...so far the Blizz-ABS is the best ABS yet.

However, I have encountered a bug (I think) when I try to run the game. It opens fine, but when I get into the map the system gives me an error and shuts down.

Here is a screen:
(http://i577.photobucket.com/albums/ss216/jaarroho/Error.png)

Here is the snippet of code that it says is mucking up:
 #----------------------------------------------------------------------------
  # trigger?
  #  Test if key was triggered once.
  #----------------------------------------------------------------------------
  def Input.trigger?(keys)
    keys = [keys] unless keys.is_a?(Array) [Not code]This was the line it mentioned[/Not code]
    return keys.any? {|key| @triggered[key]}
  end


So far I've assumed that this is being caused by some mistake I did in the Key configuration, but I've looked at it closely and haven't been able to identify anything wrong with it.
Here is a screen of my controls:
(http://i577.photobucket.com/albums/ss216/jaarroho/Congig.png)

I've looked around the rest of the configuration options, but I don't see anything strange- infact, I've left almost all of them default except for the fact I disabled the Minimap, turned on damage bounce, and turned on Intelligent Passability - which was previously giving me an error, but I did as Sin86 did and it worked fine.

So yeah. I'm I just doing something stupid and careless that I can't point out XD? Am I posting this in the right place? I would be much obliged for your help! ^^

Thanks ahead of time!
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 05, 2010, 10:03:46 pm
You have a button input check at the VERY beginning of the game.

The event needs at least a 1 frame wait before it can check for any button input or else it'll crash.
Just go to your button input check event and add a wait.

(I don't know why it does it... I just know the solution :x)
Title: Re: [XP] Blizz-ABS
Post by: Jaar on January 05, 2010, 10:29:08 pm
Heh...I'm going to sound like a complete newb when I say this, but how do I do that? Do you mean I have a Button Input event currently set up? Do you mean to put one up? If it is the first, I've checked several times and I don't have any button input events.

Sorry, I'm kinda thick when it comes to this stuff @_@... so yeah. Thanks for the help anyway ^^.

EDIT: Ah-HA! Figured it out! Ended up adding a couple extra lines by copying it wrong >.<... Thanks for the help anyway, Aqua! I have to keep in mind what you said about the "Input Checks" for future use ^^.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 06, 2010, 05:05:28 am
@Sin86: No, it's supposed to say PASSABILITY in the config. You didn't regenerate your configuration after upgrading.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 06, 2010, 03:08:45 pm
Quote from: Blizzard on January 06, 2010, 05:05:28 am
@Sin86: No, it's supposed to say PASSABILITY in the config. You didn't regenerate your configuration after upgrading.

I can't use script calls to control party member's aggressive/passive behavior.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 06, 2010, 03:59:52 pm
O_o Are you sure?
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 06, 2010, 05:48:13 pm
Quote from: Blizzard on January 06, 2010, 03:59:52 pm
O_o Are you sure?


It errors out everytime I try to... try it out for yourself =o
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 07, 2010, 03:01:28 am
I'll take a look at it.
Title: Re: [XP] Blizz-ABS
Post by: fthmdg on January 08, 2010, 02:38:19 am
Hey blizz :D

I've started putting my scripts in my game and testing for compatibility and all that good stuff. So far I'm only using your ATES, Tons of Addons, and this script. I set all 3 scripts in for it, tested it and it's all working perfectly. Then I opened up the config to take out animations for now until I get 'em all done. So I unchecked animations, generated the script, replaced the old ABS-1 with the new generated one, and saved it.

But for some reason now when I try to start my game I get an error saying

Quote
Script '| ABS 2.7  [2]' line 4684: NameError occured.

uninitialized constant BlizzABS::Config::INTELLIGENT_PASSABILITY

and the game crashes.. :[

Here's that line, though there shouldn't be anything wrong with it.
return unless BlizzABS::Config::INTELLIGENT_PASSABILITY


Any reason what could be causing this, or what I can do to fix it?

Edit :: Also, if I put the original part 1 ABS script back, it works fine. Up until I try to attack, because I dont have the right graphics [167-Small09_wpn] for the bunny attacking back xD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 08, 2010, 04:13:49 am
Oh, great. I looks like I didn't fix it in the config app after all. ._. I probably forgot to recompile it. I put up a fixed v2.7.
Title: Re: [XP] Blizz-ABS
Post by: fthmdg on January 10, 2010, 11:43:37 am
Ok thanks, I'll try it and edit this post to let ya know if its working. :D

Yupp! It's working fine :D

Question :
I looked for this in the manual and couldn't find it. Is there any way to set individual respawn times for individual creatures? For now I just have the time set to 5 seconds, but I was wondering if different enemies could have diferent times. EX. A bunny takes 5 seconds to respawn, a guard takes 2 minutes, and a boss doesnt respawn?

Edit : Found it! Here it is if anyone else was wondering
Quote

5.1.8. Creating a Respawn Point
Respawn Points are a special feature in Blizz-ABS that allows the respawn of enemies at one specific point. Such a Respawn Point is created the same way as enemies are; by adding a specific command to their event name. Instead of \e[ID] it is necessary to use \respawn[ID1, ID2, ID3, ...]. The various IDs are enemy IDs from enemy types that 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 that setting. The waiting time for respawning in this case is 5 seconds. It can be changed by adding \time[TIME] where TIME is the number of seconds which needs to pass 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 enemies defined in the setting. Respawn Points are normal events that are simply marked which means that they completely act like normal events.
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 10, 2010, 02:55:33 pm
I think part 1 in the download is messed up. There are things already configured like weapons and spells. Also everytime I try to use it it says its missing graphic files even though I made sure I didn't need any.
Title: Re: [XP] Blizz-ABS
Post by: Lost King on January 10, 2010, 08:01:03 pm
So I'm getting an error whenever I try to attack or use skills, the error window being: "Unable to find file Graphics/Characters/'Character name here'_wpnMap_Actor"

Previously I had been using version 2.56 and it all worked fine with all the sprites I had made, but then when I updated to 2.7 I started getting that error.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on January 10, 2010, 08:20:44 pm
He changed the naming convention for sprites, due to an edit of how the sprite system worked. (does no one read the version history?) You're going to have to update your sprite's names.
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 10, 2010, 11:10:49 pm
I think its been asked before and it may be a pain. But in your next update think you can make it where someone can configure whether they want character sets for the item drops or just icons?

If its too much of a pain don't worry about it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 11, 2010, 06:12:39 am
Quote from: game_guy on January 10, 2010, 02:55:33 pm
I think part 1 in the download is messed up. There are things already configured like weapons and spells. Also everytime I try to use it it says its missing graphic files even though I made sure I didn't need any.


Crap. #_#
Title: Re: [XP] Blizz-ABS
Post by: Lost King on January 11, 2010, 08:55:40 am
I read through the manual and it still says to name them the way I did, do you by chance know the updated format?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 11, 2010, 09:02:34 am
Make a demo.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on January 12, 2010, 07:11:36 pm
I've got two errors to report  :^_^':

First is that you can jump on top of events. And no, it's not just events with "Through " checked.

Second is one that has come back again, you can move around while defending. You've said in the past that this isn't how it's supposed to be, so I'm assuming being able to move around while holding the defend button (I'm sure it's working, as defend sprites still work and the character is blocking damage) is a bug.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 13, 2010, 05:51:22 am
I've changed it so many times that I don't even know anymore what the default setting is. #_#
I'll look into it and the the jumping bug.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on January 13, 2010, 01:31:25 pm
You could make it dependent on the shield. Like a setting in the config. I mean it wouldn't be hard to run with a buckler, but running around while hiding behind a giant tower shield would be a little bit difficult.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 13, 2010, 02:51:44 pm
That sounds more like a plugin. :P
But seriously, Blizz-ABS is by default quite filled up already. I really want to avoid adding more small features. I'm even thinking of taking out a few things and making plugins from them.
Title: Re: [XP] Blizz-ABS
Post by: Lost King on January 13, 2010, 04:26:40 pm
Were you asking me to make a demo?

Hoping not, but can someone either point out where to look? I found the part in the version history saying naming has been updated, but that only says stuff for projectiles, and I get the problem on normal melee characters. Or if someone doesn't know where the naming is at, can they tell me the proper format?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 13, 2010, 04:58:12 pm
Yes, I meant you with the demo.

Well, I did describe the new format and gave examples in the manual. :/
Title: Re: [XP] Blizz-ABS
Post by: Lost King on January 13, 2010, 09:32:18 pm
The manual also talks about updated naming for Actor Weapon Sprites, but I'm not using Actor Weapon Sprites, I'm just using the action sprites, so they all have defaults for swords or spears, and everyone apart from one archer uses a sword style weapon to begin with.

The error in question is this:
Spoiler: ShowHide
(http://img199.imageshack.us/img199/368/tgperror.png) (http://img199.imageshack.us/i/tgperror.png/)


The lines in the manual I have been following are these:
Quotenormal spriteset - lord marius.png
attack spriteset for swords - lord marius_atk1.png
attack spriteset for flails - lord marius_atk3.png
Additionally you have to specify weapon sprites for the types. The sprites have the same name as the attack sprites with _wpn added behind. This is necessary because weapon sprites can be displayed under the enemy and need to be separated from the actual action sprite.
example:
normal spriteset - lord marius.png
weapon spriteset for spears - lord marius_wpn2.png
weapon spriteset for shuriken - lord marius_wpn7.png


The names of my sprites being:
Barlak.png, Barlak_atk1.png, Barlak_def.png, Barlak_itm.png, Barlak_skl.png, Barlak_wpn1.png

The dimensions of the atk and wpn sprites are the same, these all worked with the previous version of Blizz ABS, and not to be an ass, but if someone is going to refer me to the manual again can they at least tell me the page rather than just "It's in the manual". The manual is 31 pages, and the Sprite Control section I've been reading hasn't been telling me anything new.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 13, 2010, 09:49:54 pm
O.o
I think that's looking for the weapon type "Map_Actor" when it should be a numeral...
XD
Title: Re: [XP] Blizz-ABS
Post by: Lost King on January 13, 2010, 10:16:32 pm
I tried it in a new project and it changed the path to Graphics/Characters/Barlak_wpnGame_Player if that changes anything.

For the time being, using Weapon specific sprites does work, but I really won't look forward to having to copy paste the same sprite a billion times just so I can use new weapons and am hoping someone can get this working.
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 13, 2010, 11:34:05 pm
Not sure which topic to post this in. But I noticed this, when you only have one person in your party and he has Auto-Revive on himself and he dies, it goes to the game over screen. I made sure everything was configured correctly and I made sure the status was inflicted on him.

Not sure whats wrong, but it only happens in Blizz-Abs.

EDIT: Nevermind, turned out I had Regen Status ID set to 17 as well for some reason. God me and my stupidity.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 14, 2010, 04:50:42 am
@Lost King: Ok, I took a good look at this. It's an error in the script. I uploaded a fixed version of 2.7. Download it, try it out and tell me if it works. I didn't test it, but it should work fine. If it doesn't, I'll fix it with testing.

Fun fact: By default it should have crashed, but Ruby Objects have the "type" method defined so it didn't crash where it should have.

As for this:

Quote from: Lost King on January 13, 2010, 09:32:18 pm
The dimensions of the atk and wpn sprites are the same, these all worked with the previous version of Blizz ABS, and not to be an ass, but if someone is going to refer me to the manual again can they at least tell me the page rather than just "It's in the manual". The manual is 31 pages, and the Sprite Control section I've been reading hasn't been telling me anything new.


First off, the manual (when it was still a pdf) is over 50 pages long. Secondly, it has an index for basic navigation. Thirdly, it has a search function so you don't have to read everything. And fourthly over 80% of the Blizz-ABS users ask (more or less) stupid questions without reading the manual. Lots of those questions are related to how to name the sprites properly. So the first natural response in that matter is to tell those people to read the manual. I'm sorry if you felt offended by that.
Title: Re: [XP] Blizz-ABS
Post by: Lost King on January 14, 2010, 08:35:08 am
Thanks for looking into it, I'm not near my computer at the moment but when I get home I'll make sure to test it. And I wasn't offended, just a tad bit annoyed =P
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 14, 2010, 01:53:29 pm
Trust me, not nearly as annoyed as I am about people asking how to add an enemy. xD
Title: Re: [XP] Blizz-ABS
Post by: Lost King on January 14, 2010, 08:12:06 pm
Well...it would seem you uploaded the wrong file, or at least not all of it, when I try to extract it says the zip's got nothing in it...
Title: Re: [XP] Blizz-ABS
Post by: poxy on January 14, 2010, 09:49:09 pm
'lo
so i've been deciding on an ABS to use and between XAS and blizzABS. i decided on the later because of the AI and pixel movement, however i noticed some small issues i'm gonna point out and have a few suggestions to offer. i dunno how many if at all have been mentioned but theres 150 pages to flip through. :P They're ordered from most important to trivial.

-option for character hit animation + knockback distance (both actors and enemies)
-option to allow skills, attacks, and items to affect switches and variables or call events to give some greater customizability to these actions
-option to add besides movement penalty, a penalty to disable a repeat of the action for a preset timeframe but still allow movement (perhaps complemented by a stamina system which is affected by actions and dashing)
-combo system
-option to not allow movement when defending
-option for enemy to remain idle until lead actor comes within a preset range and to disable ABS controls until then (like in SoM where fighting is enabled only if enemies are nearby on the screen)

Some small issues:

-when defending & standing in place character is shown moving
-graphical glitch when character performs an action and has penalty left to wait (walking animation shown, to produce a kind of skipping effect)

I might be overlooking some obvious solutions, but i'm new to this scene :p
Btw, i had a similar problem to lost king and managed to fix it by making a Hero_wpnGame_player.png. glad to know it's fixed tho :)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on January 14, 2010, 10:37:37 pm
Former means that you used XAS... :x

-can be an add-on
-that's a default feature of RMXP.  Just have the skills & items call common events.  The attacks would need to be scripted.  (I also have a personal plug-in that allows weapons/skills/items to call events, but it might not work anymore with the newest version of Blizz-ABS...)
-I think there is a penalty already?
-already been suggested
-already been asked
-change the ABSEAL option
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on January 14, 2010, 11:55:26 pm
The event triggering (shooting a button with an arrow) can be done already. You use event conditions (check the manual for more info)
Title: Re: [XP] Blizz-ABS
Post by: poxy on January 15, 2010, 12:24:31 am
yes, i know about the common events, but i was wondering if it wouldn't be too much to add a feature into the configurator such as for a skill or weapon to have a check box eg. call common event? and have a scroll box to select the event ID or something of the like. whereas looking through code is sort of a XAS type of thing only in XAS modules are created and in BABS theres 10000 + lines of code to sort through. And I'm not too knowledgable in those things, lol.

i didn't notice the last abseal option, thanks for pointing that out :)

as for the attack penalty I was thinking of something to prevent spamming of attacks but to still allow movement. so an attack is made and the player has to wait a second before being able to attack again. right now if i increase the penalty he's locked in position and can't move.

another thing I noticed just now is that the step counter doesn't seem to work, but i'm not sure if that is a blizzABS thing or something else.

It's a great engine though.. i really like the AI customization
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 15, 2010, 03:39:06 am
Quote from: poxysmash on January 14, 2010, 09:49:09 pm
-option for character hit animation + knockback distance (both actors and enemies)


Hit animation will be added, knockback distance will not, but it can be done with an add-on (as Aqua already said).

Quote from: poxysmash on January 14, 2010, 09:49:09 pm
-option to allow skills, attacks, and items to affect switches and variables or call events to give some greater customizability to these actions


I don't really see a point in add an option to call an event in the configurator if you have the exact same option already in RMXP.

Quote from: poxysmash on January 14, 2010, 09:49:09 pm
-option to add besides movement penalty, a penalty to disable a repeat of the action for a preset timeframe but still allow movement (perhaps complemented by a stamina system which is affected by actions and dashing)


Get Action Recharge Times add-on by winkio.

Quote from: poxysmash on January 14, 2010, 09:49:09 pm
-combo system


As Aqua said, will be added.

Quote from: poxysmash on January 14, 2010, 09:49:09 pm
-option to not allow movement when defending


That's actually how it was supposed to work. >.< I'll have to fix that and add an option to allow moving. If you read the last few pages, somebody already noticed this bug.

Quote from: poxysmash on January 14, 2010, 09:49:09 pm
-when defending & standing in place character is shown moving


Works as intended. When you defend, the actor is auto-animated in place (it even says that in the manual). If you want to disable that, just use a spriteset with all frames looking the same.

Quote from: poxysmash on January 14, 2010, 09:49:09 pm
-graphical glitch when character performs an action and has penalty left to wait (walking animation shown, to produce a kind of skipping effect)


Did you configure the animation frames properly?

Quote from: poxysmash on January 15, 2010, 12:24:31 am
whereas looking through code is sort of a XAS type of thing only in XAS modules are created and in BABS theres 10000 + lines of code to sort through.


That's why Blizz-ABS has a manual, a proper support from me, the creator, an almost 150 pages big support topic at this forum (this one), several example games and a configuration application which requires absolutely no scripting knowledge.
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 15, 2010, 08:33:47 am
Quote from: Lost King on January 14, 2010, 08:12:06 pm
Well...it would seem you uploaded the wrong file, or at least not all of it, when I try to extract it says the zip's got nothing in it...


In case you didnt see it. Its not downloading for me either. I open up the zip and it says archive is damaged or corrupted.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 15, 2010, 10:17:55 am
WTF?! The archive got corrupted on my on HDD. O_o I uploaded it again.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on January 15, 2010, 11:08:43 am
2.7 just isn't going so well for you, is it blizz? Lol
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 15, 2010, 01:34:31 pm
Yeah, seems like it. xD
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on January 15, 2010, 07:02:24 pm
So this is completely err, offtopic from prior posts, but I haven't seen anything about it thus far from my searchings:

has anyone messed with the idea of decimal speeds for the ABS?

I was thinking about using the agility stat for more of a..."Speed" stat or something, but I feel kind of clumsy when it comes to going about it.

I see that to a degree, throwing decimals into the Part1 of Blizz-ABS will infact make it so you can walk/run/sneak at 3.5 or 4.5 or whatever, but I want to know from the elite of the scripters if doing something of this nature is...feasible?

IDEA IN HEAD= numberwise, not entirely sure of how it should go, but maybe something like this?:

    NORMAL_SPEED = 3.5
    RUN_SPEED = NORMAL_SPEED + 1
    SNEAK_SPEED = 2.5
    JUMPING = 2

And perhaps...your NORMAL_SPEED could increase based on a percentage of your 'Agility' stat, up to a max of like, 5?(because as far as I know, 6 is as high as RMxp can handle...or should ever handle, 'cuz thats really damned fast)

On another note, though the decimals work when put into the script, I think it may interfere with pixel movement? as I have troubles approaching the borders of tiles that you can't walk on.

I don't know. I was just pondering ideas while playing other console games bearing ABS-styled games...and BAM, movement speed modification?

Opinions?

Title: Re: [XP] Blizz-ABS
Post by: poxy on January 15, 2010, 08:04:15 pm
Quote
I don't really see a point in add an option to call an event in the configurator if you have the exact same option already in RMXP.

Oops I just noticed that. Sorry and thanks for pointing it out. But what would i have to do if i wanted weapons to do that?

Quote
Works as intended. When you defend, the actor is auto-animated in place (it even says that in the manual). If you want to disable that, just use a spriteset with all frames looking the same.


Yea i thought the guard movement was intentional and so it would make sense to have him not move in place. It would be a good feature, imo, if that was left in place as i have made a blocking-walk sprite. Maybe as an add on...?

QuoteDid you configure the animation frames properly?


Yes the walking and attack work normally if the animation and penalty end at the same time. If a penalty remains the walking charset cycles quickly. Just realized I could add a standing frame to the end of all the attack sprites...

QuoteThat's actually how it was supposed to work. >.< I'll have to fix that and add an option to allow moving. If you read the last few pages, somebody already noticed this bug.


Is this the same for charging? the charge sprite is allowed to move and animates even while standing. Either I have a static frame and have the character levitate or have walking action and he walks in place when he's not moving...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 16, 2010, 05:24:31 am
Quote from: jragyn00 on January 15, 2010, 07:02:24 pm
So this is completely err, offtopic from prior posts, but I haven't seen anything about it thus far from my searchings:

has anyone messed with the idea of decimal speeds for the ABS?

I was thinking about using the agility stat for more of a..."Speed" stat or something, but I feel kind of clumsy when it comes to going about it.

I see that to a degree, throwing decimals into the Part1 of Blizz-ABS will infact make it so you can walk/run/sneak at 3.5 or 4.5 or whatever, but I want to know from the elite of the scripters if doing something of this nature is...feasible?

IDEA IN HEAD= numberwise, not entirely sure of how it should go, but maybe something like this?:

    NORMAL_SPEED = 3.5
    RUN_SPEED = NORMAL_SPEED + 1
    SNEAK_SPEED = 2.5
    JUMPING = 2

And perhaps...your NORMAL_SPEED could increase based on a percentage of your 'Agility' stat, up to a max of like, 5?(because as far as I know, 6 is as high as RMxp can handle...or should ever handle, 'cuz thats really damned fast)

On another note, though the decimals work when put into the script, I think it may interfere with pixel movement? as I have troubles approaching the borders of tiles that you can't walk on.

I don't know. I was just pondering ideas while playing other console games bearing ABS-styled games...and BAM, movement speed modification?

Opinions?


Using decimal can interfere with the pixel movement, yes. And not just with the pixel movement. The problem is that RMXP uses a fixed algorithm for movement. If you use decimal numbers, it's possible that the character misses the square he's supposed to go to and continues walking.
I will not add anything that modifies the moving speed based on stats as it has nothing to do with Blizz-ABS.

Quote from: poxysmash on January 15, 2010, 08:04:15 pm
Oops I just noticed that. Sorry and thanks for pointing it out. But what would i have to do if i wanted weapons to do that?


Get a custom add-on or get rid of normal attacks and use skills instead of attacks.

Quote from: poxysmash on January 15, 2010, 08:04:15 pm
Yea i thought the guard movement was intentional and so it would make sense to have him not move in place. It would be a good feature, imo, if that was left in place as i have made a blocking-walk sprite. Maybe as an add on...?


As I said, if you want him not to be animated, just make all frames look the same.

Quote from: poxysmash on January 15, 2010, 08:04:15 pm
Yes the walking and attack work normally if the animation and penalty end at the same time. If a penalty remains the walking charset cycles quickly. Just realized I could add a standing frame to the end of all the attack sprites...


Yeah, that be probably the easiest way.

Quote from: poxysmash on January 15, 2010, 08:04:15 pm
Is this the same for charging? the charge sprite is allowed to move and animates even while standing. Either I have a static frame and have the character levitate or have walking action and he walks in place when he's not moving...


Depending on the charging type. Only "Freeze On Charge" prevents the player from moving while charging. All other types allow movement while charging.
Title: Re: [XP] Blizz-ABS
Post by: poxy on January 17, 2010, 11:50:32 am
Okay, how about this. When the option to move on charge or trigger after charge is made the user can select which frame to freeze at (with a scroll box or something) if the player is standing still. That way when moving the character is animated and when standing he doesn't animate. This could also be done for defending if the option to choose moving defend is added, as you mentioned.

Also, don't mean to be a pain but I noticed if the player is hit from behind he is knocked back into the enemy. Probably others have mentioned this before though... :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Lost King on January 17, 2010, 04:13:57 pm
Awesome, the normal sprites work now, thanks for fixing that :D
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 17, 2010, 04:56:00 pm
Quote from: poxysmash on January 17, 2010, 11:50:32 am
Okay, how about this. When the option to move on charge or trigger after charge is made the user can select which frame to freeze at (with a scroll box or something) if the player is standing still. That way when moving the character is animated and when standing he doesn't animate. This could also be done for defending if the option to choose moving defend is added, as you mentioned.


Use custom charge animation sprites.

Quote from: poxysmash on January 17, 2010, 11:50:32 am
Also, don't mean to be a pain but I noticed if the player is hit from behind he is knocked back into the enemy. Probably others have mentioned this before though... :^_^':


Currently it works like this: When you get hit, you get thrown back depending on where you look at in the same moment you got hit.
There were a few much earlier versions that would knock back the character relatively from the attacker, but many people complained about that so I changed it.
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 18, 2010, 01:28:29 pm
I think there's a small bug with events.

I have 2 kids running around in one square. Both events are set to action button. Now when I walk in front of kid 1 the event activated as if it were set to Touch Event. And I double checked its only set to Action Button with a custom move route set.

Here's kid 1's event page.
Spoiler: ShowHide
(http://i678.photobucket.com/albums/vv143/GameGuysProjects/capture2.png)


Here's the Move Route page.
Spoiler: ShowHide
(http://i678.photobucket.com/albums/vv143/GameGuysProjects/capture3.png)


It only happens when I walk in front of her.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 18, 2010, 11:20:19 pm
The event opacity issue is annoying as crap. Also the teleporting on event is annoying... I can probably event over that... probably, but the opacity issue is annoying.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 19, 2010, 05:08:04 am
The opacity issue can't be solved or the ghostlike appearance ofdead characters won't work anymore.

@G_G: Demo me.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 19, 2010, 05:32:11 am
Quote from: Blizzard on January 19, 2010, 05:08:04 am
The opacity issue can't be solved or the ghostlike appearance ofdead characters won't work anymore.

@G_G: Demo me.


Its the same problem that causes the event touch thing that I uploaded a few months ago. If an event runs into you it'll activate and basically you become stuck. In his demo the event ran into the player and it repeated the same message over, and over, and over again.
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 19, 2010, 09:01:49 am
Here Blizzard. Thought I'd show you the bug so maybe you can fix it, however rose found a little workaround until you do fix it.
http://www.sendspace.com/file/n41c11
Title: Re: [XP] Blizz-ABS
Post by: poxy on January 22, 2010, 01:13:22 pm
Hi again.
Blizzard if you could look at my demo it will better show what I meant about charging sprites. thanks

http://www.megaupload.com/?d=JC96VAR9
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 24, 2010, 07:52:58 am
I'll take a look at it as soon as I can.
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on January 27, 2010, 02:19:47 am
Dear Mister Blizzard, (or whomever can miraculate an answer to this)

I use Blizz-ABS 2.6.   8)
I /also/ use this script: :)
Spoiler: ShowHide
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/    ◆戦闘難易度 - KGC_BattleDifficulty◆
#_/----------------------------------------------------------------------------
#_/  戦闘難易度の設定機能を追加します。
#_/  (メニュー等に表示する場合は[MenuAlter][TitleOption]参照)
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

#==============================================================================
# ★ カスタマイズ項目 ★
#==============================================================================

module KGC
 # ◆ Difficulty
 #  " Name ", HP, SP, STATS, EXP, Gold, Drop Rate»
 # Specify the magnification of each item (percentage).
 BD_DIFFICULTY_LIST = [
   ["Sissy-Bitch",  33,  33,  50,  25,  25,  10], # 0
   ["Weak",         66,  66,  75,  50,  50,  25], # 1
   ["Regular",     100, 100, 100, 100, 100, 100], # 2
   ["Hard-ish",    150, 150, 150, 150, 125, 150], # 3
   ["Psycho",      200, 200, 200, 175, 150, 200], # 4
   ["Infinity",    400, 400, 400, 300, 250, 400], # 5
   ["L33t Mode",   800, 800, 800, 600, 500, 800]  # 6
 ]
 # ◆初期難易度
 #  BD_DIFFICULTY_LIST のインデックス。
 BD_INITIAL_DIFFICULTY = 2
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

$imported = {} if $imported == nil
$imported["BattleDifficulty"] = true

module Difficulty
 #--------------------------------------------------------------------------
 # ● 難易度設定取得
 #--------------------------------------------------------------------------
 def self.get
   # 難易度設定を返す
   return KGC::BD_DIFFICULTY_LIST[$game_system.difficulty]
 end
 #--------------------------------------------------------------------------
 # ● 難易度設定変更
 #--------------------------------------------------------------------------
 def self.set(index)
   # 範囲外ならば変更しない
   return if index < 0 || index >= KGC::BD_DIFFICULTY_LIST.size
   $game_system.difficulty = index
 end
 #--------------------------------------------------------------------------
 # ● 能力値補正済みエネミー取得
 #--------------------------------------------------------------------------
 def self.get_revised_enemy(enemy)
   en = enemy.clone
   diff = self.get
   en.maxhp = en.maxhp * diff[1] / 100
   en.maxsp = en.maxsp * diff[2] / 100
   en.str   = en.str   * diff[3] / 100
   en.dex   = en.dex   * diff[3] / 100
   en.agi   = en.agi   * diff[3] / 100
   en.int   = en.int   * diff[3] / 100
   en.atk   = en.atk   * diff[3] / 100
   en.pdef  = en.pdef  * diff[3] / 100
   en.mdef  = en.mdef  * diff[3] / 100
   en.exp   = en.exp   * diff[4] / 100
   en.gold  = en.gold  * diff[4] / 100
   if en.treasure_prob < 100
     en.treasure_prob = [en.treasure_prob * diff[5] / 100, 100].min
   end
   return en
 end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Game_System
#==============================================================================

class Game_System
 attr_accessor :difficulty  # 難易度
 #--------------------------------------------------------------------------
 # ● オブジェクト初期化
 #--------------------------------------------------------------------------
 alias initialize_KGC_BattleDifficulty initialize
 def initialize
   # 元の処理を実行
   initialize_KGC_BattleDifficulty

   @difficulty = KGC::BD_INITIAL_DIFFICULTY
 end
 #--------------------------------------------------------------------------
 # ● 難易度一覧
 #--------------------------------------------------------------------------
 def difficulty_list
   return KGC::BD_DIFFICULTY_LIST
 end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
 #--------------------------------------------------------------------------
 # ● 基本 MaxHP の取得
 #--------------------------------------------------------------------------
 alias base_maxhp_KGC_BattleDifficulty base_maxhp
 def base_maxhp
   n = base_maxhp_KGC_BattleDifficulty
   n *= Difficulty.get[1]
   return n / 100
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxSP の取得
 #--------------------------------------------------------------------------
 alias base_maxsp_KGC_BattleDifficulty base_maxsp
 def base_maxsp
   n = base_maxsp_KGC_BattleDifficulty
   n *= Difficulty.get[2]
   return n / 100
 end
 #--------------------------------------------------------------------------
 # ● 基本腕力の取得
 #--------------------------------------------------------------------------
 alias base_str_KGC_BattleDifficulty base_str
 def base_str
   n = base_str_KGC_BattleDifficulty
   n *= Difficulty.get[3]
   return n / 100
 end
 #--------------------------------------------------------------------------
 # ● 基本器用さの取得
 #--------------------------------------------------------------------------
 alias base_dex_KGC_BattleDifficulty base_dex
 def base_dex
   n = base_dex_KGC_BattleDifficulty
   n *= Difficulty.get[3]
   return n / 100
 end
 #--------------------------------------------------------------------------
 # ● 基本素早さの取得
 #--------------------------------------------------------------------------
 alias base_agi_KGC_BattleDifficulty base_agi
 def base_agi
   n = base_agi_KGC_BattleDifficulty
   n *= Difficulty.get[3]
   return n / 100
 end
 #--------------------------------------------------------------------------
 # ● 基本魔力の取得
 #--------------------------------------------------------------------------
 alias base_int_KGC_BattleDifficulty base_int
 def base_int
   n = base_int_KGC_BattleDifficulty
   n *= Difficulty.get[3]
   return n / 100
 end
 #--------------------------------------------------------------------------
 # ● 基本攻撃力の取得
 #--------------------------------------------------------------------------
 alias base_atk_KGC_BattleDifficulty base_atk
 def base_atk
   n = base_atk_KGC_BattleDifficulty
   n *= Difficulty.get[3]
   return n / 100
 end
 #--------------------------------------------------------------------------
 # ● 基本物理防御の取得
 #--------------------------------------------------------------------------
 alias base_pdef_KGC_BattleDifficulty base_pdef
 def base_pdef
   n = base_pdef_KGC_BattleDifficulty
   n *= Difficulty.get[3]
   return n / 100
 end
 #--------------------------------------------------------------------------
 # ● 基本魔法防御の取得
 #--------------------------------------------------------------------------
 alias base_mdef_KGC_BattleDifficulty base_mdef
 def base_mdef
   n = base_mdef_KGC_BattleDifficulty
   n *= Difficulty.get[3]
   return n / 100
 end
 #--------------------------------------------------------------------------
 # ● 基本回避修正の取得
 #--------------------------------------------------------------------------
 alias base_eva_KGC_BattleDifficulty base_eva
 def base_eva
   n = base_eva_KGC_BattleDifficulty
   n *= Difficulty.get[3]
   return n / 100
 end
 #--------------------------------------------------------------------------
 # ● EXP の取得
 #--------------------------------------------------------------------------
 alias exp_KGC_BattleDifficulty exp
 def exp
   n = exp_KGC_BattleDifficulty
   n *= Difficulty.get[4]
   return n / 100
 end
 #--------------------------------------------------------------------------
 # ● ゴールドの取得
 #--------------------------------------------------------------------------
 alias gold_KGC_BattleDifficulty gold
 def gold
   n = gold_KGC_BattleDifficulty
   n *= Difficulty.get[5]
   return n / 100
 end
 #--------------------------------------------------------------------------
 # ● トレジャー出現率の取得
 #--------------------------------------------------------------------------
 alias treasure_prob_KGC_BattleDifficulty treasure_prob
 def treasure_prob
   n = treasure_prob_KGC_BattleDifficulty
   if n < 100
     n *= Difficulty.get[6]
     return [n / 100, 100].min
   else
     return n
   end
 end
end

The script I displayed above if you can't guess, is a 'difficulty' script.  :roll:
The script above modifies HP, SP, base stats, XP gain, GP gain, and drop rate.  :uhm:
It appears to me that the drop rate simply is unaffected by this script, while all else is.  :O.o:
In conjunction with with your ABS, this works flawlessy in every aspect by drop rate.  :huh:
I've inspected the script to the best of my ability, and for the life of me can't figure it out.  :'(

Can I get a second opinion?   :???:

Thank you for those who take the effort.  :o


--JeR
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 27, 2010, 04:45:06 am
Actually that scripts seems to be working fine with Blizz-ABS. Maybe there's a bug with the drop rate or you need to configure it right. At least that's what I can tell from a first look at the code. It kinda handles the drop rate in a weird way. :/
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on January 27, 2010, 07:24:10 am
Well, I configured it all as correctly as the site suggested...
do you have a more efficient method of which I can do the same thing?
Does anyone have an alternative to this, that will allow me to change difficulty IN-GAME,
yet still affecting the same things?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 27, 2010, 08:09:06 am
There's a Difficulty script in Tons of Add-ons, but it works differently. You can set up gold, exp rates and damage rates.
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on January 27, 2010, 08:20:35 am
Oi, it does have a difficulty piece, that (unless its been changed recently) can only be changed at the start of a new game. :(

Manipulating difficulty whilst in the game is vital. :(

Yours also lacks a drop rate manipulation, which plays a large part in the reasoning behind raising the difficulty at all :(

Any other suggestions?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 27, 2010, 09:40:36 am
Actually you can alter the difficulty during the game any time. -_-

$game_system.init_difficulty(INDEX)


The drop rate manipulation seems a bit pointless to me. I mean with more money you can always buy the items.
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on January 27, 2010, 04:06:01 pm
Well yes, I suppose I could set up a shop that would infact sell the drops that I intend on making MORE droppable(?) by enemies, but my intentions were more to rather...omit shops from the game for the most part, and place a much heavier weight on grinding out your drops and using gold for...other purposes.

It'd be nice to be able to buy materials for item creation and the likes, and to a degree you -can- do this, but I wanted to make only the rarest of material drops drop like 1% of the time, or if yu set the difficulty higher, 2%, 4% and on up to like 8% or something (still in the works on those details) but without a drop manipulator, how can I do this? Oh Blizzard, save the day and make a Blizz-ABS compatible Drop modifier! I am certain that I'm not the only one here that could utilize such an amazing script-ette. :)?


--JeR
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on January 28, 2010, 01:02:02 am
150 pages of things to look through for this, and I wasn't sure what to look for...

But I noticed that if I make an enemy that isn't to appear 'till later or at some other point via switch/variable, a skill will still be able to target and attack the enemy.

IE in my game:
  I managed to implement a real-time system into the game, so that there is a clock within the game attached to a number of switches and variables that is linked to your computers clock. One set of switches that is particularly important is the Dawn/Day/Dusk/Night switches. In interest of making dungeons more interesting, I decided to make some monsters only appear during select times (as listed above) if the appropriate switch is flipped.
   Now then. On that note, I obviously have dozens of monsters to the maps, but only certain ones appear depending on the time of day. By appear, I mean they are 'active' and able to attack and be killed. However. In the instance that the correct time-of-day switches ARE NOT flipped, ie: OFF, then the monsters visibility disappears, but they can still be targeted by skills. They cannot be killed, but the enemy is still there, you can still target and execute a skill, though they will never retaliate.

Is this a ME error? Or is this a script error?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 28, 2010, 05:53:27 am
Quote from: jragyn00 on January 27, 2010, 04:06:01 pm
Well yes, I suppose I could set up a shop that would infact sell the drops that I intend on making MORE droppable(?) by enemies, but my intentions were more to rather...omit shops from the game for the most part, and place a much heavier weight on grinding out your drops and using gold for...other purposes.

It'd be nice to be able to buy materials for item creation and the likes, and to a degree you -can- do this, but I wanted to make only the rarest of material drops drop like 1% of the time, or if yu set the difficulty higher, 2%, 4% and on up to like 8% or something (still in the works on those details) but without a drop manipulator, how can I do this? Oh Blizzard, save the day and make a Blizz-ABS compatible Drop modifier! I am certain that I'm not the only one here that could utilize such an amazing script-ette. :)?


--JeR


It's a simple thing to do and I need a new add-on to make the next version of Tons. xD Expect it very soon.

Quote from: jragyn00 on January 28, 2010, 01:02:02 am
150 pages of things to look through for this, and I wasn't sure what to look for...

But I noticed that if I make an enemy that isn't to appear 'till later or at some other point via switch/variable, a skill will still be able to target and attack the enemy.

IE in my game:
  I managed to implement a real-time system into the game, so that there is a clock within the game attached to a number of switches and variables that is linked to your computers clock. One set of switches that is particularly important is the Dawn/Day/Dusk/Night switches. In interest of making dungeons more interesting, I decided to make some monsters only appear during select times (as listed above) if the appropriate switch is flipped.
   Now then. On that note, I obviously have dozens of monsters to the maps, but only certain ones appear depending on the time of day. By appear, I mean they are 'active' and able to attack and be killed. However. In the instance that the correct time-of-day switches ARE NOT flipped, ie: OFF, then the monsters visibility disappears, but they can still be targeted by skills. They cannot be killed, but the enemy is still there, you can still target and execute a skill, though they will never retaliate.

Is this a ME error? Or is this a script error?


I'm not able to reproduce the error. Can you post a small demo? It's most probably a script error.
Title: Re: [XP] Blizz-ABS
Post by: poxy on January 29, 2010, 02:52:11 am
I've been studying ruby a bit and i came up with a little work-around to stop sprites from animating when charging/defending and not moving...
At Blizz-ABS pg 3 I add this to the pattern method:
if charging? && (Input.dir8 == 0)
      return 0
    end
    if @ai.act.defend? && (Input.dir8 == 0)
      return 0
    end

So if your frames are animated they should stay at the first frame when charging/defending and standing still. I dunno if it's efficient but it doesn't seem to lag for me.  :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 29, 2010, 05:39:42 am
No, that's fine. I suggest you use this piece of code instead with default Blizz-ABS:

class Map_Battler
 
  alias pattern_noanima_later pattern
  def pattern
    return 0 if (charging? || @ai.act.defend?) && Input.dir8 == 0
    return pattern_noanima_later
  end

end


It basically does the same as yours except for one thing. You can now update the Blizz-ABS version and this piece of code will be unaffected so you don't have to edit Blizz-ABS each time you update the version.
Title: Re: [XP] Blizz-ABS
Post by: element on January 31, 2010, 03:26:34 am
Sorry for off-topic question but blizz,
Are you still going to make that visual equipment script ?
Just a quiq question :)
Title: Re: [XP] Blizz-ABS
Post by: Dudeidu on January 31, 2010, 09:36:04 am
Great ABS script!
This is really awsome!, is theres a chance you will make an arrow and bow support too?
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on January 31, 2010, 10:03:39 am
Quote from: Dudeidu on January 31, 2010, 09:36:04 am
Great ABS script!
This is really awsome!, is theres a chance you will make an arrow and bow support too?

There already is one, isn't there? If not, what did I use for guns all the time? O.O
Look it up in the manual, should be something with projectiles.
Title: Re: [XP] Blizz-ABS
Post by: element on January 31, 2010, 12:13:57 pm
You can do anything with this :p
bow, bow and arrow, spear, flail , all of it ^^
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on January 31, 2010, 06:52:17 pm
I Answered my own question. I just had to dig into the script a little. In any case, I absolutely LOVE version 2.6!!! I love how your party can now fight with you!
Title: Re: [XP] Blizz-ABS
Post by: CryoChill on February 01, 2010, 04:20:54 am
There's something missing from the manual a lot of us would like to know.

How in god's name do you disable the pre-menu?  I, personally, hate it.  No offense.  It works for some, and the rest hate it.
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on February 01, 2010, 05:09:07 am
Put a menu script below BlizzABS.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 01, 2010, 09:29:17 am
Quote from: elementisland on January 31, 2010, 03:26:34 am
Sorry for off-topic question but blizz,
Are you still going to make that visual equipment script ?
Just a quiq question :)


I made it today. I'll release it as soon as I'm done reading the new posts here. xD

Quote from: CryoChill on February 01, 2010, 04:20:54 am
How in god's name do you disable the pre-menu?  I, personally, hate it.  No offense.  It works for some, and the rest hate it.


As Subsonice_Noise said. The problem about the pre-menu disabling is that you won't be able to use any items or skills since you can't hotkey them. That's why there is no explicit disable option.
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on February 01, 2010, 09:45:17 am
Quote from: Blizzard on February 01, 2010, 09:29:17 am
Quote from: elementisland on January 31, 2010, 03:26:34 am
Sorry for off-topic question but blizz,
Are you still going to make that visual equipment script ?
Just a quiq question :)


I made it today. I'll release it as soon as I'm done reading the new posts here. xD

Quote from: CryoChill on February 01, 2010, 04:20:54 am
How in god's name do you disable the pre-menu?  I, personally, hate it.  No offense.  It works for some, and the rest hate it.


As Subsonice_Noise said. The problem about the pre-menu disabling is that you won't be able to use any items or skills since you can't hotkey them. That's why there is no explicit disable option.

I made a decent script mod for disabling the premenu and being able to call it from a different menu. I could make a toutorial if it's needed.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 01, 2010, 09:47:34 am
Instead of calling the pre-menu again, just add the options to the main menu.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 01, 2010, 09:51:21 am
That's a mod unrelated to Blizz-ABS and then it wouldn't work with any CMS. I'm not doing that. ._.
Title: Re: [XP] Blizz-ABS
Post by: CryoChill on February 01, 2010, 02:33:41 pm
*sigh* Now I'm getting a new error....


Script 'Blizz ABS 2' line 6630: TypeError occurred.
no implicit conversion from nil to integer


It started just this morning, and I haven't done much other than add Ryex's collapsing CMS.  This error only appears when I try to change the default keys.  If I use the original settings for 'Blizz ABS 1', this error doesn't appear.

But I kind of already have my nice settings set up, and it's irritating using the default settings...

EDIT: It's not the CMS... I just removed it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on February 01, 2010, 02:48:27 pm
That looks more like an explosion without a radius to me
Of course... I'm not looking at the line and just at the error... so I could be wrong XD
Title: Re: [XP] Blizz-ABS
Post by: CryoChill on February 01, 2010, 02:53:22 pm
#----------------------------------------------------------------------------
  # trigger?
  #  Test if key was triggered once.
  #----------------------------------------------------------------------------
  def Input.trigger?(keys)
    keys = [keys] unless keys.is_a?(Array)
    return keys.any? {|key| @triggered[key]}
  end


There's lines 6624-6631

Also, how do I call the hotkeys from the menu?  Ryex's CMS has a nice options setting I don't need.  I'd love to change that to call the hotkeys.
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on February 01, 2010, 02:55:30 pm
Quote from: Blizzard on February 01, 2010, 09:51:21 am
That's a mod unrelated to Blizz-ABS and then it wouldn't work with any CMS. I'm not doing that. ._.

Huh? I did it in a way that would be possible with any CMS, I use it with my ring menu and it works just fine, I replaced the "save" option in the menu with a premenu call and added options to save and load to the premenu itself.
BlizzABS is just too easy to mod xD
Title: Re: [XP] Blizz-ABS
Post by: CryoChill on February 01, 2010, 03:09:50 pm
Quote from: Subsonic_Noise on February 01, 2010, 02:55:30 pm
Quote from: Blizzard on February 01, 2010, 09:51:21 am
That's a mod unrelated to Blizz-ABS and then it wouldn't work with any CMS. I'm not doing that. ._.

Huh? I did it in a way that would be possible with any CMS, I use it with my ring menu and it works just fine, I replaced the "save" option in the menu with a premenu call and added options to save and load to the premenu itself.
BlizzABS is just too easy to mod xD


I, personally, would love the tutorial (^^)

EDIT: OH GOD!  All my posts on this forum are in this topic D:  That really bugs me...
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on February 01, 2010, 03:11:32 pm
Quote from: CryoChill on February 01, 2010, 03:09:50 pm
Quote from: Subsonic_Noise on February 01, 2010, 02:55:30 pm
Quote from: Blizzard on February 01, 2010, 09:51:21 am
That's a mod unrelated to Blizz-ABS and then it wouldn't work with any CMS. I'm not doing that. ._.

Huh? I did it in a way that would be possible with any CMS, I use it with my ring menu and it works just fine, I replaced the "save" option in the menu with a premenu call and added options to save and load to the premenu itself.
BlizzABS is just too easy to mod xD


I, personally, would love the tutorial (^^)

I'll then do it as soon as this sudden state of insanity I'm in right now is over. :V:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 01, 2010, 04:31:51 pm
Quote from: CryoChill on February 01, 2010, 02:53:22 pm
#----------------------------------------------------------------------------
 # trigger?
 #  Test if key was triggered once.
 #----------------------------------------------------------------------------
 def Input.trigger?(keys)
   keys = [keys] unless keys.is_a?(Array)
   return keys.any? {|key| @triggered[key]}
 end


There's lines 6624-6631


O_o

Make sure that your configuration is alright. This could be a bug due to the Controls section not being defined properly.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 01, 2010, 08:47:42 pm
Not trying to nag, but I'm wondering if you've changed whatever was keeping me from setting loop animations on an event. If not, that's fine, just checking.
Title: Re: [XP] Blizz-ABS
Post by: poxy on February 01, 2010, 10:41:23 pm
Quote from: Blizzard on January 29, 2010, 05:39:42 am
No, that's fine. I suggest you use this piece of code instead with default Blizz-ABS.
It basically does the same as yours except for one thing. You can now update the Blizz-ABS version and this piece of code will be unaffected so you don't have to edit Blizz-ABS each time you update the version.


Coolness. Thanks Blizzard.

Quote from: Blizzard on February 01, 2010, 09:29:17 am
As Subsonice_Noise said. The problem about the pre-menu disabling is that you won't be able to use any items or skills since you can't hotkey them. That's why there is no explicit disable option.


About that.. I was wondering if there's a way to call the hotkey assignment menu with a key press? That would make setting up skills a bit faster and easier.

Another thing I wanted to ask about.. is there a way to setup already hotkeyed skills and items for the player when the game starts? Such as the #s are already assigned to skills and items and the skill to be used and item to be used are setup for their respective keys.
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on February 02, 2010, 05:46:42 am
Horrendously delayed as my computer went out of commission for the last week...
but the error I popped up with was err, self-related. Had to do with having an enemy forcibley removed via switch paired with the ability to respawn. Set respawn rate to ZERO and viola, error seems to be handled :D

Though another thought has come to me:
  What are the chances of making some small window somewhere on the HUD(?) that tells teh player the last couple items picked up or something? I realize with icons, it can be kinda difficult to tell them apart...not that I can't just check in my inventory and see what I picked up, but I think such a thing could be handy.

Is this plausible, or even already in that ingenious mind of Blizzard already?


--JeR
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 02, 2010, 07:32:11 am
@LB: Not yet, sorry. ._.;;;

Quote from: poxysmash on February 01, 2010, 10:41:23 pm
About that.. I was wondering if there's a way to call the hotkey assignment menu with a key press? That would make setting up skills a bit faster and easier.


On key press call this:

$scene = Scene_Hotkeys.new


Quote from: poxysmash on February 01, 2010, 10:41:23 pm
Another thing I wanted to ask about.. is there a way to setup already hotkeyed skills and items for the player when the game starts? Such as the #s are already assigned to skills and items and the skill to be used and item to be used are setup for their respective keys.


That can work if you have only a limited number of skills and items. Basically like this:

actor.skill = ID
actor.item = ID


Where actor can be $game_actors[ACTOR_ID] or something similar.

Quote from: jragyn00 on February 02, 2010, 05:46:42 am
Though another thought has come to me:
  What are the chances of making some small window somewhere on the HUD(?) that tells teh player the last couple items picked up or something? I realize with icons, it can be kinda difficult to tell them apart...not that I can't just check in my inventory and see what I picked up, but I think such a thing could be handy.

Is this plausible, or even already in that ingenious mind of Blizzard already?


I was going to make a plugin that does that including display of EXP, gold, level ups, etc. I was going to do it with only text, though. The icon thing is kinda pointless since you can already see the icons when you pick the items up.
Title: Re: [XP] Blizz-ABS
Post by: coy13 on February 02, 2010, 01:23:25 pm
Hey Blizz is there any platform game script that works with the abs?
I have tried three different ones but no luck yet.
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on February 02, 2010, 11:38:58 pm
Ahh! Well, I do look forward to such a plugin!
Though I do fear that it could cause a tremendous amount of lag if any number of items are picked up quickly...
But at the same time, I have faith!
Go, Blizzard!  :ninja:


--JeR
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 03, 2010, 02:42:59 am
Hey Blizz,
I joined this forum specifically because of you, and because of that, my first post goes out to you.  <3

Anyway, I've messed around with abs's using events and actually been hardly successfuly, which is semi-impressive considering the lag and limitations of using a purely event based system.  Anyway, I started diving into scripting, because I knew that was the way to go, so after getting the basics down and realizing how far I needed to go to get what I wanted, I looked up your system.

Started with the abs system used by the Sir Lag-A-Lot demo and loved it immediately.  After I started trying to implement that into my game, I realized there was a much better updated system.  Now I'm using your most updated ABS and it's great to see  how customizable it is.

Granted now I'm sprite-editing, something I claim not to be able to do, simply because it's so time consuming (and I'm also rather uncreative when it comes to pure creation).  Anyway, if I ever do get a semi-completed project, I'll definitely post it and credit to where credit's due.

This was a long post, where all I really wanted to say, was good job, keep up the great work.
Title: Re: [XP] Blizz-ABS
Post by: poxy on February 03, 2010, 04:25:14 am
I've added the code to preset skills and items and I have a parallel event calling the hotkey assignment menu. So, that stuff works great.  :D
However, I didn't realize before but I get an error from the earlier code:
Quote from: Blizzard on January 29, 2010, 05:39:42 am
class Map_Battler
 
  alias pattern_noanima_later pattern
  def pattern
    return 0 if (charging? || @ai.act.defend?) && Input.dir8 == 0
    return pattern_noanima_later
  end

end


With this jargon:
QuoteScript 'Blizz-Abs mods' line 5: NoMethodError occurred.
undefined method `act' for nil:NilClass

This happens whenever I use a skill and it's the same without any extra scripts... :(
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 03, 2010, 05:16:15 am
Quote from: jragyn00 on February 02, 2010, 11:38:58 pm
Though I do fear that it could cause a tremendous amount of lag if any number of items are picked up quickly...


Not really. If you pick up X items in the same frame, all the information will be drawn at once so no lag will happen. :)

Quote from: (Hexamin) on February 03, 2010, 02:42:59 am
Anyway, I've messed around with abs's using events and actually been hardly successfuly, which is semi-impressive considering the lag and limitations of using a purely event based system.  Anyway, I started diving into scripting, because I knew that was the way to go, so after getting the basics down and realizing how far I needed to go to get what I wanted, I looked up your system.

Started with the abs system used by the Sir Lag-A-Lot demo and loved it immediately.  After I started trying to implement that into my game, I realized there was a much better updated system.  Now I'm using your most updated ABS and it's great to see  how customizable it is.

Granted now I'm sprite-editing, something I claim not to be able to do, simply because it's so time consuming (and I'm also rather uncreative when it comes to pure creation).  Anyway, if I ever do get a semi-completed project, I'll definitely post it and credit to where credit's due.

This was a long post, where all I really wanted to say, was good job, keep up the great work.


And I'll definitely try out your game. :)

Quote from: poxysmash on February 03, 2010, 04:25:14 am
However, I didn't realize before but I get an error from the earlier code:
Quote from: Blizzard on January 29, 2010, 05:39:42 am
class Map_Battler
 
  alias pattern_noanima_later pattern
  def pattern
    return 0 if (charging? || @ai.act.defend?) && Input.dir8 == 0
    return pattern_noanima_later
  end

end


With this jargon:
QuoteScript 'Blizz-Abs mods' line 5: NoMethodError occurred.
undefined method `act' for nil:NilClass

This happens whenever I use a skill and it's the same without any extra scripts... :(


Change this:

return 0 if (charging? || @ai.act.defend?) && Input.dir8 == 0


to this:

return 0 if self == $game_player && (charging? || @ai.act.defend?) && Input.dir8 == 0


That could work.
Title: Re: [XP] Blizz-ABS
Post by: poxy on February 03, 2010, 07:04:26 pm
Quote from: Blizzard on February 03, 2010, 05:16:15 am
Change this:

return 0 if (charging? || @ai.act.defend?) && Input.dir8 == 0


to this:

return 0 if self == $game_player && (charging? || @ai.act.defend?) && Input.dir8 == 0


That could work.

It works, thanks again  :haha:
Title: Re: [XP] Blizz-ABS
Post by: crzyone9584 on February 04, 2010, 01:25:53 am
QuoteScript 'Blizz-ABS Part 3' line 6345: NoMethodError occurred.
undefined method '>' for nil:NilClass


Not sure if this due to me attempting to get it to work with RMX-OS. I have the scripts after RMX-OS then after Blizz-ABS all three parts i have the one that is listed on the Blizz ABS RMX-OS thread. But the error is coming from part 3 so im thinking its not related RMX-OS part.

Line 6345 is
Quoteif BlizzABS::Config::MINIMAP && $game_system.minimap > 0



Any help would be appreciated.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 04, 2010, 03:50:10 am
It's savegame corruption. Best you delete the database and make a new one (or just empty it).
Title: Re: [XP] Blizz-ABS
Post by: crzyone9584 on February 04, 2010, 10:04:49 am
Thanks. When i get home for looking for a new job ill check it out. Thanks.

By database you mean the mysql one right for rmx-os?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on February 04, 2010, 05:13:19 pm
Yes.
Title: Re: [XP] Blizz-ABS
Post by: crzyone9584 on February 04, 2010, 05:20:59 pm
Fix this part now got problem with the RMX-OS Blizz Addon script lol :'( im just not having any luck.
Title: Re: [XP] Blizz-ABS
Post by: shadow eye on February 05, 2010, 05:54:49 pm
I don't know if this has been asked before, but I was wondering if there was a way to make some weapons automatic, such as in the Star G. demo. I only need select weapons automatic for my project.
Title: Re: [XP] Blizz-ABS
Post by: Lost King on February 05, 2010, 06:17:30 pm
http://forum.chaos-project.com/index.php/topic,5053.0.html

Is that what you're looking for?
Title: Re: [XP] Blizz-ABS
Post by: Skeith Avatar on February 05, 2010, 09:25:42 pm
Hello, I am new here. anyway when i try to open up the Blizz ABS Config Thingy, it says The application failed to initialize properly (0xc0000135). Click on OK to terminate the application. can someone help me?
Title: Re: [XP] Blizz-ABS
Post by: G_G on February 05, 2010, 09:29:51 pm
Download 2.0 Framework. Its in the first post.
Title: Re: [XP] Blizz-ABS
Post by: Skeith Avatar on February 05, 2010, 09:32:04 pm
Ok i'll try

EDIT:
Thanx, that works now. how do i animate the actors and enemies? are there certain suffixes i need to use? :???:

Edit your post instead of double post with-in a 24 hour span
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 06, 2010, 05:05:39 am
It's all in the manual.
Title: Re: [XP] Blizz-ABS
Post by: shadow eye on February 06, 2010, 10:12:59 am
Thanks, Lost King, that's exactly what I needed!
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on February 06, 2010, 01:05:04 pm
Is there any way to turn OFF moving/animating while defending? Which part of the script controls this?

I don't want my character to be able to move while defending.

thanks
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 08, 2010, 04:34:12 am
As I already said, it's a bug and it will be fixed. Also, I'm going to add moving while defending as optional feature.
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on February 08, 2010, 09:41:03 am
ive almost added blizz abs i had the same error as cryzone insertin the abs now i have another

Spoiler: ShowHide
(http://img231.imageshack.us/img231/4710/56832137.png)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 08, 2010, 11:23:07 am
Quote from: Blizzard on February 08, 2010, 04:36:02 am
Quote from: whitespirits on February 06, 2010, 09:19:44 am
Ive added all scripts for abs i can get ingame i walk a little and get an error in controller script on this line
 def send_actor_data(actor)
   data = create_character_data(actor)
   #self.send("MAA#{data}")
 end
 
end


*points to the note that says that allies are not supported*
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on February 08, 2010, 12:45:58 pm
im not to good at this but i dont have any allys setup only 1 character as my maximum do i have to disable it script side?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 08, 2010, 01:03:05 pm
You haven't configured Blizz-ABS to have only one character in the caterpillar.
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on February 08, 2010, 01:27:52 pm
how do i do this  :shy: sorry dude im trying to learn i have the option for server 100% online just need help scripts side
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 08, 2010, 05:17:33 pm
So here's somethin' interesting.  The only scripts I have in my game right now are your ABS and a couple of the Tons of Add-ons added.  I'm setting up a common event to allow my character to be replaced by a water elemental when he uses a skill, but when I set up a Set Move Route to animate the water elemental breaking out of a crystal, it gets all glitchy on me and starts flipping back and forth between the Change Graphics and the old hero sprite (it looks like a stop animation going up, left, right, down).  Any ideas as to what's causing this?

I tried making a regular event so I could see the animation, and it halfworked.



Okay, I figured it out before I actually had to post this, but I'll post it anyway, in case anyone else was havin the same problem.

I changed the actor's graphic before doing the Set Move Route and it worked flawlessly.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 09, 2010, 03:35:41 am
You can't use the Change Graphic command on the player, you have to change the graphic of the actual first actor in the party. This is a limitation because of the caterpillar.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 09, 2010, 06:29:25 am
Not so much a limitation, just an obstacle.  I still got it to do what I wanted.
Title: Re: [XP] Blizz-ABS
Post by: BeAddicted on February 09, 2010, 03:19:56 pm
When I give enemys skills which they should cast they stand there for a while and then nothing happens is that a bug or do I make something wrong?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 10, 2010, 02:55:19 am
You did something wrong (except if it's a charging skill, then it's the bug I haven't fixed yet). Keep in mind that enemies have a penalty timer before they execute the skill. And make sure your events are actual enemies.
Title: Re: [XP] Blizz-ABS
Post by: BeAddicted on February 10, 2010, 07:25:45 am
Yes it's a charging skill ok then I must wait until it's fixed
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 10, 2010, 07:30:10 am
I will have some free time next week so I'm going to fix this bug including several other things that have been reported so far. >.<
Title: Re: [XP] Blizz-ABS
Post by: Dudeidu on February 10, 2010, 12:56:48 pm
Hello again,
Can some one please tell me how do i trigger an event after or before the enemy begins attacking\dies?
I have searched the manual and it seems like i cant find it.. so a little adjustment will be realy nice :)

Thanks.
Title: Re: [XP] Blizz-ABS
Post by: Lost King on February 10, 2010, 01:11:00 pm
To have an event before it attacks you'd need it to be a normal event, and then change the name to make it into an enemy with a script call you can find in the Manual, I forget what it is right now. As for after it dies, all you need to do is put the event you want to happen in the event and it'll automatically run once you kill it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 11, 2010, 02:26:42 am
The dying part is not only in the manual, it's even in the FAQ.
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on February 11, 2010, 02:53:24 am
And after your bug fixes in 2.7#, you'll make the Blizz ABS Super HUD, right? <3<3  :naughty:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 11, 2010, 04:26:12 am
I already have. o.o; http://forum.chaos-project.com/index.php/topic,4284.0.html
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on February 11, 2010, 04:40:04 am
Erck,
The super HUD plugin with where item pickups are visible as text :D
Yu mentioned it earlier, and I've been actively fantasizing about it since.

On second thought though, yu think if yur busy, that err...HUD request station might be willing to tackle it along with a HUD to match? Seeing as I currently use a modified variation of Winkio's HUD, maybe it'd be best to ask him/them.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 11, 2010, 03:02:37 pm
Okay, so here I am setting up skills in my game when I run into an issue.

I'm tying to make a sort of immolate skill, which inflicts burning or constant damage on touch while it lasts.

So what I did was set up a skill that inflicts a custom state "immolate" on target, and set that state to last 10 seconds (as per Blizz ABS) and to dissipate 100% after the 10 seconds is up.  I set the skill to also call a common event that turns on switch "immolate"

I then created a page on the Battler Events that's turned on by the "immolate" switch, and set the player touch trigger using Comment: Trigger:PlayerTouch.  Then I set a call script to execute $BlizzABS.enemy_change_state(@SELF, ADD, 2) which inflicted a burning condition on the battler.

This worked to inflict the condition; however, if I kept on touching the event the battler would freeze, and eventually when the status "immolate" was done, the game would freeze if I was still touching the event.

So I set up a self switch on the event that turns on after the burning status is inflicted on the event.

I then created a new page whose condition was that same self switch.  I set a conditional branch that checked whether or not the event had burning on, by using $BlizzABS.enemy_has_state?(@SELF, 2).  If it's inflicted, nothing happens, if it's not inflicted, the self switch will turn off, and it'll go back to the previous event page and be able to be burned again.  The only problem is that this can only be checked by conditions that don't work.  If I use player touch, then I can freeze the game like I did previously (same with event touch), and the battler remains frozen as long as I'm touching it.

Is there any way to have a parallel process trigger on the event (without making a new event constantly checking all the battlers on the map) that checks if the battler has the burned condition and if not, turns off the self switch so the battler can be burned again?

I know this is complicated... please ask questions if you don't quite follow... I don't know if I even quite follow.  Haha.

Anyway, if I can get this working, it'll just prove that there are some even cooler than expected things you can do with your ABS.

Thanks.
Title: Re: [XP] Blizz-ABS
Post by: G_G on February 11, 2010, 05:30:19 pm
Is it possible for a 3 hit burst? or a 4 hit burst?

Pretty much you equip a certain weapon, a Double Sided Knife for example, and instead of hitting just once, he hits twice.
Is it possible?
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 11, 2010, 05:31:25 pm
with both common events and scripts.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 12, 2010, 02:41:09 am
Quote from: (Hexamin) on February 11, 2010, 03:02:37 pm
Okay, so here I am setting up skills in my game when I run into an issue.

I'm tying to make a sort of immolate skill, which inflicts burning or constant damage on touch while it lasts.

So what I did was set up a skill that inflicts a custom state "immolate" on target, and set that state to last 10 seconds (as per Blizz ABS) and to dissipate 100% after the 10 seconds is up.  I set the skill to also call a common event that turns on switch "immolate"

I then created a page on the Battler Events that's turned on by the "immolate" switch, and set the player touch trigger using Comment: Trigger:PlayerTouch.  Then I set a call script to execute $BlizzABS.enemy_change_state(@SELF, ADD, 2) which inflicted a burning condition on the battler.

This worked to inflict the condition; however, if I kept on touching the event the battler would freeze, and eventually when the status "immolate" was done, the game would freeze if I was still touching the event.

So I set up a self switch on the event that turns on after the burning status is inflicted on the event.

I then created a new page whose condition was that same self switch.  I set a conditional branch that checked whether or not the event had burning on, by using $BlizzABS.enemy_has_state?(@SELF, 2).  If it's inflicted, nothing happens, if it's not inflicted, the self switch will turn off, and it'll go back to the previous event page and be able to be burned again.  The only problem is that this can only be checked by conditions that don't work.  If I use player touch, then I can freeze the game like I did previously (same with event touch), and the battler remains frozen as long as I'm touching it.

Is there any way to have a parallel process trigger on the event (without making a new event constantly checking all the battlers on the map) that checks if the battler has the burned condition and if not, turns off the self switch so the battler can be burned again?

I know this is complicated... please ask questions if you don't quite follow... I don't know if I even quite follow.  Haha.

Anyway, if I can get this working, it'll just prove that there are some even cooler than expected things you can do with your ABS.

Thanks.


Ok, one thing would definitely be that you have 1 switch for all enemies. If a single enemy is inflicted with Immolate, every enemy event will act on touch.
Other than that I don't know what's wrong. A demo would help.

Quote from: game_guy on February 11, 2010, 05:30:19 pm
Is it possible for a 3 hit burst? or a 4 hit burst?

Pretty much you equip a certain weapon, a Double Sided Knife for example, and instead of hitting just once, he hits twice.
Is it possible?


You can do it with a very simple script already. Or you can wait until I finally implement the cluster damage support. :P

Title: Re: [XP] Blizz-ABS
Post by: Jragyn on February 12, 2010, 04:54:22 am
Blizz ABS part3 line 4270~ Type Error occured.
cannot convert Fixnum into String.

Specifically:
Spoiler: ShowHide
  #----------------------------------------------------------------------------
  # gradient_bar_hud
  #  x          - x-coordinate
  #  y          - y-coordinate
  #  w          - width
  #  rate       - fill rate
  #  image_key  - image key for image used for drawing or two images
  #  change_hue - changing hue on changing fill rate
  #  Draws the HUD gradient bar.
  #----------------------------------------------------------------------------
  def gradient_bar_hud(x, y, w, rate, image_key, change_hue = 0)
    # if own bitmaps used
    if image_key.is_a?(Array)
      # set HUD bitmap
      bitmap = image_key[1]
      # draw stretched bitmap onto HUD
      stretch_blt(Rect.new(x+1, y+1, w, 12), bitmap, Rect.new(0, 0, 1, 12))
      # set HUD bitmap
      bitmap = image_key[0]
    else
      # get empty HUD bitmap
      bitmap = $BlizzABS.cache.image('empty_' + image_key)                       <-----------THIS IS THE LINE
      # draw stretched bitmap onto HUD
      stretch_blt(Rect.new(x+1, y+1, w, 12), bitmap, Rect.new(0, 0, 1, 12))
      # get HUD bitmap
      bitmap = $BlizzABS.cache.image(image_key)
    end
    # if requested hue changing bar
    if change_hue > 0
      # change hue of bitmap according to fill rate
      bitmap.hue_change((change_hue - 1.5).sgn * (1.25 - rate / 0.8) * 120 /
          (change_hue ** 2))
    end
    # draw stretched bitmap onto HUD
    stretch_blt(Rect.new(x+1, y+1, w*rate, 12), bitmap, Rect.new(0, 0, 1, 12))
  end


It pops up whenever there is no members in the party.
It does not however, appear when Winkio's HUD is absent.

Is this a ME error? Or a script error?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 12, 2010, 05:21:18 am
Don't make it so there is no party member in the party. :P
I'm not sure, I think I fixed that bug a long time ago. I'll take a look at it. I think I know what's causing it.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 12, 2010, 05:34:31 am
Well, immolate is supposed to be a sort of fire shield on the caster.

Is there a way to parallel process a battler?  So it's checking a condition (such as $BlizzABS.enemy_has_state?(event_id, state_id)) while its fighting?

And I'm working on another type of skill now too.  A chain lightning of sorts.  I have:

EVENT COMMENT
Trigger:Skill=9        #9 is skill "Chains of Fire" a homing, damage skill.

CALL SCRIPT
$BlizzABS.enemy_force_action(@SELF,            #The current battler targets a random enemy with skill 999
ENEMIES, NONE, SKILL, 999)

But for some reason, the forced action isn't being forced.  I set up another event with the call script: $BlizzABS.enemy_force_action(event_ID, ENEMIES, NONE, SKILL, 999) and it forced the action successfully.

I really should probably just get on a file sharing site and send you a demo of what I'm workin' with, eh?  I could do that if you're actually interested in me tinkering with skill possibilities with your ABS.  I've got a lot more skill ideas I'm going to be testing out that... stretch the basic limits of your ABS.  Just let me know if you want me to stop pesetering you with my thoughts/ideas, and I'll take them elsewhere.
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on February 12, 2010, 05:38:05 am
Oh, well, yes. Thats a prime solution to the problem, though there are times when having an empty party is necessary as far as eventing goes, specifically I refer to sequences prior to the player choosing a character to use or something of that nature.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 12, 2010, 05:41:10 am
Could you set up a dummy character with no stats, no spriteset, etc?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 12, 2010, 07:31:17 am
Just remove the actor sprite for the time being rather than removing him from the party.

@Hexamin: Yeah, a demo would be the best. I don't really have time to set up everything in a project and besides, maybe I'll set it up in a different way and it will work in my way so I haven't helped you at all.
Generally I don't have time to work on the ABS so your best bet is to make stuff yourself. I mean, there's no point if I made your entire game, is there? :P
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 12, 2010, 03:26:24 pm
No no no, that's not what I'm tryin' to do.  I want to do my own game, haha.  I'm just curious if there might be an easy way to set up a Trigger:ParallelProcess for battlers, and I need to check out how to get an event to call its own ID so I can set that to a variable and then force actions based on that.  I think that'd fix some stuff.

I'll get back with a demo when I actually have some stuff figured out ^_^
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 12, 2010, 03:30:34 pm
I made it so @SELF contains the event's ID if it's a Map_Battler, but usually you can use @event_id in a script call for the event ID that is executing the commands.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 12, 2010, 04:02:26 pm
That's good to know.

I'm thinkin' I'll try makin' some skills based on level and other parameters.

So... I'll do the Trigger:Skill=whatever
then set up a call script $game_variables[whatever] = @event_id
then a conditional branch to flip a switch_whatever that'll turn on a common event parallel process to determine the damage.  Something like...

variable[1]=hero level
variable[1]*some coefficient
$BlizzABS.enemy_deal_damage($game_variables[whatever], variable, 1)
switch_whatever(off)

that's the basic idea, but I'll expand it from there.


Your ABS is allowing me to get much further than I have before in game creation.

Right now I'm settin up 10 skills for each element (as a base, and I'll probably implement skill leveling)

After that I'll create skills for various weapons then make some specific classes and set those skills up.

Go create monsters... balance everything...

THEN, with an effective battle system (full of probably hundreds of skills) I'll be able to throw in storylines, dungeons, minigames, all the things that I've previously worked on...


Anyway, with the very basic @event_id (that i probably should've already known...) I think I'll be able to fix my problems.  So thank you!  And keep up the awesome work on your project, everything I've seen of it is muy bueno.

EDIT:
No no no no no!!!!

I just tried doin' the common event and apparently the $BlizzABS.enemy_deal_damage(event_id, type, operand) script doesn't suppose putting $game_variables[] for the event_id.  I know i'm a menace, but is there a quick fix to the script so I CAN put variables to determine which enemy I'm dealing damage to?

That would be GREAT

Please don't double post within a 24 hour period. Instead just edit your post. ~ G_G
Title: Re: [XP] Blizz-ABS
Post by: Aqua on February 12, 2010, 05:32:52 pm
You can put whatever in the 3 things...
You just gotta do it correctly.

$BlizzABS.enemy_deal_damage(
$game_variables[ID],
type, operand)
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 12, 2010, 05:57:39 pm
Quote from: Aqua on February 12, 2010, 05:32:52 pm
You can put whatever in the 3 things...
You just gotta do it correctly.

$BlizzABS.enemy_deal_damage(
$game_variables[ID],
type, operand)



you try runnin' that in game?  cause i keep gettin' a script error: Syntax Error occured while running script.  $BlizzABS.enemy_deal_damage
($game_variables[10], VARIABLE, 1)

see anythin' wrong with that?  Cause I don't...  :huh:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 12, 2010, 06:27:21 pm
Be sure not to put it in the same lines because RMXP doesn't split lines properly. You can also try this if the first line still doesn't fit.

$BlizzABS.
enemy_deal_damage(
$game_variables[ID],
type, operand)
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 12, 2010, 06:43:19 pm
YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!

You're my savior!  Not like the way Jesus is... but CLOSE!

So I successfully set up a skill that does damage based on level (but this is just the first step to a wide variety of skills!)

Wanna see how?

Spoiler: ShowHide

Okay.  First things first.  Setting the skill.
Make a state change (I named mine empty) that does nothing and goes away after 0 seconds 100% chance.
Make a skill that has 0 power, but inflicts the state change (empty).
Set it up in BABS to be whatever type you want (I set mine up as a direct spell)

Now then, on your battlers, put in 
Event Comment:: Trigger:Skill=ID (Whatever ID you used for this skill)
Call Script:: $game_variables[10]=@event_id
switch_Skill=on

Lastly, make a Common Event, parallel process, switch_Skill
Control Variables:1 = Hero Level
Control Variables:1 * 5
Call Script::
$BlizzABS.
enemy_deal_damage(
$game_variables[10],
VARIABLE, 1)
switch_Sill=off

And there ya have it!  When you use the skill the monster will take 5 times the hero's level in damage!


Thank you thank you thank you for learning me your ways! (partially at least ^_^)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on February 12, 2010, 07:46:06 pm
Quote from: (Hexamin) on February 12, 2010, 05:57:39 pm
Quote from: Aqua on February 12, 2010, 05:32:52 pm
You can put whatever in the 3 things...
You just gotta do it correctly.

$BlizzABS.enemy_deal_damage(
$game_variables[ID],
type, operand)



you try runnin' that in game?  cause i keep gettin' a script error: Syntax Error occured while running script.  $BlizzABS.enemy_deal_damage
($game_variables[10], VARIABLE, 1)

see anythin' wrong with that?  Cause I don't...  :huh:


You didn't even follow what I did exactly.

Don't go doubting me, mister!
HMPH! >8I


:V:?
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 12, 2010, 08:18:12 pm
Haha, blizzard just explained it to me in a way that a dumbass like me could understand.  Haha, okay here's something else.

Now I'm not bein' able to force my character to use a skill.

I've tried tinkering with it (and reordering the way I put the script in to fit and flow properly) but nothin's working.

The skill I'm workin on goes like this.

The player will teleport to the enemy, then cast a spell on nearby enemies, then teleport back.  I have the teleporting down, but... when I try to get the actor to cast the spell, nothing happens, no script error, no spell, nothing.

Any ideas?

I've even tried making a seperate event to just force an action and it's not doing anything either...   :???:


edit 1: i'm still messing with it and decided to see what it was like if i manually did the combo by casting the spell myself when i teleport... and its AWESOME... i just want it to be a forced action (to make it one complete skill) *pulls hair out* so aggravating! i know theres a way to get the forced action to work, what'm i doin wrong...
Title: Re: [XP] Blizz-ABS
Post by: Aqua on February 12, 2010, 08:32:10 pm
You can't force the player to use a spell...
I don't remember if Blizz will change it.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 12, 2010, 08:40:10 pm
WHATTTT??? The manual teased me!  Blizz... I have no useful talents... but I will do anything to be able to force players to use spells!

*looks through the script desperately with own minute knowledge of scripting in an attempt to make it happen*
Title: Re: [XP] Blizz-ABS
Post by: Dudeidu on February 13, 2010, 02:29:35 am
Is there any way to make this works?:
(http://cubeupload.com/files/2f5e006.png)

If you dont see the picture, what i mean is the Blizz ABS wont let me use the rmxp buttons even
when i make DISABLE_DEFAULT = false

Sorry about the babbling  :wacko:
Title: Re: [XP] Blizz-ABS
Post by: Landith on February 13, 2010, 02:52:17 am
You could just do this:

(http://img682.imageshack.us/img682/4429/eventz.png)

I believe... Haven't used RMXP in months or Blizz-ABS so it could be wrong.
But I believe it's in the manual, so you might wanna check there as well ;)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 13, 2010, 06:18:57 am
Yeah, that's about right. Or "Input.trigger?(Input::NextPage)" which will work with the mapped next page button whether it is Q or not. And yes, it's also in the manual.

Quote from: (Hexamin) on February 12, 2010, 08:18:12 pm
edit 1: i'm still messing with it and decided to see what it was like if i manually did the combo by casting the spell myself when i teleport... and its AWESOME... i just want it to be a forced action (to make it one complete skill) *pulls hair out* so aggravating! i know theres a way to get the forced action to work, what'm i doin wrong...


Actually forced actions should work on the player. Maybe something went wrong and it's not working anymore. In any case, don't worry. I am going to fix that definitely. How else is the mouse controller supposed to work if not through forced actions? xD

You probably won't be able to fix it by yourself because it's most probably a systematical error and not just a simple bug. :/ Just leave it to me.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 13, 2010, 07:52:49 am
QuoteYou probably won't be able to fix it by yourself because it's most probably a systematical error and not just a simple bug. :/ Just leave it to me.


That and I'm pretty incompetent when it comes to scripts, haha, I can... uh... make basic windows?  Lol.

I reeeeally can't wait for this to be fixed (if it is indeed broken).  I've got a lot of stuff I'm wanting to do with it.
Title: Re: [XP] Blizz-ABS
Post by: Ryex on February 13, 2010, 04:36:14 pm
Is the a method like $BlizzABS.get_enemy(event_id).dead? that would return true or false based on if the enemy was killed, alive, re-spawned or not?

I couldn't find a reference to one in the manual.

I looked through the script and it seems that
$BlizzABS.get_enemy(event_id).battler.dead?
is what I need correct?
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 13, 2010, 05:40:05 pm
I believe this should work properly for ya.

$BlizzABS.is_enemy?(event_id)
Title: Re: [XP] Blizz-ABS
Post by: Ryex on February 13, 2010, 05:43:14 pm
that just tells if it is an enemy not is it is dead.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 13, 2010, 06:45:13 pm
 :huh:

Well... I've been using it in my skills to determine whether or not the enemy is dead.

If $BlizzABS.is_enemy?($game_variables[10]) then ladeeda its alive
else then ladeeda its dead

Have you tried it?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 14, 2010, 06:07:42 am
is_enemy? will check if the event is an actual map battler. Otherwise you can pretty much use get_enemy for everything. I suggest you also do $BlizzABS.get_enemy(event_id).valid? to make sure the enemy is really alive and has a battler assigned. I didn't add anything for respawned, but you can use a switch to check if the enemy is dead, turn it on and then you'll be sure that he's respawned when he's alive again.
Title: Re: [XP] Blizz-ABS
Post by: poxy on February 14, 2010, 04:23:52 pm
Think I found a bug...

Seems setting custom animation frames for charge skills doesn't work as it should. For instance setting 8,8,8,8 works same as default 3,3,3,3. And the configurator sets it up properly.

It works as it should for charge weapons though.

Edit: Another one :( When allies use skills with penalties, the penalty is put on the player instead of the caster. When an enemy uses a skill with a penalty it affects all the battlers. Just tested with a shooting skill so far.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 15, 2010, 05:08:58 am
8,8,8,8 actually should be exactly the same as 3,3,3,3 except that it should be slower.
The penalty can't be put on the player if an ally uses a skill. That's simply impossible. I'd rather say your game is lagging.
Title: Re: [XP] Blizz-ABS
Post by: poxy on February 15, 2010, 05:55:48 am
Actually the 8's aren't the same speed as the same as the 3's... I know this because I use the same sprite for charge weapon and charge skill, both set to 8's, and the weapon animates slowly enough, but the skill animates as with the default frame setup.. I've cranked the frame's to 20,20,20,20 and i get the same as before..

I know the player gets the penalty because he's immobile while the ally is casting. Once cast the ally moves normally and the char I'm controlling is locked in place for the penalty time set. The other case is when the enemy uses the skill and all the battlers stop moving during the spell. I don't think it's lag because I'm running a quad core and it's a smaller test map I'm experimenting on.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 15, 2010, 02:57:48 pm
I think something's wrong with your setup because I can't reproduce the problem. :/ Are you sure that you have the proper sprite animation options on?

EDIT: Looks like RoseSkye encountered the same problem. I'll take a better look at it these days.
Title: Re: [XP] Blizz-ABS
Post by: poxy on February 17, 2010, 03:48:59 am
I'm not sure what could be wrong with the setup if there is anything... basically i have the ally/enemy casting a skill I've called fire which is a thrusting skill. The fireball moves 5 squares, and disapears, but the battlers freeze as it's flying and for a half second after it's gone. It doesn't affect the ally if he's casting.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 17, 2010, 04:06:20 am
As I said, IDK what's wrong. A demo would help.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 18, 2010, 09:10:52 am
Usin' my custom variable damage and it's saying "miss" when I use skills on enemies because the game is reading the skill doing 0 damage.  Anyway to fix this?  I tried removing instances of "Miss" in the script, but twas not a success.

Edit 1: Fixed the problem, simply set the faux state to nonresistent and now I don't ever miss.  Silly me  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Project XV on February 18, 2010, 06:08:10 pm
n00b question coming up; my allies in the caterpillar won't attack with projectiles, I always have the projectile hotkeyed, and if I control the character it shoots fine (Bow&Arrow weapon type). But for some reason the allies in my caterpillar simply refuse to shoot.

Suggestions?
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on February 19, 2010, 12:18:18 am
Quote from: Project XV on February 18, 2010, 06:08:10 pm
n00b question coming up; my allies in the caterpillar won't attack with projectiles, I always have the projectile hotkeyed, and if I control the character it shoots fine (Bow&Arrow weapon type). But for some reason the allies in my caterpillar simply refuse to shoot.

Suggestions?

That's unusual; I've never had a problem with projectiles. It sounds like you have it set up right. I'd suggest just double-checking your configuration; there might be a silly mistake that you've missed. If you equip them with a melee weapon, do they attack then?
Title: Re: [XP] Blizz-ABS
Post by: poxy on February 19, 2010, 12:26:10 am
Quote from: poxysmash on February 14, 2010, 04:23:52 pm
Think I found a bug...

Seems setting custom animation frames for charge skills doesn't work as it should. For instance setting 8,8,8,8 works same as default 3,3,3,3. And the configurator sets it up properly.

It works as it should for charge weapons though.

Edit: Another one :( When allies use skills with penalties, the penalty is put on the player instead of the caster. When an enemy uses a skill with a penalty it affects all the battlers. Just tested with a shooting skill so far.


Here's a demo of it, Blizzard.

Edit: The freezing battlers was mine own dumb mistake (calling an event). the frame thing's still there so here's the demo:

http://www.megaupload.com/?d=LP6HVXWV
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 19, 2010, 04:56:08 am
Quote from: Project XV on February 18, 2010, 06:08:10 pm
n00b question coming up; my allies in the caterpillar won't attack with projectiles, I always have the projectile hotkeyed, and if I control the character it shoots fine (Bow&Arrow weapon type). But for some reason the allies in my caterpillar simply refuse to shoot.

Suggestions?


If you are using Bow&Arrow, your allies need to have ammo items hotkeyed. How else are they supposed to know what ammo to use?
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 19, 2010, 07:39:37 am
*fix forced player actions*

:naughty:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 19, 2010, 11:42:05 am
Zelda Style HUD? *points to "Z-HUD for Blizz-ABS"*

You have loads of features in Blizz-ABS which include custom controls. You just set them up and players control the character with the buttons you set up.
Title: Re: [XP] Blizz-ABS
Post by: Hakuo on February 19, 2010, 01:03:29 pm
Hey Blizzard, I'm using your ABS in my RPG and I'm having some trouble.
I want to make a boss.
when that boss is defeated, a new event should start.
how do i make this?
I tried it with switches, conditional branches and variables. I don't know what i did wrong =(
can you please help me with that? :D

Sorry for any mistake in my post, I am german :P
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on February 19, 2010, 01:27:37 pm
Quote from: Hakuo on February 19, 2010, 01:03:29 pm
Hey Blizzard, I'm using your ABS in my RPG and I'm having some trouble.
I want to make a boss.
when that boss is defeated, a new event should start.
how do i make this?
I tried it with switches, conditional branches and variables. I don't know what i did wrong =(
can you please help me with that? :D

Sorry for any mistake in my post, I am german :P

Guten Tag sie Wurst!
When an enemy is defeated, his event code is automatically triggered. So, if you want another event to start, add a "flick switch" in the enemies event code and set that switch as a condition for the other event. Also, read the manual :P
Title: Re: [XP] Blizz-ABS
Post by: Hakuo on February 19, 2010, 01:52:39 pm
Well.. i think this was just TOO easy for me :D
Now it's working :P
Thank You ;)

btw: why "wurst"?
wurst is something to eat :D
well, where i come from, we call it "worscht" :D
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on February 19, 2010, 02:20:08 pm
Quote from: Hakuo on February 19, 2010, 01:52:39 pm
Well.. i think this was just TOO easy for me :D
Now it's working :P
Thank You ;)

btw: why "wurst"?
wurst is something to eat :D
well, where i come from, we call it "worscht" :D

So you probably are from my area. Sadly, I'm not a native speaker of this accent.
I did know this one though, since there is that "Best Worscht in Town" not too far from here.
lol
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 20, 2010, 11:38:59 am
1. Read the manual before asking a question.
2. Please don't send me e-mails if you can post it here. I'd rather answer Blizz-ABS related questions here.
3. Please don't double post. There is a "Modify" option on the top right of your posts.

As for your e-mail: Separate the character graphic and the weapon graphic. Character graphic goes into the _atk file, weapon graphic goes into _wpn file. Keep in mind that character graphics is aligned by the "feet" of the character (the bottom of the file) while the weapon graphic is aligned on the center (because this is pretty much the problem that I have seen on your screenshot).
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 20, 2010, 02:14:13 pm
Edit 1: Gramatical corrections.

-8-way movement-

When moving diaganolly, you move faster than moving just x-axis or y-axis.  Is there any way of slowing down diagonal movement to make it the same speed as x-axis and y-axis movement?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 21, 2010, 05:12:40 am
Not really. It's a limitation because of RMXP's implementation of characters moving on the map. I've tried correcting the movement values, but the characters end up outside of their allowed coordinates and mess up the whole map scene.
Title: Re: [XP] Blizz-ABS
Post by: Ben Barrett on February 21, 2010, 10:41:29 am
Hey everybody.  I've got a problem I was hoping you could help me fix.  I'm sorry if this has been covered before, but I read through several pages of this topic and even used the search feature and didn't find anything.

I can't seem to get the No Enemy Terrain Tiles feature to work.  I made a bunch of screenshots to show you what I'm doing.  Maybe you can spot where I'm going wrong.  I've been through the manual several times looking for whatever I missed, but I can't find anything other than what I've done.

First, I change the setting the the config app.  Notice that I have the walls set to tag 1 and the NO ENEMIES set to tag 2.

Spoiler: ShowHide
(http://img.photobucket.com/albums/v92/lumpyedboy/help3/1-1.jpg)


Next, I check to make sure all the proper name tags are in place and that the THROUGH box is not checked.  This enemy is #7: Skeleton and in group #2: Enemies (Primary).

Spoiler: ShowHide
(http://img.photobucket.com/albums/v92/lumpyedboy/help3/2-1.jpg)


The next step is to check the terrain tags.  I have the lower right invisible tile set to the NO ENEMY tag.  I attempted it with some of the visible floor tiles, but the result was the same.


Spoiler: ShowHide
(http://img.photobucket.com/albums/v92/lumpyedboy/help3/3.jpg)


The final step is to put the invisible tile down on the primary ground layer (layer 1) and cover the glaringly obvious white spot with floor tiles on the layers above it.


Spoiler: ShowHide
(http://img.photobucket.com/albums/v92/lumpyedboy/help3/4.jpg)


Now, when I test the game, the skeleton should be confined to the small room I have him in, but alas...he saunters out and chases me around the room as if he owns the place.


Spoiler: ShowHide
(http://img.photobucket.com/albums/v92/lumpyedboy/help3/5.jpg)


Now, I've tried putting the tile on other layers, I've tried using tiles that aren't invisible (like grass or a darker floor tile) and nothing seems to work.  Which step am I missing?  I don't want the skeleton to leave that room.  He's supposed to be guarding it.

I'd appreciate any help you can give me.

Thanks.

-Ben
Title: Re: [XP] Blizz-ABS
Post by: Aqua on February 21, 2010, 10:52:25 am
The No Enemy Terrain Tags are used only to tell the game where not to spawn enemies.
It doesn't affect the movement of them.

You could use a coordinate check on the skeleton.
You'd store his Y coordinate in a variable.
Then check if that variable is greater than 11, (I think it's 11 from your screenshot)
If it is, just move the enemy back.
Title: Re: [XP] Blizz-ABS
Post by: Ben Barrett on February 21, 2010, 10:57:26 am
Oh, okay.  I thought that feature was for keeping enemies in certain areas as well.  It certainly appears that way from the manual.

Quote2.5.7. No Enemy Terrain Tags
Defines terrain tags which enemies can't respawn on or walk over regardless of passability.


So yeah.  I appreciate you clearing that up for me.

-Ben
Title: Re: [XP] Blizz-ABS
Post by: Aqua on February 21, 2010, 11:03:08 am
Oh...
Maybe I was wrong XP

Lemme test it a bit and get back to you

Edit:
It works with respawns but not with movement.
Soooo it's a bug.
Title: Re: [XP] Blizz-ABS
Post by: Ben Barrett on February 21, 2010, 11:31:09 am
Ah, okay.  I'll try something else in that room then.  Thanks a bunch for your help, Aqua. :)

-Ben
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 21, 2010, 05:18:27 pm
Edit 1: Found temporary solution.  See below.

It was mentioned before, but...

$BlizzABS.get_enemy($game_variables[10]).valid?

is not working, getting an error saying that .valid? is not a defined method.  when I try .valid it gets the same message too.  Thoughts?

Temporary Solution
Right now I'm setting a game variable equal to $BlizzABS.get_enemy($game_variables[10]).hp and using a conditional branch checking the variable to see if it's greater than 0.  It seems to work the same way .valid? would or should work.
Title: Re: [XP] Blizz-ABS
Post by: Project XV on February 21, 2010, 06:54:10 pm
Quote from: Blizzard on February 19, 2010, 04:56:08 am
Quote from: Project XV on February 18, 2010, 06:08:10 pm
n00b question coming up; my allies in the caterpillar won't attack with projectiles, I always have the projectile hotkeyed, and if I control the character it shoots fine (Bow&Arrow weapon type). But for some reason the allies in my caterpillar simply refuse to shoot.

Suggestions?


If you are using Bow&Arrow, your allies need to have ammo items hotkeyed. How else are they supposed to know what ammo to use?


I always have it hotkeyed for them as well as my PC, and they attack with melee weapons fine, they just refuse to use projectiles, maybe I should use Direct Hotkeys?

#EDIT#- Alright after fiddling around with my configuration a bit I found the problem, I had the Bow weapons set to use a 'Freeze on Charge' charge type, after turning that off it works fine. My apologies for any time wasted on this silly question.
Title: Re: [XP] Blizz-ABS
Post by: ojp2010 on February 21, 2010, 09:26:29 pm
Edit: New question

I am trying to use a ring menu in my game with your ABS and the only thing I can't figure out if how to link the hotkey assignment screen to the ring menu. I want to remove the status option from the ring menu and replace it with the hotkey assignment option. I can't seem to figure it out can you help me?  :???:

Here is the ring menu Script

Spoiler: ShowHide
#===================================================
# ■ Ring Menu - Show Player Location - Release #1 (Enhanced By Dubealex)
#===================================================
# For more infos and update, visit:
# asylum.dubealex.com
#
# Original Ring Menu by: 和希 (From XRXS)
# Original Edit and Fix by: Maki
# Show Player Location Version by: Dubealex
#
# You can customize this script at line #35 - Have fun !!
# If you want to show more stuff, its easy to do, you can try to ask in the forum.
#
# alex@dubealex.com
#===================================================


#===================================================
# ▼ CLASS Scene_Menu Begins
#===================================================

class Scene_Menu
#--------------------------------------------------------------------------
# پ? ?I?u?W?F?N?gڈ?????
#     menu_index : ?R?}???h??Jپ[?\??ڈ?????u
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
  @menu_index = menu_index
  $location_text=[]
  $window_size=[]
  $ring_menu_text=[]
  $chara_select=[]
  @window_opacity=[]
  @chara_select=[]
  @window_position=[]

   #--------------------------------------------------------------------------------------------------
   # ■ Ring Menu Customization Section: (By Dubealex)
   #--------------------------------------------------------------------------------------------------
   # Those variables defines how the script will act.
   # Simply change the value by those you want.
   # Remember that changing the font size has its limitation due to text space allocation.
   #
   # ▼ TEXT SETTINGS FOR SHOW PLAYER LOCATION WINDOW:
   $location_text[0]="Tahoma"      # Font Type
   $location_text[1]=22                # Font Size
   $location_text[2]=6                  # Location Title Color
   $location_text[4]=0                  # Map Name Color
   $location_text[3]="Location:"     # Customize the "Location" Title Text

   # ▼ SHOW LOCATION WINDOW SETTINS:
   @show_location_window=true                       #Set to false to not use it !
   @window_opacity[0]=255                             # Border Opacity
   @window_opacity[1]=130                             # Background Opacity
   $window_location_skin="001-Blue01"            # Window Skin
   @window_position[0]=20                             # X Axis Position
   @window_position[1]=20                             # Y Axis Position
   $window_size[0]=160                                  # Lengh
   $window_size[1]=96                                    # Heigh

   # ▼  TEXT SETTINGS FOR INSIDE THE RING MENU:
   $ring_menu_text[0]="Tahoma"      # Font Type
   $ring_menu_text[7]=0                  # Font Color
   $ring_menu_text[8]=22                # Font Size
   $ring_menu_text[1]="Items"         # Items Menu Text
   $ring_menu_text[2]="Skills"          # Skills Menu Text
   $ring_menu_text[3]="Equip"         # Equip Menu Text
   $ring_menu_text[4]="Stats"          # Stats Menu Text
   $ring_menu_text[5]="Save"          # Save Menu Text
   $ring_menu_text[6]="Quit"           # Quit Menu Text

   # ▼  CHARACTER SELECTION WINDOW SETTINGS :
   @chara_select[0]=400               # X Axis Position
   @chara_select[1]=0                  # Y Axis Position
   $chara_select[0]="Tahoma"       # Font Type
   $chara_select[1]=0                   # Font Color
   $chara_select[5]=22                  # Font Size
   $chara_select[2]=255               # Window Border Opacity
   $chara_select[3]=130               # Window Background Opacity
   $chara_select[4]="001-Blue01"  # Window Skin to use
  #--------------------------------------------------------------------------------------------------

end
#--------------------------------------------------------------------------
# پ? ?پ?C??ڈ??
#--------------------------------------------------------------------------
def main

  # Show Player Location Feature:
  if @show_location_window==true   
  @window_location = Window_Location.new
     @window_location.x = @window_position[0]
     @window_location.y = @window_position[1]
     @window_location.opacity = @window_opacity[0]
     @window_location.back_opacity = @window_opacity[1]
     end
  #End of Show Player Location

  # ?X?v???C?g?Z?b?g??چ? ?
  @spriteset = Spriteset_Map.new
  # ?R?}???h?E?B???h?E??چ? ?
  px = $game_player.screen_x - 15
  py = $game_player.screen_y - 24
  @command_window = Window_RingMenu.new(px,py)
  @command_window.index = @menu_index
  # ?pپ[?e?B l ??? 0  l??ڈ?چ?
  if $game_party.actors.size == 0
    # ?A?C?e??پA?X?L??پA????پA?X?eپ[?^?X????????
    @command_window.disable_item(0)
    @command_window.disable_item(1)
    @command_window.disable_item(2)
    @command_window.disable_item(3)
  end
  @command_window.z = 100
  # ?Zپ[?u??~??ڈ?چ?
  if $game_system.save_disabled
    # ?Zپ[?u???????????
    @command_window.disable_item(4)
  end
  # ?X?eپ[?^?X?E?B???h?E??چ? ?
  @status_window = Window_RingMenuStatus.new
  @status_window.x = @chara_select[0]
  @status_window.y = @chara_select[1]
  @status_window.z = 200
  @status_window.opacity=$chara_select[2]
  @status_window.back_opacity=$chara_select[3]
  @status_window.visible = false
  # ?g?????W?V??????چs
  Graphics.transition
  # ?پ?C????پ[?v
  loop do
    # ?Qپ[???????چX V
    Graphics.update
    # ????ڈ?????چX V
    Input.update
    # ?t??پ[??چX V
    update
    # ????? ???????????پ[?v?????f
    if $scene != self
      break
    end
  end
  # ?g?????W?V????ڈ???
  Graphics.freeze
  # ?X?v???C?g?Z?b?g??????
  @spriteset.dispose
  # ?E?B???h?E??????
  if @show_location_window==true
  @window_location.dispose
  end
  @command_window.dispose
  @status_window.dispose
end
#--------------------------------------------------------------------------
# پ? ?t??پ[??چX V
#--------------------------------------------------------------------------
def update
  # ?E?B???h?E??چX V
  if @show_location_window==true
  @window_location.update
  end
  @command_window.update
  @status_window.update
  # ?R?}???h?E?B???h?E???A?N?e?B?u??ڈ?چ?: update_command ?????
  if @command_window.active
    update_command
    return
  end
  # ?X?eپ[?^?X?E?B???h?E???A?N?e?B?u??ڈ?چ?: update_status ?????
  if @status_window.active
    update_status
    return
  end
end
#--------------------------------------------------------------------------
# پ? ?t??پ[??چX V (?R?}???h?E?B???h?E???A?N?e?B?u??ڈ?چ?)
#--------------------------------------------------------------------------
def update_command
  # B ?{?^??????????ڈ?چ?
  if Input.trigger?(Input::B)
    # ?L?????Z?? SE ?????t
    $game_system.se_play($data_system.cancel_se)
    # ?}?b?v????? ?????
    $scene = Scene_Map.new
    return
  end
  # C ?{?^??????????ڈ?چ?
  if Input.trigger?(Input::C)
    # ?pپ[?e?B l ??? 0  l??پA?Zپ[?uپA?Qپ[??ڈI????O??R?}???h??ڈ?چ?
    if $game_party.actors.size == 0 and @command_window.index < 4
      # ?u?Uپ[ SE ?????t
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # ?R?}???h?E?B???h?E??Jپ[?\????u?????
    case @command_window.index
    when 0  # ?A?C?e??
      # ????  SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ?A?C?e??????? ?????
      $scene = Scene_Item.new
    when 1  # ?X?L??
      # ???? SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ?X?eپ[?^?X?E?B???h?E???A?N?e?B?u?????
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 2  # ????
      # ???? SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ?X?eپ[?^?X?E?B???h?E???A?N?e?B?u?????
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 3  # ?X?eپ[?^?X
      # ???? SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ?X?eپ[?^?X?E?B???h?E???A?N?e?B?u?????
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 4  # ?Zپ[?u
      # ?Zپ[?u??~??ڈ?چ?
      if $game_system.save_disabled
        # ?u?Uپ[ SE ?????t
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # ???? SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ?Zپ[?u????? ?????
      $scene = Scene_Save.new
    when 5  # ?Qپ[??ڈI??
      # ???? SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ?Qپ[??ڈI??????? ?????
      $scene = Scene_End.new
    end
    return
  end
  # ?A?j?پپ[?V??????????Jپ[?\????ڈ?? ??چs?????
  return if @command_window.animation?
  # پ?orپ? ?{?^??????????ڈ?چ?
  if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
    $game_system.se_play($data_system.cursor_se)
    @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
    return
  end
  # پ?orپ? ?{?^??????????ڈ?چ?
  if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
    $game_system.se_play($data_system.cursor_se)
    @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
    return
  end
end
#--------------------------------------------------------------------------
# پ? ?t??پ[??چX V (?X?eپ[?^?X?E?B???h?E???A?N?e?B?u??ڈ?چ?)
#--------------------------------------------------------------------------
def update_status
  # B ?{?^??????????ڈ?چ?
  if Input.trigger?(Input::B)
    # ?L?????Z?? SE ?????t
    $game_system.se_play($data_system.cancel_se)
    # ?R?}???h?E?B???h?E???A?N?e?B?u?????
    @command_window.active = true
    @status_window.active = false
    @status_window.visible = false
    @status_window.index = -1
    return
  end
  # C ?{?^??????????ڈ?چ?
  if Input.trigger?(Input::C)
    # ?R?}???h?E?B???h?E??Jپ[?\????u?????
    case @command_window.index
    when 1  # ?X?L??
      # ????A?N?^پ[??چs?? ????? 2 ??ڈ???ڈ?چ?
      if $game_party.actors[@status_window.index].restriction >= 2
        # ?u?Uپ[ SE ?????t
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # ???? SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ?X?L??????? ?????
      $scene = Scene_Skill.new(@status_window.index)
    when 2  # ????
      # ???? SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ????????? ?????
      $scene = Scene_Equip.new(@status_window.index)
    when 3  # ?X?eپ[?^?X
      # ???? SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ?X?eپ[?^?X????? ?????
      $scene = Scene_Status.new(@status_window.index)
    end
    return
  end
end
end

#===================================================
# ▲ CLASS Scene_Menu Ends
#===================================================


#===================================================
# ▼ CLASS Window_RingMenu  Begins
#===================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# پ? ?N???X?? ?
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20
MOVING_FRAMES = 5 
RING_R = 64       
ICON_ITEM   = RPG::Cache.icon("034-Item03")
ICON_SKILL  = RPG::Cache.icon("044-Skill01")
ICON_EQUIP  = RPG::Cache.icon("001-Weapon01")
ICON_STATUS = RPG::Cache.icon("050-Skill07")
ICON_SAVE   = RPG::Cache.icon("038-Item07")
ICON_EXIT   = RPG::Cache.icon("046-Skill03")
ICON_DISABLE= RPG::Cache.icon("")
SE_STARTUP = "056-Right02"
MODE_START = 1
MODE_WAIT  = 2
MODE_MOVER = 3
MODE_MOVEL = 4
#--------------------------------------------------------------------------
# پ? ?A?N?Z?T
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# پ? ?I?u?W?F?N?gڈ?????
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
  super(0, 0, 640, 480)
  self.contents = Bitmap.new(width-32, height-32)
  self.contents.font.name = $ring_menu_text[0]
  self.contents.font.color = text_color($ring_menu_text[7])
  self.contents.font.size = $ring_menu_text[8]
  self.opacity = 0
  self.back_opacity = 0
  s1 = $ring_menu_text[1]
  s2 = $ring_menu_text[2]
  s3 = $ring_menu_text[3]
  s4 = $ring_menu_text[4]
  s5 = $ring_menu_text[5]
  s6 = $ring_menu_text[6]
  @commands = [ s1, s2, s3, s4, s5, s6 ]
  @item_max = 6
  @index = 0
  @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
  @disabled = [ false, false, false, false, false, false ]
  @cx = center_x - 16
  @cy = center_y - 16
  setup_move_start
  refresh
end
#--------------------------------------------------------------------------
# پ? ?t??پ[??چX V
#--------------------------------------------------------------------------
def update
  super
  refresh
end
#--------------------------------------------------------------------------
# پ? ????چ?`??
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  # ?A?C?R?????`??
  case @mode
  when MODE_START
    refresh_start
  when MODE_WAIT
    refresh_wait
  when MODE_MOVER
    refresh_move(1)
  when MODE_MOVEL
    refresh_move(0)
  end
  # ?A?N?e?B?u??R?}???h???\??
  rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
  self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# پ? ????چ?`??(ڈ???????)
#--------------------------------------------------------------------------
def refresh_start
  d1 = 2.0 * Math::PI / @item_max
  d2 = 1.0 * Math::PI / STARTUP_FRAMES
  r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
  for i in 0...@item_max
    j = i - @index
    d = d1 * j + d2 * @steps
    x = @cx + ( r * Math.sin( d ) ).to_i
    y = @cy - ( r * Math.cos( d ) ).to_i
    draw_item(x, y, i)
  end
  @steps -= 1
  if @steps < 1
    @mode = MODE_WAIT
  end
end
#--------------------------------------------------------------------------
# پ? ????چ?`??(??@??)
#--------------------------------------------------------------------------
def refresh_wait
  d = 2.0 * Math::PI / @item_max
  for i in 0...@item_max
    j = i - @index
    x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
    y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
    draw_item(x, y, i)
  end
end
#--------------------------------------------------------------------------
# پ? ????چ?`??(???]??)
#  mode : 0=?????v???? 1=???v????
#--------------------------------------------------------------------------
def refresh_move( mode )
  d1 = 2.0 * Math::PI / @item_max
  d2 = d1 / MOVING_FRAMES
  d2 *= -1 if mode != 0
  for i in 0...@item_max
    j = i - @index
    d = d1 * j + d2 * @steps
    x = @cx + ( RING_R * Math.sin( d ) ).to_i
    y = @cy - ( RING_R * Math.cos( d ) ).to_i
    draw_item(x, y, i)
  end
  @steps -= 1
  if @steps < 1
    @mode = MODE_WAIT
  end
end
#--------------------------------------------------------------------------
# پ? چ????`??
#     x :
#     y :
#     i : چ????چ?
#--------------------------------------------------------------------------
def draw_item(x, y, i)
  #p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items.to_s
  rect = Rect.new(0, 0, @items.width, @items.height)
  if @index == i
    self.contents.blt( x, y, @items, rect )
    if @disabled[@index]
      self.contents.blt( x, y, ICON_DISABLE, rect )
    end
  else
    self.contents.blt( x, y, @items, rect, 128 )
    if @disabled[@index]
      self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
    end
  end
end
#--------------------------------------------------------------------------
# پ? چ?????????????
#     index : چ????چ?
#--------------------------------------------------------------------------
def disable_item(index)
  @disabled[index] = true
end
#--------------------------------------------------------------------------
# پ? ڈ??????A?j?پپ[?V??????ڈ???
#--------------------------------------------------------------------------
def setup_move_start
  @mode = MODE_START
  @steps = STARTUP_FRAMES
  if  SE_STARTUP != nil and SE_STARTUP != ""
    Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
  end
end
#--------------------------------------------------------------------------
# پ? ???]?A?j?پپ[?V??????ڈ???
#--------------------------------------------------------------------------
def setup_move_move(mode)
  if mode == MODE_MOVER
    @index -= 1
    @index = @items.size - 1 if @index < 0
  elsif mode == MODE_MOVEL
    @index += 1
    @index = 0 if @index >= @items.size
  else
    return
  end
  @mode = mode
  @steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# پ? ?A?j?پپ[?V?????????????
#--------------------------------------------------------------------------
def animation?
  return @mode != MODE_WAIT
end
end

#===================================================
# ▲ CLASS Window_RingMenu Ends
#===================================================


#===================================================
# ▼ CLASS Window_RingMenuStatus Begins
#===================================================

class Window_RingMenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# پ? ?I?u?W?F?N?gڈ?????
#--------------------------------------------------------------------------
def initialize
  super(204, 64, 232, 352)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.size = $chara_select[5]
  refresh
  self.active = false
  self.index = -1
end
#--------------------------------------------------------------------------
# پ? ???t???b?V??
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  self.windowskin = RPG::Cache.windowskin($chara_select[4])
  self.contents.font.name = $chara_select[0]
  self.contents.font.color = text_color($chara_select[1])
  @item_max = $game_party.actors.size
  for i in 0...$game_party.actors.size
    x = 80
    y = 80 * i
    actor = $game_party.actors
    draw_actor_graphic(actor, x - 40, y + 80)
    draw_actor_name(actor, x, y + 24)
  end
end
#--------------------------------------------------------------------------
# پ? ?Jپ[?\??????`چX V
#--------------------------------------------------------------------------
def update_cursor_rect
  if @index < 0
    self.cursor_rect.empty
  else
    self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
  end
end
end
#===================================================
# ▲ CLASS Window_RingMenuStatus Ends
#===================================================


#===================================================
# ▼ CLASS Game_Map Additional Code Begins
#===================================================
class Game_Map

#Dubealex Addition (from XRXS) to show Map Name on screen
def name
  $map_infos[@map_id]
end
end

#===================================================
# ▲ CLASS Game_Map Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===================================================
class Scene_Title

#Dubealex Addition (from XRXS) to show Map Name on screen
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end

#===================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Window_Location Begins
#===================================================

class Window_Location < Window_Base

def initialize
super(0, 0, $window_size[0], $window_size[1])
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = $location_text[0]
  self.contents.font.size = $location_text[1]
refresh
end

def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_location_skin)
self.contents.font.color = text_color($location_text[2])
self.contents.draw_text(4, 0, 120, 32, $location_text[3])
self.contents.font.color = text_color($location_text[4])
self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
end
end
#===================================================
# ▲ CLASS Window_Location Ends
#===================================================

#===================================================
# ▲ Ring Menu - Show Player Location R1 - Ends
#===================================================

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 22, 2010, 03:09:13 am
You'll need to ask somebody else to edit the ring menu for you. Make a script request topic.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 22, 2010, 04:25:37 am
When using a Trigger for battlers (setting a comment to Trigger:Skill for example) after it triggers the first time, all you have to do is touch the event and it will trigger again.  Anyway to quickfix this?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 22, 2010, 06:04:15 am
I'll look into it.
Title: Re: [XP] Blizz-ABS
Post by: Rose Guardian on February 23, 2010, 08:37:51 pm
I just downloaded the newest version and I cannot figure out how to set enemy projectile graphics to false. Please help me figure this out I really do not want to set up projectile graphics for all the enemies or heroes.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on February 23, 2010, 08:54:25 pm
You can't.

How else would the player know when projectiles are flying his/an enemy's way?
Title: Re: [XP] Blizz-ABS
Post by: Rose Guardian on February 23, 2010, 09:15:45 pm
Can't you just use battle Animation? I don't have any projectile graphics and I really don't know where to find any.  I'm not lazy I just can't find the projectile graphics and yes I looked.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 23, 2010, 09:17:46 pm
Then make direct skills instead of projectile ones.
Title: Re: [XP] Blizz-ABS
Post by: Rose Guardian on February 23, 2010, 09:20:21 pm
Sorry again but how do you make skills direct in the script I am not very good a t scripting sorry.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 23, 2010, 09:25:07 pm
You look at the files you downloaded, see something called the config app, and say "oh, maybe if I want to configure the script, I should try this", double click the icon, open it up, configure everything in a nice familiar window, copy and paste the generated code as Blizz-ABS Part 1, and solve your own problems.

Oh yeah, and you know what else is in those files you downloaded?  The manual.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on February 24, 2010, 07:26:45 am
If you want a game that sparkles like horseshit, then just set a 4x8 blank image as your projectile.

If you want a game that sparkles a little more than horseshit, take a little bit of time and go into paint to make some basic projectiles.  It's easy to rip projectiles from other things, just google image shit and then resize it, clean up a bit w/ photoshop or even paint, paste 4 times, rotate, paste 4 times, rotate, paste 4 times, rotate paste 4 times, add a drop shadow if you want, andddddd now you have a crappy projectile.  But at least its somethin'. 
Title: Re: [XP] Blizz-ABS
Post by: crzyone9584 on February 24, 2010, 05:11:04 pm
EDIT: nvm i figured out my problem. i had a script which over wrote a method. :'( it was a nice world map to. lol
Title: Re: [XP] Blizz-ABS
Post by: Spaceman McConaughey on February 25, 2010, 08:48:05 pm
Okay, so I'm finally back to BABS(Config works with 7 now, WOO-HOO! :xD: ) and there are some problems: from what I can see... eight-way movement doesn't work for some reason. :/ And why are dropped items character sets now? I noticed that when I killed an enemy, it said my gold icon was missing from the character sets. Never had that issue in older versions... Another thing: having jumping turned on messes up all jump events, making it so when you set a jump command, he jumps in place. You know, jumps like when you have the jump command set to 0Y 0X. :/

That's all I found for now...

I hope these can be fixed, my God. :)
Title: Re: [XP] Blizz-ABS
Post by: Ryex on February 25, 2010, 10:22:48 pm
have you ever considered adding accelerating projectiles/bolt skills? I had a random idea today for a missiles skill. but in order for it to look correct the projectile would start out slow and get faster as it moved across the screen.  not like a bid idea but just a small feature that would be rather cool.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 26, 2010, 02:46:14 am
It would be definitely cool, but the collision detection would have to be rewritten completely because faster projectiles would go over more area by skipping pieces of its path during frames.

@Branden: Read the version history. :P Also, I have no problems with 8-way movement. Did you turn it even on?
If your jumping doesn't work, then your no jump terrain tag wasn't set up right.
Title: Re: [XP] Blizz-ABS
Post by: Spaceman McConaughey on February 26, 2010, 07:20:52 pm
Quote from: Champion Blizzard on February 26, 2010, 02:46:14 am
It would be definitely cool, but the collision detection would have to be rewritten completely because faster projectiles would go over more area by skipping pieces of its path during frames.

@Branden: Read the version history. :P Also, I have no problems with 8-way movement. Did you turn it even on?
If your jumping doesn't work, then your no jump terrain tag wasn't set up right.


Well, Blizz. I know you don't know me that well, but if you did you would know I wouldn't make such a stupid mistake.  :<_<: Yes, I turned eight-way movement on. And another thing, I even got rid of all jump tags on a map, and it still did it. >.<

Seriously, I test this stuff... :P

But, yes. The thing with item drop is definitely a mistake of mine. :)
Title: Re: [XP] Blizz-ABS
Post by: poxy on February 27, 2010, 06:23:22 pm
Is there a script way to make an actor invulnerable, other than defend?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on February 27, 2010, 07:02:59 pm
Invincibility status in Tons
Title: Re: [XP] Blizz-ABS
Post by: lynchking on February 27, 2010, 07:46:49 pm
Anyone know how to fix this? Im trying to configure Blizz abs from on a new project and It just wont work. Nothing in the script is changed or edited, and its the only script i have. Any ideas as to what may be the issue? Im running Windows 7, if that may have anything to do with it idk.

Spoiler: ShowHide
(http://i132.photobucket.com/albums/q40/WoWSeph/Error.png)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on February 27, 2010, 07:59:58 pm
Did you put it under all the default scripts other than Main?
Title: Re: [XP] Blizz-ABS
Post by: Spaceman McConaughey on February 27, 2010, 08:05:41 pm
It's alright, I helped him resolve the problem. ;)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 28, 2010, 06:28:07 am
Quote from: Trainer Branden on February 26, 2010, 07:20:52 pm
Well, Blizz. I know you don't know me that well, but if you did you would know I wouldn't make such a stupid mistake.  :<_<: Yes, I turned eight-way movement on. And another thing, I even got rid of all jump tags on a map, and it still did it. >.<


I'm prone to making some stupid mistakes myself so I stopped assuming that other people won't do them either.
Make a demo, I'll take a look at it. It's probably a very stupid mistake like always.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on March 02, 2010, 11:28:42 am
 :haha:
Hello... welll i need put my question again....

Somebody can teach me how i can do a summon skill direct in the script... because my BLIZZ ABS CONFIG.EXE doesnt work?
Title: Re: [XP] Blizz-ABS
Post by: Murr on March 02, 2010, 12:34:17 pm
You have to copy the text over from the config program to the script in RPGMVX.
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 02, 2010, 12:41:31 pm
under Module Skills in BlizzABS part 1, first, under def self.Type(id), make it look like this:

    def self.type(id)
      case id
      when 109 then return [SUMMON, 0.0]
      end
      return [DIRECT, 0.0]
    end


where 109 is the ID of your skill.  you can have other when lines in there, but I'm just showing the particular one for a summon skill.

then, def self.summon(id) should look something like this:
    def self.summon(id)
      case id
      when 109 then return [SUMMONPet, 6, 30]
      end
      return [SUMMONNone, 0, 0]
    end


where 109 is the ID of your skill, 6 is the id of the actor to summon, and 30 is how long (in seconds) the summon lasts.  same deal
Title: Re: [XP] Blizz-ABS
Post by: Murr on March 02, 2010, 01:03:24 pm
Anyone know how to fix this problem?
I've redownloaded the blizzabs 2 times and copied the script back into RPGXP and it still isnt working.

(http://img408.imageshack.us/img408/5755/rgpxp.jpg)
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 02, 2010, 01:08:22 pm
yeah, it's a typo, in the code that you copy back (Part 1), near the top (around line 100) it will say INTELLIGENT_PASSABILTY = true/false.

change INTELLIGENT_PASSABILTY to INTELLIGENT_PASSABILITY
Title: Re: [XP] Blizz-ABS
Post by: Murr on March 02, 2010, 01:12:33 pm
Aha big thanks =) Its been bugging me a long while.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on March 02, 2010, 02:21:25 pm
Quote from: Arceus on March 02, 2010, 12:41:31 pm
under Module Skills in BlizzABS part 1, first, under def self.Type(id), make it look like this:

    def self.type(id)
      case id
      when 109 then return [SUMMON, 0.0]
      end
      return [DIRECT, 0.0]
    end


where 109 is the ID of your skill.  you can have other when lines in there, but I'm just showing the particular one for a summon skill.

then, def self.summon(id) should look something like this:
    def self.summon(id)
      case id
      when 109 then return [SUMMONPet, 6, 30]
      end
      return [SUMMONNone, 0, 0]
    end


where 109 is the ID of your skill, 6 is the id of the actor to summon, and 30 is how long (in seconds) the summon lasts.  same deal


Thank you so much... That is the thing that i need ^_^ im so happy!!

You are very useful!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 03, 2010, 02:31:08 pm
Quote from: Arceus on March 02, 2010, 01:08:22 pm
yeah, it's a typo, in the code that you copy back (Part 1), near the top (around line 100) it will say INTELLIGENT_PASSABILTY = true/false.

change INTELLIGENT_PASSABILTY to INTELLIGENT_PASSABILITY


Didn't I fix that already?
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on March 03, 2010, 03:01:35 pm
Quote from: Champion Blizzard on March 03, 2010, 02:31:08 pm
Didn't I fix that already?


I believe so, I have the latest version of ABS (the one where forced player actions doesn't work) :V andddd I never had that problem.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on March 07, 2010, 05:13:59 pm
Hello guys! i detect a little crash issue when im going to use a skill in a certain kind of enemy....

the game crash and... give me this message...


"?????"Game_Battler 3??? 139???? Typeerror ????????
false can´t be coerced into fixnum"

anyone have a idea?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 07, 2010, 05:30:00 pm
You misconfigured something.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on March 07, 2010, 05:33:40 pm
Quote from: Elite Four Aqua on March 07, 2010, 05:30:00 pm
You misconfigured something.


what do you mean????  :O.o:
how can i fix it?

PD: it happens when a enemy attack and its inside of my skill range...
Title: Re: [XP] Blizz-ABS
Post by: Landith on March 07, 2010, 07:07:58 pm
Easy with the question marks and the ... Took me three times of reading your post to understand what you were talking about.

What she means is that you, misconfigured something. If you don't understand, then you shouldn't be using this script.
Use Blizz's Config to configure it so you don't make mistakes. If you can't open it, then you might have to run as administer, or download Microsoft Framework. Make sure it's in the right order. Test it more than once after you re-configure it. Try using different skills that use the same kind of attack(like homing/direct/etc...) and see if you still have this problem. Also make sure your using the right version of Blizz-ABS. After that you can post the problem, otherwise make sure you do those things.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on March 07, 2010, 11:49:37 pm
when I get that, the enemy is set to use a skill that you've deleted from the database. That is a configuration error though. no doubt about it.
Title: Re: [XP] Blizz-ABS
Post by: Ryex on March 08, 2010, 08:50:51 pm
blizz when i use $BlizzABS.get_enemy(id) I get this error


---------------------------
Script 'BABS ADDON (disabled)' line 46: NoMethodError occurred.

undefined method `get_enemy' for BlizzABS:Module
---------------------------

even though the code is strait from the manual
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 08, 2010, 09:00:52 pm
Delete the add-on? XP
Title: Re: [XP] Blizz-ABS
Post by: Ryex on March 08, 2010, 09:03:12 pm
no it is the $BlizzABS.get_enemy(id) call that is causing the error. I pulled it srait form the manual and it is saying the method is not there. I looed at the code and it IS there.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 09, 2010, 02:35:13 am
That error can only be caused if you typed "BlizzABS" instead of "$BlizzABS" or if you have somewhere "$BlizzABS = BlizzABS".
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on March 09, 2010, 04:30:58 pm
Quote from: Landith on March 07, 2010, 07:07:58 pm
Easy with the question marks and the ... Took me three times of reading your post to understand what you were talking about.

What she means is that you, misconfigured something. If you don't understand, then you shouldn't be using this script.
Use Blizz's Config to configure it so you don't make mistakes. If you can't open it, then you might have to run as administer, or download Microsoft Framework. Make sure it's in the right order. Test it more than once after you re-configure it. Try using different skills that use the same kind of attack(like homing/direct/etc...) and see if you still have this problem. Also make sure your using the right version of Blizz-ABS. After that you can post the problem, otherwise make sure you do those things.


Ok thanks..... Im sorry but my english its no good.... i think Blizz abs its made for all the people that aprecciate blizz work... even for people that no speak english


Thanks to all
Title: Re: [XP] Blizz-ABS
Post by: Landith on March 09, 2010, 06:06:39 pm
Sorry I was a little harsh, having a bad day that day :/

But glad that you got your problem fixed (:
(I'm not normally a bad sort of guy)
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on March 10, 2010, 01:20:47 pm
Setting HUD display to off at the start of a game...

Don't hate me 'cause I'm dumb  :(
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 10, 2010, 01:26:53 pm
class Game_System
  alias initialize_early initialize
  def initialize
    initialize_early
    @hud = false
  end
end


either put it as a new script below the ABS, or every time you update the script, you can fix it directly in the code.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on March 10, 2010, 02:11:23 pm
AWESOME, that's perfect.  Didn't want the hub showin' up on a black screen...

What's this alias business anyway, if you don't mind me askin' off-topically (I'm doin' my best to learn the scripting ways)
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on March 10, 2010, 04:24:20 pm
Quote from: Professor Legacyblade on March 07, 2010, 11:49:37 pm
when I get that, the enemy is set to use a skill that you've deleted from the database. That is a configuration error though. no doubt about it.


MY PROBLEM PERSIST!

I create a new project ... i put the last version of BLIZZ ABS... i create all the skills and enemies again with BLIZZ abs config.exe... i configue the enemies only with existing skills.... and the problem still there

When?:

-If My character use a skill... and the enemy its attacking ... the RANGE RADIUS appears and the error crash my game...
-If My character use a skill... and the enemy its attacking with a projectile...the RANGE RADIUS appears and the error crash my game...
-But if the enemy dont do anything in the map.... the RANGE RADIUS can appear and the skill works...

the crash issue appear in this line of GAME BATTLER 3 Script
     
139 rate += (user.int * skill.int_f / 100)



#==============================================================================
# ** Game_Battler (part 3)
#------------------------------------------------------------------------------
#  This class deals with battlers. It's used as a superclass for the Game_Actor
#  and Game_Enemy classes.
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # * Determine Usable Skills
  #     skill_id : skill ID
  #--------------------------------------------------------------------------
  def skill_can_use?(skill_id)
    # If there's not enough SP, the skill cannot be used.
    if $data_skills[skill_id].sp_cost > self.sp
      return false
    end
    # Unusable if incapacitated
    if dead?
      return false
    end
    # If silent, only physical skills can be used
    if $data_skills[skill_id].atk_f == 0 and self.restriction == 1
      return false
    end
    # Get usable time
    occasion = $data_skills[skill_id].occasion
    # If in battle
    if $game_temp.in_battle
      # Usable with [Normal] and [Only Battle]
      return (occasion == 0 or occasion == 1)
    # If not in battle
    else
      # Usable with [Normal] and [Only Menu]
      return (occasion == 0 or occasion == 2)
    end
  end
  #--------------------------------------------------------------------------
  # * Applying Normal Attack Effects
  #     attacker : battler
  #--------------------------------------------------------------------------
  def attack_effect(attacker)
    # Clear critical flag
    self.critical = false
    # First hit detection
    hit_result = (rand(100) < attacker.hit)
    # If hit occurs
    if hit_result == true
      # Calculate basic damage
      atk = [attacker.atk - self.pdef / 2, 0].max
      self.damage = atk * (20 + attacker.str) / 20
      # Element correction
      self.damage *= elements_correct(attacker.element_set)
      self.damage /= 100
      # If damage value is strictly positive
      if self.damage > 0
        # Critical correction
        if rand(100) < 4 * attacker.dex / self.agi
          self.damage *= 2
          self.critical = true
        end
        # Guard correction
        if self.guarding?
          self.damage /= 2
        end
      end
      # Dispersion
      if self.damage.abs > 0
        amp = [self.damage.abs * 15 / 100, 1].max
        self.damage += rand(amp+1) + rand(amp+1) - amp
      end
      # Second hit detection
      eva = 8 * self.agi / attacker.dex + self.eva
      hit = self.damage < 0 ? 100 : 100 - eva
      hit = self.cant_evade? ? 100 : hit
      hit_result = (rand(100) < hit)
    end
    # If hit occurs
    if hit_result == true
      # State Removed by Shock
      remove_states_shock
      # Substract damage from HP
      self.hp -= self.damage
      # State change
      @state_changed = false
      states_plus(attacker.plus_state_set)
      states_minus(attacker.minus_state_set)
    # When missing
    else
      # Set damage to "Miss"
      self.damage = "Miss"
      # Clear critical flag
      self.critical = false
    end
    # End Method
    return true
  end
  #--------------------------------------------------------------------------
  # * Apply Skill Effects
  #     user  : the one using skills (battler)
  #     skill : skill
  #--------------------------------------------------------------------------
  def skill_effect(user, skill)
    # Clear critical flag
    self.critical = false
    # If skill scope is for ally with 1 or more HP, and your own HP = 0,
    # or skill scope is for ally with 0, and your own HP = 1 or more
    if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
       ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
      # End Method
      return false
    end
    # Clear effective flag
    effective = false
    # Set effective flag if common ID is effective
    effective |= skill.common_event_id > 0
    # First hit detection
    hit = skill.hit
    if skill.atk_f > 0
      hit *= user.hit / 100
    end
    hit_result = (rand(100) < hit)
    # Set effective flag if skill is uncertain
    effective |= hit < 100
    # If hit occurs
    if hit_result == true
      # Calculate power
      power = skill.power + user.atk * skill.atk_f / 100
      if power > 0
        power -= self.pdef * skill.pdef_f / 200
        power -= self.mdef * skill.mdef_f / 200
        power = [power, 0].max
      end
      # Calculate rate
      rate = 20
      rate += (user.str * skill.str_f / 100)
      rate += (user.dex * skill.dex_f / 100)
      rate += (user.agi * skill.agi_f / 100)
      rate += (user.int * skill.int_f / 100)
      # Calculate basic damage
      self.damage = power * rate / 20
      # Element correction
      self.damage *= elements_correct(skill.element_set)
      self.damage /= 100
      # If damage value is strictly positive
      if self.damage > 0
        # Guard correction
        if self.guarding?
          self.damage /= 2
        end
      end
      # Dispersion
      if skill.variance > 0 and self.damage.abs > 0
        amp = [self.damage.abs * skill.variance / 100, 1].max
        self.damage += rand(amp+1) + rand(amp+1) - amp
      end
      # Second hit detection
      eva = 8 * self.agi / user.dex + self.eva
      hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
      hit = self.cant_evade? ? 100 : hit
      hit_result = (rand(100) < hit)
      # Set effective flag if skill is uncertain
      effective |= hit < 100
    end
    # If hit occurs
    if hit_result == true
      # If physical attack has power other than 0
      if skill.power != 0 and skill.atk_f > 0
        # State Removed by Shock
        remove_states_shock
        # Set to effective flag
        effective = true
      end
      # Substract damage from HP
      last_hp = self.hp
      self.hp -= self.damage
      effective |= self.hp != last_hp
      # State change
      @state_changed = false
      effective |= states_plus(skill.plus_state_set)
      effective |= states_minus(skill.minus_state_set)
      # If power is 0
      if skill.power == 0
        # Set damage to an empty string
        self.damage = ""
        # If state is unchanged
        unless @state_changed
          # Set damage to "Miss"
          self.damage = "Miss"
        end
      end
    # If miss occurs
    else
      # Set damage to "Miss"
      self.damage = "Miss"
    end
    # If not in battle
    unless $game_temp.in_battle
      # Set damage to nil
      self.damage = nil
    end
    # End Method
    return effective
  end
  #--------------------------------------------------------------------------
  # * Application of Item Effects
  #     item : item
  #--------------------------------------------------------------------------
  def item_effect(item)
    # Clear critical flag
    self.critical = false
    # If item scope is for ally with 1 or more HP, and your own HP = 0,
    # or item scope is for ally with 0 HP, and your own HP = 1 or more
    if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or
       ((item.scope == 5 or item.scope == 6) and self.hp >= 1)
      # End Method
      return false
    end
    # Clear effective flag
    effective = false
    # Set effective flag if common ID is effective
    effective |= item.common_event_id > 0
    # Determine hit
    hit_result = (rand(100) < item.hit)
    # Set effective flag is skill is uncertain
    effective |= item.hit < 100
    # If hit occurs
    if hit_result == true
      # Calculate amount of recovery
      recover_hp = maxhp * item.recover_hp_rate / 100 + item.recover_hp
      recover_sp = maxsp * item.recover_sp_rate / 100 + item.recover_sp
      if recover_hp < 0
        recover_hp += self.pdef * item.pdef_f / 20
        recover_hp += self.mdef * item.mdef_f / 20
        recover_hp = [recover_hp, 0].min
      end
      # Element correction
      recover_hp *= elements_correct(item.element_set)
      recover_hp /= 100
      recover_sp *= elements_correct(item.element_set)
      recover_sp /= 100
      # Dispersion
      if item.variance > 0 and recover_hp.abs > 0
        amp = [recover_hp.abs * item.variance / 100, 1].max
        recover_hp += rand(amp+1) + rand(amp+1) - amp
      end
      if item.variance > 0 and recover_sp.abs > 0
        amp = [recover_sp.abs * item.variance / 100, 1].max
        recover_sp += rand(amp+1) + rand(amp+1) - amp
      end
      # If recovery code is negative
      if recover_hp < 0
        # Guard correction
        if self.guarding?
          recover_hp /= 2
        end
      end
      # Set damage value and reverse HP recovery amount
      self.damage = -recover_hp
      # HP and SP recovery
      last_hp = self.hp
      last_sp = self.sp
      self.hp += recover_hp
      self.sp += recover_sp
      effective |= self.hp != last_hp
      effective |= self.sp != last_sp
      # State change
      @state_changed = false
      effective |= states_plus(item.plus_state_set)
      effective |= states_minus(item.minus_state_set)
      # If parameter value increase is effective
      if item.parameter_type > 0 and item.parameter_points != 0
        # Branch by parameter
        case item.parameter_type
        when 1  # Max HP
          @maxhp_plus += item.parameter_points
        when 2  # Max SP
          @maxsp_plus += item.parameter_points
        when 3  # Strength
          @str_plus += item.parameter_points
        when 4  # Dexterity
          @dex_plus += item.parameter_points
        when 5  # Agility
          @agi_plus += item.parameter_points
        when 6  # Intelligence
          @int_plus += item.parameter_points
        end
        # Set to effective flag
        effective = true
      end
      # If HP recovery rate and recovery amount are 0
      if item.recover_hp_rate == 0 and item.recover_hp == 0
        # Set damage to empty string
        self.damage = ""
        # If SP recovery rate / recovery amount are 0, and parameter increase
        # value is ineffective.
        if item.recover_sp_rate == 0 and item.recover_sp == 0 and
           (item.parameter_type == 0 or item.parameter_points == 0)
          # If state is unchanged
          unless @state_changed
            # Set damage to "Miss"
            self.damage = "Miss"
          end
        end
      end
    # If miss occurs
    else
      # Set damage to "Miss"
      self.damage = "Miss"
    end
    # If not in battle
    unless $game_temp.in_battle
      # Set damage to nil
      self.damage = nil
    end
    # End Method
    return effective
  end
  #--------------------------------------------------------------------------
  # * Application of Slip Damage Effects
  #--------------------------------------------------------------------------
  def slip_damage_effect
    # Set damage
    self.damage = self.maxhp / 10
    # Dispersion
    if self.damage.abs > 0
      amp = [self.damage.abs * 15 / 100, 1].max
      self.damage += rand(amp+1) + rand(amp+1) - amp
    end
    # Subtract damage from HP
    self.hp -= self.damage
    # End Method
    return true
  end
  #--------------------------------------------------------------------------
  # * Calculating Element Correction
  #     element_set : element
  #--------------------------------------------------------------------------
  def elements_correct(element_set)
    # If not an element
    if element_set == []
      # Return 100
      return 100
    end
    # Return the weakest object among the elements given
    # * "element_rate" method is defined by Game_Actor and Game_Enemy classes,
    #    which inherit from this class.
    weakest = -100
    for i in element_set
      weakest = [weakest, self.element_rate(i)].max
    end
    return weakest
  end
end






I DONT KNOW WHAT TO DO T_____T

Please please people...


you have to help me....

PD: Sorry abour my english.... im from CHILE :^_^':



Title: Re: [XP] Blizz-ABS
Post by: Magus on March 11, 2010, 02:03:46 pm
I've done it! I finally did it. I created a boss battle in the blizz-abs. It looks like it was created using XAs, but using BLIZZ's enemy projectile, and some complicated custom move route, I finally done it!

Without a doubt, it took me some work to get it to work properly. But man I gotta thank blizzard for making such a user friendly abs.

Anything is possible with it... now to hone on my boss-creating skills. (on top of that... working on design..)
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on March 11, 2010, 02:56:47 pm
Quote from: Nawm on March 11, 2010, 02:03:46 pm
I've done it! I finally did it. I created a boss battle in the blizz-abs. It looks like it was created using XAs, but using BLIZZ's enemy projectile, and some complicated custom move route, I finally done it!

Without a doubt, it took me some work to get it to work properly. But man I gotta thank blizzard for making such a user friendly abs.

Anything is possible with it... now to hone on my boss-creating skills. (on top of that... working on design..)


wow! Why dont you make a Demo?  :naughty:

Title: Re: [XP] Blizz-ABS
Post by: Sase on March 12, 2010, 03:56:31 pm
The animating tab or the movement tab in the manual didn't cover this, so I'll have to ask here:

Can you use a Character sprite for the 8-way movement (custom for upright, downright, upleft, downleft, you get the point)? If I can, how.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 12, 2010, 03:59:09 pm
You could probably pull it off with eventing.
Use conditionals to check which directions are pressed, and change the graphics accordingly


Lol... posted this on the wrong topic at first...
Yay for mod powers :3
Title: Re: [XP] Blizz-ABS
Post by: Sase on March 13, 2010, 02:01:41 am
QuoteYou could probably pull it off with eventing.
Use conditionals to check which directions are pressed, and change the graphics accordingly


Lol... posted this on the wrong topic at first...
Yay for mod powers :3

That could be easy but I hate setting it off with a switch every time a chat window pops up (because that way you could change the sprite even when talking).

By the way I think you can remove your own posts without moderating powers (at least I have the Remove button)
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 13, 2010, 02:19:45 pm
How do I check if summons are in a party?
Also how do I make summons use skills?
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on March 13, 2010, 02:43:05 pm
I know you can make summons use skills by setting their AI in the menu Blizz set up.

As for the other question... I know not, and am suddenly curious about it.

(The characters you are using for your summons have the skills you want them to use set up in their class right?)
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 13, 2010, 03:07:00 pm
Yes they do.

I looked inside the script. I picked up a few things from looking at the default RMXP scripts.... its surprisingly like eventing. I am now able to make amateur script systems... however, I didn't see anything familar inside Blizz's Scene AI_Behavior that allows me to bypass the main character (actor 0) when changing AI.

Can someone aid a Rose out? I'm on the brink of making a l337 pet system.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on March 13, 2010, 03:10:46 pm
Are you trying to set up predefined AI's for pets?  I've wondered this too.  I'll look into the script too!  Maybe we can figure something out.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 13, 2010, 03:19:01 pm
Yeah. If there was a way to change the pet's allignment system that'd be great too.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on March 13, 2010, 05:37:23 pm
Is there a way to check if the player used a certain skill against a certain enemy? The only thing I could find in the manual was checking if the player attacked/used skill against a certain enemy event. I want to check whenever the player uses a skill against a certain enemy (enemy ID in the database) and then call a common event whenever that happens but I don't want to have to go and put an event on every map the enemy appears on.
So can this be done?
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 13, 2010, 05:59:48 pm
Quote from: Trainer Hellfire on March 13, 2010, 05:37:23 pm
The only thing I could find in the manual was checking if the player attacked/used skill against a certain enemy event.

So can this be done?



How can you answer your own question and not realize you answered your own question.

Yes it can be done, you just explained how.
Title: Re: [XP] Blizz-ABS
Post by: Landith on March 13, 2010, 11:46:24 pm
I think he meant like the actual enemy in the database, not the actual event. That way you could set up certain skills that act differently to certain enemies and not the same to other ones. Like lets say there was a ghost you couldn't see, you could use a skill called 'reveal' to reveal the ghost but if you used it on something else like a tiger it wouldn't work.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on March 14, 2010, 02:11:15 am
The way I set up my enemies, I have a "template" enemy, and just copy and paste him with skills calling common events or affecting the enemies in certain ways.  If you did that, and just added some conditional branches for the specifics, it might initially take a little more work, but then all you'd have to do is copy and paste one enemy, then change his name accordingly.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 14, 2010, 02:23:18 am
Quote from: Landith on March 13, 2010, 11:46:24 pm
I think he meant like the actual enemy in the database, not the actual event. That way you could set up certain skills that act differently to certain enemies and not the same to other ones. Like lets say there was a ghost you couldn't see, you could use a skill called 'reveal' to reveal the ghost but if you used it on something else like a tiger it wouldn't work.


Exactly. I mean its the person editing the game who assigns the graphics for the event.

Parallel Process + trigger +  eventing = What he wants.

The thing you just described can easily be made if you ma.. hold on let me show you.

Spoiler: ShowHide
(http://i2.photobucket.com/albums/y18/TokyoAngel/Tame.png)
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on March 14, 2010, 06:02:01 am
Okay I got it Rose, still would've been easier to check the enemy database ID though :P
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on March 14, 2010, 12:12:11 pm
hmm... well, i know its still going along with the thing you don't want to do... having to put code into the event, but... its simpler.

Spoiler: ShowHide

(http://i738.photobucket.com/albums/xx30/Hexamin/event1.jpg)


Then when you call an event, have it flip a switch that calls another common event, and that new event will be able to read $game_variables[1] as the enemy's database id.
Title: Re: [XP] Blizz-ABS
Post by: Caligatio on March 18, 2010, 06:40:18 am
Okay, I'm probably just seeing over it, but I have one problem, big time.
I have seriously NO clue whatsoever about how to quick-set a skill. I have read through the manual several times, and I also have read through this topic, but I cannot seem to find the answer..

Can anybody please help me?
Title: Re: [XP] Blizz-ABS
Post by: Landith on March 18, 2010, 08:32:25 am
What do you mean 'quick-set'? Like as in Direct Hotkeys?
Cause that's an option that is configurable.
What that does is allow you to just press [1] or [2] for the skills and don't have to press [1] then [J](or whatever key your skill is assigned too)

If that's not what your talking about then idk.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 18, 2010, 08:48:54 am
All skills are "direct skills" by default. If you do what Landith said (keep in mind that you need an enemy close by that you can target), you can literally put one enemy on the map, set up your skill on a hotkey (in-game or with one event call script command) and use it with the skill button.
Title: Re: [XP] Blizz-ABS
Post by: Caligatio on March 18, 2010, 09:34:14 am
Yeah, okay thanks! I already knew it'd be some kind of simple 'trick' which I was looking over  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on March 21, 2010, 08:51:40 am
I keep getting this error when I use the Input:pressed? command

Quote
NoMethodError occured while running script.

undefined method 'pressed?' for Input:Module


EDIT: Okay, G_G told me what was wrong, it's supposed to be Input:press? but the manual shows Input:pressed?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 21, 2010, 03:55:15 pm
My bad, I'll fix it in the next release.
Title: Re: [XP] Blizz-ABS
Post by: Jek on March 21, 2010, 04:39:47 pm
Sometimes after changing actors with the "o" button, two actors remain in one place in the caterpillar line and there is an empty space somewhere inside the caterpillar lineup of actors.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 21, 2010, 04:50:30 pm
When you change the party leader, the caterpillar needs to be realigned and all actors are set to "return to the caterpillar".
Title: Re: [XP] Blizz-ABS
Post by: Jek on March 22, 2010, 08:54:24 pm
I was wondering if anyone can show me a way to make items drop only a character set named bag.png no matter what the icon of the item is?
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on March 23, 2010, 02:26:13 am
Hello there... I have a little little question...

In the "Conditional Branch command" of rpgmaker,  i can put , for example:

"if left key pressed... tha character do something" right?

But with Blizz abs controls the character seems ignore the conditional branch...

why?? The compatibility dont exist?

PD: I try to desactivate the controls with Call script command...but...nothing... how i can fix this problem?
:shy:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 23, 2010, 02:38:37 am
Read the manual.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on March 23, 2010, 02:42:04 am
Quote from: Champion Blizzard on March 23, 2010, 02:38:37 am
Read the manual.


Thanx for answer, but... i read it.... and maybe because i speak & read a very little english, i didnt understand how i can do it..... i ask you please...please...please.... can you tell me how???
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 23, 2010, 02:45:23 am
Chapter 5.2.4.
Title: Re: [XP] Blizz-ABS
Post by: ShadowPierce on March 25, 2010, 12:36:25 am
->I finally decide to have my game use BABS as its battle system... I just wanted to ask if it's alright to put two commands at a single button, like having 'Z' as both the action & attack button... And one more thing, can I use a USB controller to move in BABS?

Plz & thanks!!! ^^


Title: Re: [XP] Blizz-ABS
Post by: Sigma on March 25, 2010, 05:40:33 am
Hi everyone!
I'm new here at Chaos Project. Sorry if my English isn't the best.

I'm working on a survival-horror-shooter game. For this I want that the player only is able to shoot
when a special aiming-button is being pressed. Is this possible with Blizz-ABS or do I need an addon? I didn't find something
like that in the manual.

I hope you understand what I mean.  :^_^':


Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 25, 2010, 07:02:54 am
Get the "Auto-Targeting" plugin for Blizz-ABS.

@ShadowPierce: If you had one button for action and attack, you would execute both actions when you talk to an event. You would run the event and you would do the attack action. Blizz-ABS's controls are not case sensitive.

If you want to use a controller, use Joy2Key which can map your keyboard buttons to controller buttions.
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on March 25, 2010, 04:24:46 pm
Quote from: Sigma on March 25, 2010, 05:40:33 am
Hi everyone!
I'm new here at Chaos Project. Sorry if my English isn't the best.

I'm working on a survival-horror-shooter game. For this I want that the player only is able to shoot
when a special aiming-button is being pressed. Is this possible with Blizz-ABS or do I need an addon? I didn't find something
like that in the manual.

I hope you understand what I mean.  :^_^':





I don't mean to question your scripting godliness, Blizz, but I think you might have misunderstood the request. I think he's asking for something like Resident Evil, where you must be holding a button to attack. As far as I know, the Auto-Targeting system wouldn't help with that. Of course, I could be wrong.
Title: Re: [XP] Blizz-ABS
Post by: xeilmach on March 26, 2010, 03:47:30 am
I was wondering is there a way to directly hotkey a skill manually through the event system?

Such as making an autorun event, and using script to change like skill hotkey of #1, to #2.

Thanks.

EDIT:

I looked back and saw:

actor.skill = ID
actor.item = ID
Where actor can be $game_actors[ACTOR_ID] or something similar.


So for the script, how would I type it exactly to set a skill of my first character in the database to #4?

Would "$game_actors[1].skill = 4" work flawlessly?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 26, 2010, 03:59:34 am
$game_actors[1].skill = 4


1 is the database ID, 4 is the skill ID. Keep in mind that this is for the currently selected hotkey. If you want to assign the number hotkeys, use this:

$game_actors[1].skill_hotkeys[7] = 4


7 would be the number key 7. In that case also make sure you don't use the item hotkey or clear it.

$game_actors[1].item_hotkeys[7] = 0

Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on March 26, 2010, 04:03:16 am
ZOMG YESH!  Now I can create my own menu-system ENTIRELY!  Not that I don't love your menu... but... I should be able to just incorporate that auto assigning stuff to my profession/manipulation skill system.  This is a very very good thing.
Title: Re: [XP] Blizz-ABS
Post by: xeilmach on March 26, 2010, 04:05:05 am
Thanks a lot Blizz. That was a fast response and it worked.

EDIT:

I get errors for certain skills, especially the non-projectile ones dealing with great range

  #--------------------------------------------------------------------------
  # repeated?
  #  Internal method to check the pressed state for repeat?.
  #--------------------------------------------------------------------------
  def Input.repeated?(key)
    return ([1, 16].include?(@repeating[key]))
  end
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 26, 2010, 04:10:25 am
What is the error message?

Quote from: (Hexamin) on March 26, 2010, 04:03:16 am
ZOMG YESH!  Now I can create my own menu-system ENTIRELY!  Not that I don't love your menu... but... I should be able to just incorporate that auto assigning stuff to my profession/manipulation skill system.  This is a very very good thing.


My menu is just the minimum necessary required to run Blizz-ABS. I'd recommend everybody to actually get a CMS with the Blizz-ABS required functions implemented directly in it. :P
Title: Re: [XP] Blizz-ABS
Post by: xeilmach on March 26, 2010, 04:16:10 am
Script '(Blizz-ABS) Script' line 148: TypeError occurred.

no implicit conversion from nil to integer
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 26, 2010, 04:29:54 am
I think you didn't set up something right.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on March 26, 2010, 07:45:54 am
Quote from: Champion Blizzard on March 26, 2010, 04:10:25 am
My menu is just the minimum necessary required to run Blizz-ABS. I'd recommend everybody to actually get a CMS with the Blizz-ABS required functions implemented directly in it. :P


Yeah, I've just begun building my own menus so I think I'll be creating my own, so that code will be very useful ^_^  I should write it down.   :huh:

I've learned a lot about scripting just through scouring through BABS, haha.
Title: Re: [XP] Blizz-ABS
Post by: Jek on March 26, 2010, 06:05:28 pm
I have been looking everywhere on the site for the answer. What I am looking for is a way to get an enemy to go on a set move route (Like left, down, right, up) until a hero or other enemy comes into sight. Then the enemy will attack the players like it would normally.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 27, 2010, 10:16:41 am
That's a thing I still haven't implemented yet. Right now when enemies have a defined route, they don't leave that route.
Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on March 27, 2010, 04:15:52 pm
Quote from: Champion Blizzard on March 27, 2010, 10:16:41 am
That's a thing I still haven't implemented yet. Right now when enemies have a defined route, they don't leave that route.

They sometimes do, lol. I tried it with some guards protecting a door, and when the player came very close to the guards or use a attack or skill on him, they'd leave their move route to attack him. Only happened sometimes, though oO
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 28, 2010, 11:20:50 am
Then it's a bug. They should attack and stuff, but not move any other way than their defined route.
Title: Re: [XP] Blizz-ABS
Post by: Betown on April 01, 2010, 12:28:40 pm
I want to use skill type like sword, flail etc...

but I cannot use it by just copying it.

I hope that next version can support weapon types in skill types

(i.e Large Slash(Sword), Piercing(Spear)..)

btw,  how to make non-targeting homing skills (without selection screen, projectile goes to closest enemy immidiately)?



p.s Thanks a lot for making awesome abs.
    And sorry for my poor English :(
Title: Re: [XP] Blizz-ABS
Post by: Launian on April 01, 2010, 05:14:08 pm
First of all, great work man! It's really amazing xD

Found a bug on the custom controls add-on. I get an error message if I try to walk on the game. The error says:

Script:'Game_Map' line 212: NoMethodError ocurred. undefined method '/' for [38]:Array


I don't remember changind anything on the Game_Map, and the like it's just a math operation (bit = (1 << (d / 2 - 1)) & 0x0f). The division is what's causing troubles, but I can't figure out what the [38]:Array means.

Thanks in advance, and sorry for registering just to ask for help, but this one of the two scripts I need to get my game ready.
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on April 01, 2010, 05:15:41 pm
Quote from: Launian on April 01, 2010, 05:14:08 pm
First of all, great work man! It's really amazing xD

Found a bug on the custom controls add-on. I get an error message if I try to walk on the game. The error says:

Script:'Game_Map' line 212: NoMethodError ocurred. undefined method '/' for [38]:Array


I don't remember changind anything on the Game_Map, and the like it's just a math operation (bit = (1 << (d / 2 - 1)) & 0x0f). The division is what's causing troubles, but I can't figure out what the [38]:Array means.

Thanks in advance, and sorry for registering just to ask for help, but this one of the two scripts I need to get my game ready.



If you're using Custom Controls from Tons of Add-Ons, make sure you have all three parts, haven't removed anything, and have the scripts in the right order.
Title: Re: [XP] Blizz-ABS
Post by: rgangsta on April 01, 2010, 05:55:57 pm
First of all I would just like to say that this script is awesome. And, what's with everyone's avatar being Pokemon (it has to do with the new Pokemon coming out, doesn't it?)?
Anyway, to my problem: I can't get my teammate to shoot her bow. In the databse, she's equipped with a bow. I've set up the Blizz-ABS databse so that the bow uses ammo. But when I aquire the ammo, she can't shoot her weapon. I've even tried putting the ammo in my hotkeys. Nothing. But when I take her bow and equip it and stuff, I can shoot the arrows just fine. Is there a way to fix this?
Sorry if this was posted before...
Title: Re: [XP] Blizz-ABS
Post by: Tyril132 on April 01, 2010, 06:00:03 pm
Quote from: rgangsta on April 01, 2010, 05:55:57 pm
First of all I would just like to say that this script is awesome. And, what's with everone's avatar being Pokemon?


It was a pre-release celebration thing for Pokemon Soul Silver / Heart Gold that most of the regulars chose to participate in. It's winding down now, so many of them are changing back.

To clarify your on-topic question, your character is assigned a bow and ammunition in the database - but cannot fire? Un-equipping the bow, and re-equipping it manually then allows you to shoot?
Title: Re: [XP] Blizz-ABS
Post by: rgangsta on April 01, 2010, 06:03:28 pm
That's right. When I give her back the weapon, she doesn't shoot. She just runs up to the enemy and gets killed.  :haha:
Title: Re: [XP] Blizz-ABS
Post by: Jek on April 01, 2010, 06:18:26 pm
Thats strange. My character shoots their bow just fine when on my team.
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on April 01, 2010, 06:25:56 pm
Quote from: rgangsta on April 01, 2010, 05:55:57 pm
First of all I would just like to say that this script is awesome. And, what's with everyone's avatar being Pokemon (it has to do with the new Pokemon coming out, doesn't it?)?
Anyway, to my problem: I can't get my teammate to shoot her bow. In the databse, she's equipped with a bow. I've set up the Blizz-ABS databse so that the bow uses ammo. But when I aquire the ammo, she can't shoot her weapon. I've even tried putting the ammo in my hotkeys. Nothing. But when I take her bow and equip it and stuff, I can shoot the arrows just fine. Is there a way to fix this?
Sorry if this was posted before...

Make sure she has the ammo in her hotkeys. Every character has their own set of hotkeys.
Title: Re: [XP] Blizz-ABS
Post by: rgangsta on April 01, 2010, 06:29:33 pm
...how do I do that?
Title: Re: [XP] Blizz-ABS
Post by: Tyril132 on April 01, 2010, 06:30:18 pm
QuoteMake sure she has the ammo in her hotkeys. Every character has their own set of hotkeys.


Beat me to it.

Was going to say it sounds like she's not equipping the ammo as well.
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on April 01, 2010, 06:30:28 pm
Quote from: rgangsta on April 01, 2010, 06:29:33 pm
...how do I do that?

The default button to switch characters is O.
Title: Re: [XP] Blizz-ABS
Post by: rgangsta on April 01, 2010, 06:36:26 pm
Thank you! I wish I thought of that earlier...There should be an easier way to do that, though...but I guess then your teammate would steal your stuff...
Title: Re: [XP] Blizz-ABS
Post by: Tyril132 on April 01, 2010, 06:41:52 pm
I mean no disrespect by this, what's easier than setting it manually? Doing it automatically?

To play the devil's advocate, you can already change the default command via the setup script any time you want, and even call it via menu or script option.
Automating your party members' equipment so they default to "optimal equipment load-out" is technically possible, but more complicated than it's worth.

Edit: Grammar. I need to check this stuff before I post. :(
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 02, 2010, 12:52:21 am
Quote from: Tyril132 on April 01, 2010, 06:41:52 pm
Automating your party members' equipment so they default to "optimal equipment load-out" is technically possible, but more complicated than it's worth.


Not really.  It's a fairly simple add-on.
Title: Re: [XP] Blizz-ABS
Post by: Tyril132 on April 02, 2010, 01:00:57 am
That depends. Are we talking about integrating it into the BABS, or DBS/DES?

Default systems would be very simple. BABS and other custom combat/equipment would have additional considerations, like making the script read modified equipment slots or interpreting weapon types (such as bow & arrow in BABS) and equipping appropriate sub components for those items.

Hypothetically, he could make an 'on/off switch' in the code for end users, but wouldn't implementing it in any fashion require him to make the assumption that the end user isn't using any other add-ons that modify combat or equipment? (Multi-slots, or removing equipment slots comes to mind.)

It's possible, I'm just saying, the likelihood of an end-user finding such a feature practical and easy to modify seems... kinda sketchy.
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 02, 2010, 01:05:44 am
if we are talking about auto-equipping ammo for weapons (i think we are), then that is based off of blizz-abs only.
Title: Re: [XP] Blizz-ABS
Post by: Tyril132 on April 02, 2010, 01:31:30 am
Yes sir, that is what I was referring to with "equipping appropriate sub components."

I'm not implying it's impossible to implement the feature because of the way BABS modifies equipment, I'm suggesting implementing it in a way that would be compatible with unknown and potentially exotic custom equipment systems seems like it could be more work than it's worth for Blizzard, and depending on its implementation, possibly for the end-user.

Besides that, custom equipment modifications (beyond ensuring they can equip ammunition and that weapons are typed to a database and that it doesn't implicitly break other scripts) are beyond the scope of the add-on. Default RMXP does not have an optimize feature, it's not like it's a feature Blizzard overlooked when scripting BABS. As such, saying it's unfortunate BABS doesn't have an optimize equipment feature comes across as being silly to me.
Title: Re: [XP] Blizz-ABS
Post by: Launian on April 02, 2010, 04:15:00 pm
Quote from: Flower Lady WhiteRose on April 01, 2010, 05:15:41 pm
Quote from: Launian on April 01, 2010, 05:14:08 pm
First of all, great work man! It's really amazing xD

Found a bug on the custom controls add-on. I get an error message if I try to walk on the game. The error says:

Script:'Game_Map' line 212: NoMethodError ocurred. undefined method '/' for [38]:Array


I don't remember changind anything on the Game_Map, and the like it's just a math operation (bit = (1 << (d / 2 - 1)) & 0x0f). The division is what's causing troubles, but I can't figure out what the [38]:Array means.

Thanks in advance, and sorry for registering just to ask for help, but this one of the two scripts I need to get my game ready.



If you're using Custom Controls from Tons of Add-Ons, make sure you have all three parts, haven't removed anything, and have the scripts in the right order.


Ok, I just downloaded the last version from the first post, and it's totally diferent from the one I had. Anyways, it's working now!  :xD: Thanks a lot. Now I have to check all the stuff that's enabled lol

Laun~
Title: Re: [XP] Blizz-ABS
Post by: Launian on April 02, 2010, 04:29:52 pm
Thanks for the help, Flower Lady.  Altho... I was knida on the wrong topic...  :shy: Thanks anyways.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on April 03, 2010, 03:54:43 am
Quote from: Tyril132 on April 01, 2010, 06:41:52 pm
I mean no disrespect by this, what's easier than setting it manually? Doing it automatically?

To play the devil's advocate, you can already change the default command via the setup script any time you want, and even call it via menu or script option.
Automating your party members' equipment so they default to "optimal equipment load-out" is technically possible, but more complicated than it's worth.

Edit: Grammar. I need to check this stuff before I post. :(


I do this in my menu system. Making an equip slot on the menu for your amo (item to be fired) opens up all kinds of possibility, especially if you use direct hotkeys. First, upon equpping the weapon, you check to see if it requires amo. (if it doesn't, it'll unequip your current amo) Then you check what kind of amo the weapon needs, and equip that amo if it's availible and another amo that weapon can consume is not already equipped.  (equiping the amo is putting it in the actor's cued up item spot). It's really simple to get it working, if you think things through properly.
Title: Re: [XP] Blizz-ABS
Post by: Heroic-Pain on April 04, 2010, 11:44:17 am
Hey i'm new to scripting and really don't know much but i'd like to try this out. Every time I test start it I get this:

(http://i181.photobucket.com/albums/x22/Vincent833/XPtrouble.jpg?t=1270395686)

Sorry if that img is to big, anyone know what to do?
Title: Re: [XP] Blizz-ABS
Post by: Tyril132 on April 04, 2010, 11:51:54 am
(You're less likely to get yelled at by a moderator if you put your image in a spoiler tag like this:)

[spoiler][img]www.thisiswheremyimageis.com/nameofpicture.jpg[/img][/spoiler]


Are your scripts in the correct order, as listed here? (http://forum.chaos-project.com/index.php/topic,23.0.html)
Title: Re: [XP] Blizz-ABS
Post by: Heroic-Pain on April 04, 2010, 12:28:02 pm
They are all in the right order, part 1, 2 , 3. Or is there something else i'm missing? I only added these 3 scripts to the project so I dont't know why i'm having problems.  :???:

(Sorry 'bout the picture, won't do it again.  :^_^': )
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on April 04, 2010, 12:29:29 pm
Quote from: Heroic-Pain on April 04, 2010, 12:28:02 pm
They are all in the right order, part 1, 2 , 3. Or is there something else i'm missing? I only added these 3 scripts to the project so I dont't know why i'm having problems.  :???:

(Sorry 'bout the picture, won't do it again.  :^_^': )

You put them below everything except main, right?
Title: Re: [XP] Blizz-ABS
Post by: Heroic-Pain on April 04, 2010, 12:41:41 pm
Quote from: Flower Lady WhiteRose on April 04, 2010, 12:29:29 pm
Quote from: Heroic-Pain on April 04, 2010, 12:28:02 pm
They are all in the right order, part 1, 2 , 3. Or is there something else i'm missing? I only added these 3 scripts to the project so I dont't know why i'm having problems.  :???:

(Sorry 'bout the picture, won't do it again.  :^_^': )

You put them below everything except main, right?


Haha, Must've forgot to do that. :O.o: Thanks alot! just tried it out this battle system is awesome! :D
Title: Re: [XP] Blizz-ABS
Post by: Heroic-Pain on April 04, 2010, 03:10:50 pm
One more thing. I can't seem to figure out why I get this when I try to use a action in battle. I tried to fix it but I can't seem to find out why it does this.

Spoiler: ShowHide
(http://i181.photobucket.com/albums/x22/Vincent833/T2.jpg?t=1270408061)
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on April 04, 2010, 03:34:10 pm
Quote from: Heroic-Pain on April 04, 2010, 03:10:50 pm
One more thing. I can't seem to figure out why I get this when I try to use a action in battle. I tried to fix it but I can't seem to find out why it does this.

Spoiler: ShowHide
(http://i181.photobucket.com/albums/x22/Vincent833/T2.jpg?t=1270408061)



You have action sprites enabled. If you change the value to "false" in the Config at the beginning of part one in the script, you won't get that error any more.
Title: Re: [XP] Blizz-ABS
Post by: ShadowPierce on April 06, 2010, 04:33:23 am
->Hey everyone, I wanted to make a short intro cutscene for my game so I initially disabled the hud but when I used this call script to enable the hud again "$game_system.hud = true" (without the quotation marks) the hud doesn't show up... And when I enable it at the start & disable it at the first autorun event, the game freezes... There will be more cutscenes in my game where the hud should not show up, how should I fix this? Please help me...

Please & thanks... ^^


Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on April 06, 2010, 08:19:57 am
Add this just above Main, and below all your other scripts to disable it initially.
class Game_System
  alias initialize_early initialize
  def initialize
    initialize_early
    @hud = false
  end
end


then to enable it/disable it in game do this in a call script.
To Disable: ShowHide

$game_system.hud = FALSE
$game_system.hud_button = FALSE


To Enable: ShowHide

$game_system.hud = TRUE
$game_system.hud_button = TRUE



I also disable other buttons too, like skill, defend, attack, hotkeys, but thats because when I disable the hud I'm "out of battle" so I don't want him being able to attack or bring up the hud again.

Anyway, that works for me, let me know how it works for you.

Rose, if you're reading this, I previewed, as to make sure that all the spoilers and code worked properly BEFORE I posted.  :P
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 06, 2010, 09:33:51 am
Quote from: ShadowPierce on April 06, 2010, 04:33:23 am
->Hey everyone, I wanted to make a short intro cutscene for my game so I initially disabled the hud but when I used this call script to enable the hud again "$game_system.hud = true" (without the quotation marks) the hud doesn't show up... And when I enable it at the start & disable it at the first autorun event, the game freezes... There will be more cutscenes in my game where the hud should not show up, how should I fix this? Please help me...

Please & thanks... ^^





RMXP has a problem when you put the entire command in one line. Instead of this:

$game_system.hud = true


use this:

$game_system.hud =
true


Now the game won't freeze anymore.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on April 06, 2010, 04:26:52 pm
K, I know Blizz, you're retired, but maybe someone else can help me.  I'm trying to change a skill's projectile based off of a variable.

Ways that this may be possible... just rename the file completely?  I dunno if this can or can't be done with scripting, if it can be though, let me know.

Other way... altering BABS... but theres 20k lines of code that I don't look forward to rummaging through... and don't imagine anyone else would.

Anyway, if you can help me, that'd be great!  ^_^
Title: Re: [XP] Blizz-ABS
Post by: Ryex on April 06, 2010, 08:42:40 pm
why not have the skill call a common event that uses a skill based on a variable
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on April 07, 2010, 03:22:06 am
Well, I mean, yes, it'd be easy to just change which skill I'm using... but... it's more of a "curious-if-it-can-be-done" type thing.  :P
Title: Re: [XP] Blizz-ABS
Post by: Launian on April 07, 2010, 05:41:46 pm
Well, I'm having some troubles with the Hotkey setup. I can't seem to be able to choose any skill except the first one, as the cursor just appears on the item window, but not on the skill. Also, using the Use Skill button doesn't do anything, and even if I put the first skill on the first hotkey, it doesn't work.

Also, even if I just have an attack skill with the thunder sprite on my hotkey, the sprite will be the one with the green bubbles, but I don't know if it's a bug or just the way it's supposed to be.

If anyone can help, it'd be more than welcome.
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on April 07, 2010, 07:24:09 pm
You can't set up more than one hotkey? That certainly is unusual. Are you using any scripts besides Blizz-ABS? If so, are you sure you're using the correct script order?
Title: Re: [XP] Blizz-ABS
Post by: Launian on April 07, 2010, 10:21:43 pm
Is not that I can just set up one hotkey. As far as I can say, items on hotkeys works just fine. It's the skills wich is giving me a hard time. I can't seem to be able to choise wich skill I want to put on the hotkeys, and I don't see anything when I hit the key. If it's still confusing, I'll take a screenshot later, because I'm not on my own PC right now.

Laun~
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 08, 2010, 02:40:48 am
Make sure you have a possible target if you're using skills that call the selection window.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on April 09, 2010, 05:34:54 pm
Okay, I know you can disable the entire hotkey bar, but what if you want to just disable a specific hotkey?

I'm trying to give each individual skill a cooldown, and want to make it so when you try to use the skill it checks to see if the skill has cooled down or not, if it has, the skill will execute itself, if not, a buzzer_se will play.

Any help?
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 09, 2010, 06:06:11 pm
http://forum.chaos-project.com/index.php?topic=2312.0 (http://forum.chaos-project.com/index.php?topic=2312.0)

It might be a little dated, but I made a script that does this (as well as for attacks and enemy stuff).  Feel free to edit as you need or just use it as a reference.
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on April 10, 2010, 04:14:48 am
This is perfect!  Sure as beats the way I was trying to do it!  Ty, ty, ty!
Title: Re: [XP] Blizz-ABS
Post by: fantomchito on April 11, 2010, 06:13:17 pm
Im using the Blizz abs 2.7 but my characters can only turn directions and jump but cant move!!!Please someone help me!!! :(
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on April 11, 2010, 06:31:48 pm
are you using the button you set to move with?
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on April 11, 2010, 11:15:33 pm
Quote from: fantomchito on April 11, 2010, 06:13:17 pm
Im using the Blizz abs 2.7 but my characters can only turn directions and jump but cant move!!!Please someone help me!!! :(

Check the control config in part 1 of the script. Also, you might want to check the passibility of your map. Try creating a map with nothing on it at all and see if you can move there, just to see if that solves the problem.
Title: Re: [XP] Blizz-ABS
Post by: edwards64 on April 12, 2010, 07:00:05 am
Ok I have a problem, I've customized my Blizz ABS using the Generator and for somereason with my new controls my game won't open the menu... Any idea why?
Title: Re: [XP] Blizz-ABS
Post by: Landith on April 12, 2010, 06:15:10 pm
Well make sure you are pressing the right button for the menu for one.
I would regenerate it and make sure there is something there on CANCEL = "Key['F']"
with whatever key you want the menu to be
Title: Re: [XP] Blizz-ABS
Post by: edwards64 on April 13, 2010, 11:05:32 pm
I actually fixed... I don't know why, but adding SDK made it work.
Anyways, my hero's weapon is BOW and ARROW. I can't get a projectile animation to show up like it does for the enemies...
Is it because I'm using 2.5??
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 14, 2010, 02:50:10 am
It's possible that there was a bug in that version, you should update.
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 14, 2010, 10:21:08 am
umm, I'm trying to figure out how to make events that are allies, I mean that are fighting with the character..
but I can't figure out  how to make guards, or objects.. the only code it shows me in the manual is the enemy's code "\e[ID]"
I dont know what to put in there to make guards, objects that can be broken, or allies...
can anyone please explain me how to do it? in the manual it only explains how Aligment groups work, but it does not show how to creat
other features like guards, objects, allies, etc... if anyone knows? :x
Title: Re: [XP] Blizz-ABS
Post by: Landith on April 14, 2010, 01:28:51 pm
Actually it does show to make different things in the manual.

Look at 5.1.2, then the whole section of 3.1
and if you still don't get it then configure your Blizz-ABS to set up alignment groups to how you like it.

The default alignment group is already set up which is pretty much all you need unless creating advanced groups.
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 14, 2010, 07:23:32 pm
yeah I got it now :P, but now i have another problem
no matter what i do in the config the monsters wont respawn ><"
and it is checked on the respawn option
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on April 15, 2010, 11:29:38 am
Quote from: arialks on April 14, 2010, 07:23:32 pm
yeah I got it now :P, but now i have another problem
no matter what i do in the config the monsters wont respawn ><"
and it is checked on the respawn option

Did you make a respawn point?
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on April 15, 2010, 04:00:47 pm
Hello guys...... well...... i use a MOG CUSTOM MENU...... but i dont want to lose the PRE-MENU of Blizz abs.....

when i put the button to call the Pre-Menu...... The MOG Menu appear........ but i want the Pre-Menu before the MOG MENU T_T


how i can resolve this????...... somebody can help me....  :shy:
Title: Re: [XP] Blizz-ABS
Post by: edwards64 on April 15, 2010, 04:13:44 pm
elmangakac,  make sure your Mog Menu is not on top of Blizz ABS.
Hey the projectiles sprites still won't work for the Actor's Weapons. How do I set them up cause I think that's what's wrong, I think I may have done it wrong.
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 15, 2010, 06:05:44 pm
Quote from: Lethal-Yarn on April 15, 2010, 11:29:38 am
Quote from: arialks on April 14, 2010, 07:23:32 pm
yeah I got it now :P, but now i have another problem
no matter what i do in the config the monsters wont respawn ><"
and it is checked on the respawn option

Did you make a respawn point?

I tried.. never works
is it suppose to be
\e[ID]\respawn\time[10] ?
or \respawn[ID]\time[10]
or what? I really get confused.. to how should I put it..
and do I need to make respawn point for each event? S:
how does this work.. I finished reading the manual.. but i never understood this part S:

Edit: man I'm starting to lose it.. I downloaded the 2.7 config! I put the scripits inside a new project and when i'm adding
systems like Auto targeting or the equipment system for Blizz abs.. it says I need a version Higher then 2.6.. but I'm using 2.7! wth???
and those posts dont provide a demo... a demo would of really helped.. I just need to see what am I doing wrong??
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on April 15, 2010, 11:00:49 pm
Are you sure you put the scripts in the correct order?
Title: Re: [XP] Blizz-ABS
Post by: edwards64 on April 15, 2010, 11:26:50 pm
QuoteAre you sure you put the scripts in the correct order?

Who you talking to there's three people with questions.
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 15, 2010, 11:29:25 pm
Quote from: WhiteRose on April 15, 2010, 11:00:49 pm
Are you sure you put the scripts in the correct order?

no Idea who are you talking to, there are 3 people asking something
if it's for me then i'm
not that sure.. the order in the scripir editor is
"
Blizz abs1
Auto targeting
Blizz abs2
Blizz abs3
Exp bar

"
but it allways gives the same error
I also tried
"
Blizz abs1
Blizz abs2
Blizz abs3
Auto targeting
Exp bar

"
but when it's like that, nothing happens.. it's like the scripit doesn't exist
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on April 15, 2010, 11:32:58 pm
Try reading this thread:
http://forum.chaos-project.com/index.php/topic,23.0.html (http://forum.chaos-project.com/index.php/topic,23.0.html)
Blizz wrote out a list explaining the order in which his scripts should be placed.
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 15, 2010, 11:41:01 pm
Quote from: WhiteRose on April 15, 2010, 11:32:58 pm
Try reading this thread:
http://forum.chaos-project.com/index.php/topic,23.0.html (http://forum.chaos-project.com/index.php/topic,23.0.html)
Blizz wrote out a list explaining the order in which his scripts should be placed.

I did read this before I posted that question. I dont have all those scripits.. but i did try putting the order anyway..
but it doesn't actually tell me what's the problem.. it just tells me that I need Blizz version 2.6 or more.. but hell, I'm using 2.7. I dont get this...
if only he would of upload a demo.. i could jjust go to the scripit editor and see what's different S:...

all I did from the beggining is.
Made new project, added the 3 pages of scripit that it gives in the download of 2.7..
changed a couple of things in the Blizz config 2.7.. and then I put the scripit "Auto Targeting" Below Blizzabs1
and that's all.. and I added some simple scripits.. but it wont work even without them.
it's just gives me the error "The "Auto-Targeting" plugin requires Blizz-ABS 2.6 or higher."
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on April 15, 2010, 11:47:57 pm
So, judging by your previous posts, you're using:
Blizz-ABS (Parts 1, 2, and 3)
EXP in HUD
Auto-Targeting

In that order, correct?
If so, you certainly shouldn't be having an error regarding your Blizz-ABS version. If you'd like to upload a demo, I'd be happy to take a look at it for you and see if I can figure out what the problem is.
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 16, 2010, 12:01:39 am
Quote from: WhiteRose on April 15, 2010, 11:47:57 pm
So, judging by your previous posts, you're using:
Blizz-ABS (Parts 1, 2, and 3)
EXP in HUD
Auto-Targeting

In that order, correct?
If so, you certainly shouldn't be having an error regarding your Blizz-ABS version. If you'd like to upload a demo, I'd be happy to take a look at it for you and see if I can figure out what the problem is.

here
http://www.megaupload.com/?d=VZF81B61
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on April 16, 2010, 02:58:01 am
Quote from: arialks on April 15, 2010, 06:05:44 pm
I tried.. never works
is it suppose to be
\e[ID]\respawn\time[10] ?
or \respawn[ID]\time[10]
or what? I really get confused.. to how should I put it..
and do I need to make respawn point for each event? S:
how does this work.. I finished reading the manual.. but i never understood this part S:

\respawn[1] \time[10]

To make a respawn point that generates enemy ID#1 every 10 seconds.  Make sure you have the space.
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 16, 2010, 08:34:04 am
no.. not working.. nothing works for me and I dont understand why..
I'm doing exactly as it says in the Manual..
i'm doing exactly what you guys tell me, but it just wont work..

I can't add blizz scripits because it says that I need higher version then 2.6
and it's funny because i'm using 2.7...
and it wont respawn, It'll just wont, I put the codes in so many ways..
but none of them worked. none... and it seems like no one had that problem,
so it means that I am doing somehting wrong.. but what? I can't figure it out ><" man...
could anyone look into this demo? here
http://www.megaupload.com/?d=VZF81B61
and tell me what's wrong in there? please.. I'm killing my self here trying to figure it out.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 16, 2010, 09:28:21 am
1. This thread (http://forum.chaos-project.com/index.php/topic,23.0.html) says following:

Quote from: Blizzard on January 07, 2008, 09:35:43 pm

  • Resource Tester

  • ~ RTP scripts

  • ~ SDK

  • ~ Other people's scripts

  • Tons of Add-ons Part 1

  • Tons of Add-ons Part 2

  • Tons of Add-ons Part 3

  • Stormtronics CMS (any Edition)

  • RMX-OS Options

  • RMX-OS Script

  • Global Switches and Variables for RMX-OS

  • Remote Restart for RMX-OS

  • Blizz-ABS Part 1

  • Blizz-ABS Part 2

  • Blizz-ABS Part 3

  • Critical Sound for Blizz-ABS

  • Secondary Weapon for Blizz-ABS

  • Z-HUD for Blizz-ABS

  • EXP in HUD for Blizz-ABS

  • Random Action Sprites for Blizz-ABS

  • Auto-Targeting for Blizz-ABS

  • Rapid Fire for Blizz-ABS

  • Quick Weapon Switch for Blizz-ABS

  • Visual Equipment for Blizz-ABS

  • Blizz-ABS Controller for RMX-OS

  • Advanced Time and Environment System

  • Global Day-and-Night System for RMX-OS

  • Continuous Maps

  • Mouse Controller

  • Creation System

  • Pay to Heal

  • Chaos Rage Limit System

  • CRLS + Blizz-ABS plugin

  • Scene_SoulRage

  • Soul Force Combo System

  • Easy Overdrive System

  • Advanced Analyze System

  • Bestiary

  • Chaos Project Debug System

  • Dynamic Day and Night System

  • DREAM for Music Files

  • DREAM for Save Files

  • Easy Party Switcher

  • Unlimited Levels

  • Easy LvlUp Notifier

  • Custom Stat Growing System

  • Stat Distribution System

  • RO Job/Skill System

  • Full Reflection System

  • Blizz-ABSEAL (DO NOT USE IF YOU HAVE BLIZZ-ABS!!!)

  • ~ Main / ~ Modified Main




Your script order goes like this:



That configuration crashes with me and it's not even because you put somebody else's script below mine which leads us to...

2. You put Auto-Targeting ABOVE the script where Blizz-ABS is actually defined. Of course you're getting a version error because Blizz-ABS DOES NOT EXIST YET IN YOUR GAME. That leads us to...

3. As soon as I put Auto-Targeting below Blizz-ABS it magically started working. Now why could that be? Well maybe because it was suddenly put in the order which was listed in this thread (http://forum.chaos-project.com/index.php/topic,23.0.html).
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 16, 2010, 10:02:01 am
Yeah I tried it before as well.. did you try the skills? if I put it in that order.. yeah it lets me in the game.. (not giving the error)
but it still shows the Targeting screen when I use a skill . ( sorry for being nooby and stuff but I'm kind of new to this :x )
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 16, 2010, 02:55:38 pm
Quote from: arialks on April 16, 2010, 10:02:01 am
Yeah I tried it before as well.. did you try the skills? if I put it in that order.. yeah it lets me in the game.. (not giving the error)
but it still shows the Targeting screen when I use a skill . ( sorry for being nooby and stuff but I'm kind of new to this :x )


Perhaps you should have a target first?
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 16, 2010, 03:00:42 pm
what do you mean? It's auto Target, it's suppose to traget by it self.. I dont have an error, but the scripit doesnt really do anything because
when I click the skill and the enemy is right next to me (or at least the the skill range) it doesnt auto Target.. it shows the Target screen (the one where you choose which monster to attack)
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on April 16, 2010, 03:02:28 pm
Auto targeting is like Z targeting from the zelda games. If you haven't locked onto an enemy, it won't automatically send skills at that enemy.
Title: Re: [XP] Blizz-ABS
Post by: edwards64 on April 16, 2010, 03:11:56 pm
Still can't figure out how to use Actor Projectiles.
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 16, 2010, 03:23:00 pm
yay, it works X:
thanks for the help, only on last question..
is there a way to do .if I didnt target an enemy yet, I can't use the skill? so it wont the Targeting screen.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 16, 2010, 03:24:30 pm
You'll need an automated target selection script for that obviously.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on April 16, 2010, 05:35:30 pm
Quote from: edwards64 on April 15, 2010, 04:13:44 pm
elmangakac,  make sure your Mog Menu is not on top of Blizz ABS



duh!!! it works ^_^thank you and sorry for my stupideness
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on April 16, 2010, 05:52:34 pm
eh we all have our stupid moments
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 16, 2010, 10:04:53 pm
one last question X:
is there a way to disable the option to change leader?
I mean i want the other party member to be just like a pet, that when u die you
it wont automaticly switch leader, it'll just stay the same character in death state
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 17, 2010, 12:37:01 pm
So you want it to be game over when the leader dies? Use a common event to check if the leader has the death state, if yes then call the gameover screen.
Title: Re: [XP] Blizz-ABS
Post by: Landith on April 17, 2010, 02:19:08 pm
That and disable the Change Leader Button by using this is a script call at the beginning of the game:
$game_system.select_button = POSSIBLE_VALUE


Where POSSIBLE_VALUE would be True/False respectively.
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 17, 2010, 11:33:24 pm
what? no o-o..
I did that when the leader dies it goes back to town
but it has another member
so when the leader dies it automaticly makes the other member the leader..
I want to disable that.. I want the first leader to allways stay the leader, even if he's dead.
so when he'll come back to town he'll be the leader, and not the other party member
Title: Re: [XP] Blizz-ABS
Post by: Landith on April 17, 2010, 11:45:39 pm
Sooo... What your saying is that you want to be able to change members but when you die, you go back to town instead of changing party members?

Sorry I'm so confused right now.
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on April 18, 2010, 12:16:40 am
Oh, what I think he wants is to continue controlling the leader even when he's dead. Right?
Title: Re: [XP] Blizz-ABS
Post by: seththemuse on April 18, 2010, 01:15:49 am
I keep getting an error. It worked fine for a little while when I was testing it out. I closed RMXP, went to bed for the night, woke up and started working on my game again and, lo and behold...I get a popup as soon as I try to test it.

"script "Blizz ABS 2' line 2999: ArgumentError  occured.
   
wrong number of arguments(1 for 0)"

If I open up the script editor, it brings up "          actor.refresh(true)" as the line with the error.

I dunno what it means. I know nothing about scripting, though I've been considering trying to learn it anyway...
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 18, 2010, 01:17:28 am
Do you have the right script order?
http://forum.chaos-project.com/index.php/topic,23.0.html

Did you configure everything correctly?
Title: Re: [XP] Blizz-ABS
Post by: seththemuse on April 18, 2010, 01:22:51 am
I put the Tons of Add-ons in today...haha...I fixed the order, but I get a "stack level too deep" error on the first Add-ons script now.

It actually says "Script 'Blizzard Add-ons1' line 1168: SystemStackError occured.

stack level too deep"


Re-copy/pasting the script fixed it. :^_^':
Thank you for your help.
Title: Re: [XP] Blizz-ABS
Post by: Betown on April 18, 2010, 08:25:33 am
I wanna make player(leader) attack by using script command $BlizzABS.actor_force_action,

but it doesn't work,not but player is just facing enemy.

if I can't solve this problem, I can't make skill more variously...(i.e. multi-hit skill, combo skill...even weapon-type-ranged skill..)

Spoiler: ShowHide
$BlizzABS.actor_force_action(0,
ENEMIES, TROOP, ATTACK, 1)


I saw can't use leading 0 before wrote this, but 0 isn't leader(player)'s position?

And if it can force player to attack, give me a right examples...(it doesn't exist in manual)

ps. my scripts are all up to date except z-hud(because I edited position and added some conditions,..)
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 18, 2010, 09:43:31 am
Quote from: WhiteRose on April 18, 2010, 12:16:40 am
Oh, what I think he wants is to continue controlling the leader even when he's dead. Right?

yes thank you S:
I dont want it to be able to change leader at all~
no matter what happens. you can't change it at all
doesnt matter what happens the leader will allways stay the leader
this is what I want S: I want the other member just to be like a helper.. not more then that
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 18, 2010, 11:11:21 am
@Betown:
Yeah, that's a known bug.
Blizz said he would fix it (I think)

@arialks:
Why not just make a summon instead of another party member? o.o
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 18, 2010, 11:35:02 am
because I'm making different feauturs and classes S:
and I want the Hunter to have a pet that fights with him and lvls with him.
and summons for the megicians and stuff S:
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 18, 2010, 11:37:28 am
Make the summon act as a pet...?
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 18, 2010, 11:52:49 am
it's a skill ><".. the point is that's not suppose to be a skill S:
just a pet that gains exp with the main character.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on April 18, 2010, 04:52:27 pm
If you've played the final fantasy tactics games where someone helps you in a battle, but you can't control them, that's what he's going for. You play as the main character. You have other party members, but they will always be controlled by the AI. You cannot switch to them. If dead, you watch them fight. While I'm not a fan of that idea, I think that's what he's trying to say. He just wants to totally disable party-leader swapping.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on April 18, 2010, 07:22:50 pm
Hello uys.... a little little question......... its possible make compatible the Stepcount of default rpgmaker menu with BLIZZ ABS????  :huh:
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 18, 2010, 08:55:43 pm
Quote from: legacyblade on April 18, 2010, 04:52:27 pm
If you've played the final fantasy tactics games where someone helps you in a battle, but you can't control them, that's what he's going for. You play as the main character. You have other party members, but they will always be controlled by the AI. You cannot switch to them. If dead, you watch them fight. While I'm not a fan of that idea, I think that's what he's trying to say. He just wants to totally disable party-leader swapping.
Exactly S:!
Title: Re: [XP] Blizz-ABS
Post by: edwards64 on April 19, 2010, 07:36:59 pm
Can someone please show me how to set-up the player projectiles, so that they show up just like they do for the enemies.
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 20, 2010, 05:06:31 pm
QuoteIf you've played the final fantasy tactics games where someone helps you in a battle, but you can't control them, that's what I'm going for. You play as the main character. You have other party members, but they will always be controlled by the AI. You cannot switch to them. If dead, you watch them fight. I just wants to totally disable party-leader swapping.

does anyone here knows how to do that? S:
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on April 20, 2010, 05:59:34 pm
Quote from: arialks on April 20, 2010, 05:06:31 pm
QuoteIf you've played the final fantasy tactics games where someone helps you in a battle, but you can't control them, that's what I'm going for. You play as the main character. You have other party members, but they will always be controlled by the AI. You cannot switch to them. If dead, you watch them fight. I just wants to totally disable party-leader swapping.

does anyone here knows how to do that? S:

If you were to just take out the part in the script that advances to the next actor when the leader dies, I think it would create the type of system for which you are aiming. I'm not entirely sure, though.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 20, 2010, 06:04:22 pm
Part 2 Line 2848
break if $game_party.actors[0] != nil && !$game_party.actors[0].dead?}


Change it to
break if $game_party.actors[0] != nil && 
!$game_party.actors[0].dead? && ![X, Y, Z, ...].include?($game_party.actors[0].id)}


Where X, Y, Z, ... are the actor ids that can't be controlled.
If there's only one actor that can be controlled while the rest can't, then remove the ! and just have the actor id that can be controlled in the [].
Title: Re: [XP] Blizz-ABS
Post by: arialks on April 20, 2010, 09:15:17 pm
Yes!!!!!!!! OMG thank youuuuuuuu D::!!!!!!
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on April 22, 2010, 03:37:25 pm
I want to make a plugin that will allow me to create an enemy on the map that reads and actor's data instead of enemy data. I know that I could just use enemies based on actors, but I'm wanting the ability to fight actors from the database (I'm trying to make an Oblivion like system, this would really help). But I'd want to keep the ability to make events after enemies too (monsters would be enemies, humans would be actors) Would anyone know where to start?
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 22, 2010, 06:28:25 pm
Well can't really explain where to start but i think I'll try to make it if thats okay.

Though one thing. How are the enemies gonna get their skills?
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on April 23, 2010, 01:59:59 pm
They'd have the same skills as the actors. I let the blizzABS advanced AI handle my enemies. This is for use with a system I'm making that clones basic actors (male or female of either race) and adds a new actor to $game_actors with it's own stats. This way I can make the whole system more like oblivion. Using it I could even implement breeding and death due to age.
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on April 23, 2010, 09:47:40 pm
Quote from: legacyblade on April 23, 2010, 01:59:59 pm
They'd have the same skills as the actors. I let the blizzABS advanced AI handle my enemies. This is for use with a system I'm making that clones basic actors (male or female of either race) and adds a new actor to $game_actors with it's own stats. This way I can make the whole system more like oblivion. Using it I could even implement breeding and death due to age.

Breeding? D:
Lol, just kidding; I understand the system for which you are aiming. It's actually a neat concept. I'm not working on any Blizz-ABS projects right now, but if I was, then I can certainly see how a plug-in of this type would be useful.
Title: Re: [XP] Blizz-ABS
Post by: obsorber on April 24, 2010, 08:40:11 am
Hey I just wanted to say that this is a really good script that I am using for one of my current projects. I know blizzard has apparently resigned from rmxp but I feel that this problem isn't a huge one or difficult to resolve. I'm using 2.70 the latest version I think. The only problem is, that whenever my character attacks an enemy without a weapon. My sprite dissapears for a split second because I made char_atk1 a blank graphic. This is because all the weapons I am using for my character have seperate graphics so there is no need for me to have this graphic. The reason why is because my game will show the enemy getting attacked with a my character's graphic holding a weapon and char_atk1 graphic too which I don't want.

Too be honest I don't want my character to be able to attack without a weapon anyway. But if that's not possible, I don't want a graphic appearing when I attack with my hero equipped with so or so weapon.

I'm wondering if there is a way to get round this such as not being able to attack without a weapon or disabling char_atk1 graphic from showing up when my character has a weapon equipped.

I've tried to do everything I could think of going through the script multiple times but to no avail. I tried disabling action sprites in the sprite control configurations but that stops you from using weapon sprites.

I know Blizzzard isn't really around anymore so he might not be able to help but If anyone else has a way to resolve this, then I would appreciate it...

Thanks 
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on April 24, 2010, 09:11:09 am
Quote from: obsorber on April 24, 2010, 08:40:11 am
Hey I just wanted to say that this is a really good script that I am using for one of my current projects. I know blizzard has apparently resigned from rmxp but I feel that this problem isn't a huge one or difficult to resolve. I'm using 2.70 the latest version I think. The only problem is, that whenever my character attacks an enemy without a weapon. My sprite dissapears for a split second because I made char_atk1 a blank graphic. This is because all the weapons I am using for my character have seperate graphics so there is no need for me to have this graphic. The reason why is because my game will show the enemy getting attacked with a my character's graphic holding a weapon and char_atk1 graphic too which I don't want.

Too be honest I don't want my character to be able to attack without a weapon anyway. But if that's not possible, I don't want a graphic appearing when I attack with my hero equipped with so or so weapon.

I'm wondering if there is a way to get round this such as not being able to attack without a weapon or disabling char_atk1 graphic from showing up when my character has a weapon equipped.

I've tried to do everything I could think of going through the script multiple times but to no avail. I tried disabling action sprites in the sprite control configurations but that stops you from using weapon sprites.

I know Blizzzard isn't really around anymore so he might not be able to help but If anyone else has a way to resolve this, then I would appreciate it...

Thanks 


Just copy your original character graphic and rename it to char_atk1. :)
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 24, 2010, 01:35:37 pm
Is it possible to create a frag grenade?

I set the item to Thrusting/Shooting. Range 5.5. Explosion. However it only damages people when it hits an enemy. I'd prefer it to explode when it lands. Let me know if anyone has a solution.
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 24, 2010, 01:48:28 pm
ooh, I did that in Dissipate:
Spoiler: ShowHide

class Map_Projectile < Map_Remote
  #----------------------------------------------------------------------------
  # update_skill_fade
  #  Updates fading away effect for expiring skills.
  #----------------------------------------------------------------------------
  def update_skill_fade
    # get pixel movement rate
    pix = $BlizzABS.pixel
    # if moving and not returning projectile and close to final position
    if moving? && !BlizzABS::REMHomingExtend.include?(@type) &&
       (@real_x - @x * 128 / pix).abs < 128 && (@real_y - @y * 128 / pix).abs < 128
      # slow down
      @move_speed = 4
      # if skill
      if @type == BlizzABS::REMNormalSkill || @type == BlizzABS::REMBreakSkill
        # start fade out
        @fade_out = true
      end
    end
    #edit 123
    if @explode_id
      check_explosion(self)
    end
  end
end
#edited so that projectiles explode at the end of their movement.

Title: Re: [XP] Blizz-ABS
Post by: G_G on April 24, 2010, 01:55:35 pm
Haha thanks winkio. It works perfectly <3
Title: Re: [XP] Blizz-ABS
Post by: Karltheking4 on April 25, 2010, 01:39:01 am
How do you get the original A,B,C,X,Y,L,Z,R buttons to work?
If I could get them, along with the Blizz-ABS button settings, it would be awesome thanks! :D
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 25, 2010, 08:04:16 am
You don't.

Use can use the code below in a conditional branch script though
Input.trigger?(Input::Key['Q'])


Replace Q with whatever key you want the player to press.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 25, 2010, 10:51:45 am
First part of the config
CUSTOM_CONTROLS = true
DISABLE_DEFAULT = false


That's what he meant XP
Title: Re: [XP] Blizz-ABS
Post by: seththemuse on April 25, 2010, 02:19:07 pm
I've spent the last two days trying to figure out how to get my character to use a bow and arrows that deplete. I'm unsure of what I'm doing wrong. She starts out equipped with the bow and there's a never-ending pile of arrows that I use for testing. I pick them up, there are arrows in the inventory. I tried assigning them to a hotkey. Nothing. Attack button does nothing. I've got graphics for everything right now.

Maybe I missed something, but I've looked the manual over top to bottom. I just can't figure it out. :'( Can anyone tell me what I might need to fix?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 25, 2010, 02:30:11 pm
Are you getting a buzzer sound effect?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 25, 2010, 02:32:21 pm
Did you press the hotkey after you assigned it? XP
Title: Re: [XP] Blizz-ABS
Post by: seththemuse on April 25, 2010, 02:33:40 pm
I'm not getting a buzzer sound effect from hitting the attack key OR the hotkey. It just...does nothing.

EDIT: I made sure all the bows were set to use the arrow item when I got started with the ABS, as well.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 25, 2010, 02:41:32 pm
If you're not getting the buzzer sound effect, you're not pressing the right button.
Title: Re: [XP] Blizz-ABS
Post by: seththemuse on April 25, 2010, 02:43:35 pm
Sounds like I get to go and take a look at the editor again. :^_^':

I have Z set to attack...when I press it in-game, though, nothing happens. And yeah, I used the 'generate script' tab and pasted it in where it's supposed to go. Even when I use my second character, nothing happens.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 25, 2010, 02:50:39 pm
Try another weapon to see if it's working.
Make sure Z is Z and not Y (QWERTZ and QWERTY keyboard layouts). xD
Title: Re: [XP] Blizz-ABS
Post by: seththemuse on April 25, 2010, 02:59:19 pm
Nothing. I'm not sure what I'm doing that's killing the attacking, because...well, the run/sneak/jump stuff from the script works. The idle animation works. I managed to get the attack key to start making an error noise. There's still the problem with my critter not responding, though...

My critter isn't moving either, though...also, how do I make it so if you kill a critter, it gives you items?


Haha, I get it now...you actually have to make an enemy for them, but assign them as a critter. That's pretty simple, now that I get it. :D
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on April 26, 2010, 08:21:52 pm
Hello guys!!! A question o_o

Anyone knows how can be compatible the Caterpillar of BLIZZABS with NEO-MODE7 script????
i want to do a worldmap, but NEOMODE7 dont work with a BLIZZABS and Caterpillar on TRUE mode.... the other characters dont show a grafic in map...

i only want to make just 1 NEOMODE7 map in all my game..... its all i need..... please people..... T_T
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on April 26, 2010, 08:25:38 pm
Quote from: elmangakac on April 26, 2010, 08:21:52 pm
Hello guys!!! A question o_o

Anyone knows how can be compatible the Caterpillar of BLIZZABS with NEO-MODE7 script????
i want to do a worldmap, but NEOMODE7 dont work with a BLIZZABS and Caterpillar on TRUE mode.... the other characters dont show a grafic in map...

i only want to make just 1 NEOMODE7 map in all my game..... its all i need..... please people..... T_T

As far as I know, no such script exists. You'll either have to find someone willing to script it for you (which I imagine will be quite difficult,) or you will have to set the Caterpillar to False on your World Map.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on April 30, 2010, 07:59:28 am
Thanks men but.... i have a new and more important question....  :???:

Im going to star a new game in my project...but....just when the character appear gives me this error...
But in the saved games.... i dont have that problem...

(http://i172.photobucket.com/albums/w12/cesarperry/Dibujo-2.jpg)

in this line


#----------------------------------------------------------------------------
  # trigger?
  #  Test if key was triggered once.
  #----------------------------------------------------------------------------
  def Input.trigger?(keys)
    keys = [keys] unless keys.is_a?(Array)


  THIS ONE-----  return keys.any? {|key| @triggered[key]}


  end


I try many things and i cant found a fix.... a solution.... please help!
Title: Re: [XP] Blizz-ABS
Post by: element on April 30, 2010, 02:55:05 pm
I had this error before.
With me it meant that i didn't assigned a key for one thing like jumping i think.
Or left it open wrong.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on April 30, 2010, 03:13:01 pm
Quote from: elementisland on April 30, 2010, 02:55:05 pm
I had this error before.
With me it meant that i didn't assigned a key for one thing like jumping i think.
Or left it open wrong.


:O.o: i feel.......  little idiot right now..... thank you very very very very very very very very very very very very very very very very very very much

Title: Re: [XP] Blizz-ABS
Post by: Subsonic_Noise on April 30, 2010, 05:58:35 pm
Quote from: elmangakac on April 30, 2010, 03:13:01 pm
Quote from: elementisland on April 30, 2010, 02:55:05 pm
I had this error before.
With me it meant that i didn't assigned a key for one thing like jumping i think.
Or left it open wrong.


:O.o: i feel.......  little idiot right now..... thank you very very very very very very very very very very very very very very very very very very much



I seriously think you should have put a few more "very"s. Doesn't sound like you're really thanking him with only 18 of them.
Title: Re: [XP] Blizz-ABS
Post by: Landith on April 30, 2010, 06:40:33 pm
Sorry had to post this, 100001 view(:
Which in Binary is 33, which is close to 3333 which is almost this reply, just one more reply.  So just had to point that out to everyone (:

Also, good script Blizzard, too bad about you retiring, hope you will make it turn out good Wink ;D
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on April 30, 2010, 11:43:03 pm
Quote from: Landith on April 30, 2010, 06:40:33 pm
Sorry had to post this, 100001 view(:
Which in Binary is 33, which is close to 3333 which is almost this reply, just one more reply.  So just had to point that out to everyone (:

...how long did you spend thinking that all through? O_o
Title: Re: [XP] Blizz-ABS
Post by: Ralphness on May 01, 2010, 12:42:08 am
Quote from: WhiteRose on April 20, 2010, 05:59:34 pm
Quote from: arialks on April 20, 2010, 05:06:31 pm
QuoteIf you've played the final fantasy tactics games where someone helps you in a battle, but you can't control them, that's what I'm going for. You play as the main character. You have other party members, but they will always be controlled by the AI. You cannot switch to them. If dead, you watch them fight. I just wants to totally disable party-leader swapping.

does anyone here knows how to do that? S:

If you were to just take out the part in the script that advances to the next actor when the leader dies, I think it would create the type of system for which you are aiming. I'm not entirely sure, though.


thank you
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on May 02, 2010, 11:23:24 pm
i'm getting an error whenever an enemy is killed, the error is

Script ' <*> Blizz-ABS 2.70 Part 2' line 2320: NoMethodError occurred.
undefined method 'pages' for nil:NilClass

and i have this on line 2320

      (items.size + 2).times {event.pages[0].list.push(RPG::EventCommand.new)}

not using the SDK and not using any script that would interfer with enemies dropping items....apart from tons with the Multi-Drop addon, any idea why this is happening
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 03, 2010, 03:05:44 am
You have a custom script messing with your eventing.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on May 04, 2010, 12:36:33 am
Quote from: Blizzard on May 03, 2010, 03:05:44 am
You have a custom script messing with your eventing.


nope, i removed every custom script, set every one of the default scripts back to normal so they have none of my edits (i created a new project and copied all it's scripts), same error, and if i have the monter drop nothing, no error, any idea's, i would go back to v2.56 but 2.7 have some feature i need

EDIT: Never mind, my friend came over last night, saw me suffering over school worked and suggested we work on my game and when i told her about the problem she found out her personal edit to Blizz-ABS to make it initally compatible with her upgraded Core Engine was a problem, she's fixed it now, appaerntly she only made the chnage to test a theory that could solve how Blizz-ABS kept crashing when we used .DIX Module Commands ingame, and she ahd made the chnages in MY text files which has Blizz-ABS in them so it's all fixed now
Title: Re: [XP] Blizz-ABS
Post by: Sword of Truth on May 05, 2010, 09:43:52 pm
Blizz-ABS for the win!
But I am having a problem with events with "Action Button" set as the trigger going off on Player Touch. Is there a way to solve this?

Thanks
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 05, 2010, 09:51:27 pm
That is not at all related to Blizz-ABS.  Check out your other scripts.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 06, 2010, 02:46:42 pm
Actually, that is a bug :P
And I thought it was for Event Touch with events that had a move route... :x
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 06, 2010, 02:58:58 pm
Quote from: Sword of Truth on May 05, 2010, 09:43:52 pm
But I am having a problem with events with "Action Button" set as the trigger going off on Player Touch. Is there a way to solve this?


This specific bug does not happen in Blizz-ABS.  I have 3 different projects using it  (one of which is CoSLaL), and none of them have this.

Quote from: Aqua on May 06, 2010, 02:46:42 pm
Actually, that is a bug :P
And I thought it was for Event Touch with events that had a move route... :x

Care to explain in detail so that I can fix it?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 06, 2010, 05:27:57 pm
That problem was reported before, but nobody made a demo or explained exactly how the problem was caused.
Title: Re: [XP] Blizz-ABS
Post by: Sword of Truth on May 07, 2010, 08:18:17 pm
I'm not sure if this is what you mean by a demo but this is using the default settings for Blizz-ABS 2.70 and shows what happens with the events.
http://www.mediafire.com/file/z5adniyztzj/Event Problem.exe (http://www.mediafire.com/file/z5adniyztzj/Event Problem.exe)

Quote from: Aqua on May 06, 2010, 02:46:42 pm
Actually, that is a bug :P
And I thought it was for Event Touch with events that had a move route... :x


You're right that is the problem not player touch.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 07, 2010, 09:47:51 pm
Quote from: Sword of Truth on May 07, 2010, 08:18:17 pm
I'm not sure if this is what you mean by a demo but this is using the default settings for Blizz-ABS 2.70 and shows what happens with the events.
http://www.mediafire.com/file/z5adniyztzj/Event Problem.exe (http://www.mediafire.com/file/z5adniyztzj/Event Problem.exe)

Quote from: Aqua on May 06, 2010, 02:46:42 pm
Actually, that is a bug :P
And I thought it was for Event Touch with events that had a move route... :x


You're right that is the problem not player touch.


Yay!
In the future, whenever you post up a demo, leave it unencrypted, so that we can see the settings and eventing.  
I'll look into it and get back to you soon.

EDIT: found the problem, it was just a small little thing, it will be fixed in the next release (this weekend)

EDIT2:  version 2.71 is up :D  tell me if there are any new problems :X
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 08, 2010, 11:26:24 am
Hm... The manual you put together came out a bit bigger than usual. O_o I also noticed some problems so I'm putting a list together. Some of the problems could be leftovers from me as well (most probably the broken links in the version history).
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on May 08, 2010, 11:30:42 am
winkio you 4got to add yourself to the credits
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on May 08, 2010, 11:31:10 am
Congrats on your first version, Winkio!  
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 08, 2010, 11:37:42 am
Here's the list.


Title: Re: [XP] Blizz-ABS
Post by: winkio on May 08, 2010, 11:47:54 am
@Blizzard: Any idea on how to fix the last one?  Because I can't get it to happen.  I'll look into the filesize problem.  Would it have anything to do with including the psd files?  Because that might be what is happening...

@nathmatt: Thanks for the tip.  Blizzard plastered his name over every part of this thing, and I've already had to add myself in at least 5 different places :P
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 08, 2010, 12:49:32 pm
Yes, I have. xD Even the script is named after me. xD Now you'll have to rename it to Win-ABS. :V:

As for the problem, try following. Open the manual. Click on any subtopic in the TOC. Now links shouldn't be working and images should be displayed only as a red X in a white square. That's how I made it happen.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 08, 2010, 12:54:04 pm
I did what you said, clicking the subtopic from the table of contents, but it loads fine for me...  Any ideas on what could be wrong?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 08, 2010, 01:25:29 pm
I'm not sure. As I said, there might be something wrong with the table of contents. Did you use the file you got from me for that or did you make a new one using your CHM compiler?

EDIT: I just remembered what could be wrong. I used relatives paths. Check if you didn't accidentally use absolute file paths somewhere.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on May 08, 2010, 02:35:36 pm
I got this error when trying to generate the script using the 2.7 config
Spoiler: ShowHide

(http://imgur.com/UE5BZ.png)

It generates fine if I make a new config with 2.71 though.

Is there a way to force the player to use a certain hotkey? In the manual there's this
Quote
$BlizzABS.actor_force_action(party_position, target_type, target, action_type, data)

data is the skill id. At the start of my game I give a choice of summons then set that skill to hotkey 1, so is there a way to do this?

Oh, I thought I seen somewhere that the force actions for the actors didn't work but I can't find it so maybe it wasn't else :roll:

EDIT:
When I updated to 2.71 I got this error when I ran the game

Quote
Script 'ABS 2' line 3581: TypeError occured.

no implict conversion from nil to integer
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 08, 2010, 03:20:00 pm
That's because Blizz-ABS Config Legacy is not supported anymore.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 08, 2010, 03:41:01 pm
Quote from: Hellfire Dragon on May 08, 2010, 02:35:36 pm
I got this error when trying to generate the script using the 2.7 config
Spoiler: ShowHide

(http://imgur.com/UE5BZ.png)

It generates fine if I make a new config with 2.71 though.

Is there a way to force the player to use a certain hotkey? In the manual there's this
Quote
$BlizzABS.actor_force_action(party_position, target_type, target, action_type, data)

data is the skill id. At the start of my game I give a choice of summons then set that skill to hotkey 1, so is there a way to do this?

Oh, I thought I seen somewhere that the force actions for the actors didn't work but I can't find it so maybe it wasn't else :roll:

EDIT:
When I updated to 2.71 I got this error when I ran the game

Quote
Script 'ABS 2' line 3581: TypeError occured.

no implict conversion from nil to integer



1. config stuff, I forgot to handle for the old configurations, but you can make it work by going through all your skills and items and setting the explode type box to 'None' in every place it's blank.  It'll be fixed in the next release.

2.  the error, I looked through the script, and line 3581 is an 'end' on the one I released.  Make sure you updated the parts correctly.  If it still happens, post up the line.

3.  yeah, force action doesn't work on player (although it does work on allies).  I'll get around to fixing that at some point.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on May 08, 2010, 04:02:44 pm
For me line 3581 is
$game_player.battler.item = $game_player.item_hotkeys[triggered[0]]

I copied the scripts from the download and tried a second time with the same result.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 08, 2010, 04:18:57 pm
Quote from: winkio on May 08, 2010, 03:41:01 pm
1. config stuff, I forgot to handle for the old configurations, but you can make it work by going through all your skills and items and setting the explode type box to 'None' in every place it's blank.  It'll be fixed in the next release.


Actually when loading from an older file, the deserialization should automatically set that attribute to the default value.

Quote from: winkio on May 08, 2010, 03:41:01 pm
3.  yeah, force action doesn't work on player (although it does work on allies).  I'll get around to fixing that at some point.


I tried fixing that once and I figured that it will not be easy. There are quite some things messing with it and the code has to be restructured. It's not as simple as a bug fix.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 08, 2010, 05:11:55 pm
Quote from: Hellfire Dragon on May 08, 2010, 04:02:44 pm
For me line 3581 is
$game_player.battler.item = $game_player.item_hotkeys[triggered[0]]

I copied the scripts from the download and tried a second time with the same result.



-_- that is line 3851, not 3581.  I assume that the error is related to 3851 then.  I didn't change any of that part of the script, but I'll look into it.  Is everyone else getting the same error?
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on May 08, 2010, 05:24:56 pm
Hello guys a new question about this great system...

Sometimes...when i create a new map for replace a old one.... and when i change the teleport destiny of all the map that will be linked with the new one... my character can teleport to the new map, but when i move the directional keys ....

i get this error in BLIZZ ABS PART 2 in this line

#----------------------------------------------------------------------------
  # tile_check
  #  x - x-coordinate
  #  y - y-coordinate
  #  d - direction
  #  Checks if passable tile. (pixel movement)
  #----------------------------------------------------------------------------
  def tile_check(x, y, d)
    # get pixel movement rate and set bit
    pix, bit = $BlizzABS.pixel, (1 << (d / 2 - 1)) & 0x0F
    # passable if virtual passability works
  THIS LINE  -------return true if ($game_map.virtual_passability[x/pix, y/pix] & bit != 0x00)
    # get x and y of next tile
    case d
    when 2 then nx, ny = x/pix, (y+1)/pix
    when 4 then nx, ny = (x-1)/pix, y/pix
    when 6 then nx, ny = (x+1)/pix, y/pix
    when 8 then nx, ny = x/pix, (y-1)/pix
    else
      nx = ny = nil
    end
    # passable if still on the same tile
    return (x/pix == nx && y/pix == ny)
  end

How can i resolve this???  :huh:

Title: Re: [XP] Blizz-ABS
Post by: winkio on May 08, 2010, 05:34:34 pm
1.  what's the error message.
2.  are you using virtual passability?
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on May 08, 2010, 05:41:30 pm
Quote from: winkio on May 08, 2010, 05:34:34 pm
1.  what's the error message.
2.  are you using virtual passability?


Uhm This is the error message...

BABS2? 7817?? NoMETHODERROR????

Undefined Method [] for nil:NilClass


And i have activated The Intelligent Passability  :huh:

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 08, 2010, 05:50:31 pm
Delete MapData.abs from the Data folder and let the game generate a new file.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 08, 2010, 07:50:20 pm
What is causing the problem is that the script is not recognizing that you made any changes to your maps, so it is not generating a new file.  You can either do what Blizz said, or make a change to one of your maps (add a bush in or something) until it remakes the file.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on May 08, 2010, 07:56:10 pm
I desactivate I.Passabilty and it works good.....

But.... when i delete MapData.abs... i have to start a new game to create a new one??
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 08, 2010, 08:45:42 pm
no, you don't have to start a new game, you just have to run the game again, as in click on Game.exe twice, and it should generate it, and old save files can use it.
Title: Re: [XP] Blizz-ABS
Post by: Betown on May 09, 2010, 09:58:51 am
When I updated babs 2.71, I also got 3851 message...

 $game_player.battler.item = $game_player.item_hotkeys[triggered[0]]
   

What happened?

I don't know what was wrong...(It isn't compatible with other scripts related items?..?)

It worked successfully when I use 2.7 version.

And I hope that force player action problem can be resolved easily..(but it isn't easy, though)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 09, 2010, 10:06:00 am
Welcome to the world of Blizz-ABS, winkio. xD
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 09, 2010, 10:45:35 am
I'll fix the 3851 error as soon as I can.

The force player action will be worked on a little down the road

EDIT: I think I found the 3851 error, I just need someone to check, because I still can't test this glitch.  Try changing line 3849 from

return false if triggered.size > 0


to

return false if triggered.size == 0
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on May 09, 2010, 11:22:40 am
Yep, that worked, thanks winkio :)
Title: Re: [XP] Blizz-ABS
Post by: The Niche on May 09, 2010, 11:37:09 am
Is it possible to add in hit graphics and diagonal graphics? Sorry if this has already been answered, but eh, there's rather a lot to read.
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on May 09, 2010, 11:50:11 am
Quote from: The Niche on May 09, 2010, 11:37:09 am
Is it possible to add in hit graphics and diagonal graphics? Sorry if this has already been answered, but eh, there's rather a lot to read.

No, but these features are planned to be included in future versions.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on May 09, 2010, 02:50:54 pm
Thanks.
Title: Re: [XP] Blizz-ABS
Post by: Betown on May 10, 2010, 06:30:21 am
It worked. Thanks for your help.
Explosion options can make skills more various :)
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on May 13, 2010, 05:14:56 am
Hello guys! I have 3 questions about Enemy Health Bars  :shy:

- Its possible activate or desactivate this funcion with a call script command?

- Its possible that only certain enemys have this bar??? Like Some Bosses???

- How i can change the color And Size of This Enemy Health bars?


Thanks for all your precious Help!!!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 13, 2010, 06:01:54 am
1. *points to manual*

2. *points again to manual*

3. To change the you need to edit the script.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on May 13, 2010, 07:15:19 am
Quote from: Blizzard on May 13, 2010, 06:01:54 am
1. *points to manual*

2. *points again to manual*

3. To change the you need to edit the script.


Sorry for my understanding.... but i check the manual and i cant find a command that help me to on/off the enemy bars in game.... i try , but i cant find it... i really mean it... (im not a lazy guy)

"2.4.6. Enemy Health Bars
Enables display of little health bars above enemies' heads. Only health bars will be displayed, no numbers. When this option is being used, the opacity of the health bars can be set to a value from 1 to 255. Note that using this feature can create more lag on maps with many enemies.
2.4.7. Match Health Bar Width
Matches the width of the health bar to the width of the enemy spriteset instead of using a fixed width of 32 pixels. This option can insignificantly increase lag."

if you could tell me how i can do it... i aprecciate so much...

Thanks ^_^
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 13, 2010, 08:21:21 am
Chapter 5.1.2.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on May 13, 2010, 08:37:16 am
ok.... Thank you very very much! :naughty:
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 16, 2010, 12:32:53 pm
Just a note to everyone, I uploaded 2.71b that has this error fixed in it. 
Spoiler: ShowHide
Quote from: winkio on May 09, 2010, 10:45:35 am
I'll fix the 3851 error as soon as I can.

The force player action will be worked on a little down the road

EDIT: I think I found the 3851 error, I just need someone to check, because I still can't test this glitch.  Try changing line 3849 from

return false if triggered.size > 0


to

return false if triggered.size == 0



I would fix a few other things, but I'm busy with the combo system.  I'd say it's a good tradeoff ;)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 16, 2010, 12:47:54 pm
Lol, don't label them with b. That was a stupid habit of mine which I avoided that in Blizz-ABS. xD Just label it the next version. Or if the last release was just a few days ago, just fix and reupload it as the same version. xD
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 16, 2010, 12:51:21 pm
Too late!  I didn't rename anything in the actual script, just the link and the zip name, so that people know that they got a fixed version.  I'll make sure not to do it in the future.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 16, 2010, 01:02:20 pm
That's the main reason why I wasn't doing it, lol! Kinda hard to write down 2.71b as integer. xD
Title: Re: [XP] Blizz-ABS
Post by: The Niche on May 16, 2010, 04:34:56 pm
I get a bug whenever I try to generate a script using the config.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 16, 2010, 04:37:08 pm
It would help if you posted the bug.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 16, 2010, 04:43:41 pm
no, I already know it.  It's something with the explosions stuff not getting set correctly.  For now, just go through and change the explosion type for everything that doesn't explode to 'None' in the config.  It will be automatic in the next version.
Title: Re: [XP] Blizz-ABS
Post by: Explosive on May 16, 2010, 04:52:45 pm
-_- I get an error when I turn on custom controls
(http://i702.photobucket.com/albums/ww29/mewtwolord/untitled2-1.jpg)
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 16, 2010, 04:55:14 pm
post the first 55 lines of your config script.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 16, 2010, 05:01:06 pm
You probably forgot to set the default values for the attributes in the datapack classes. xD You'll get used to everything in time. :)

@Explosive: Do not use old savefiles.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on May 16, 2010, 05:07:05 pm
Thanks Wink.
Title: Re: [XP] Blizz-ABS
Post by: Explosive on May 16, 2010, 05:49:15 pm
Thx blizz....I feel dumb. xP
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on May 16, 2010, 07:56:46 pm
Hello guys!!! Here i am with a new issue! T_T

Well i use Neomode 7+ Blizz abs script and... well.....even if my character was in a normal map (with No Mode7) and  when a hit a enemy... the demage number appear but dont dissapear!!! Stay in the screen all the time...... until i pass to another map!
:'(
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 16, 2010, 11:02:57 pm
@elmangakac: is Blizz-ABS below mode 7?

Hey everyone!  v2.74 with the demo of the combo system is out.  Go download it and try it out!

The config is a bit more complex, so I provided the sample config of 3 different combos.  Still, ask if you have any trouble.  And don't worry, all the config for combos will be done through the config app in the future :)
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on May 16, 2010, 11:04:46 pm
Viva el winkio!

I can't believe I'm still alive to see the day Blizz-ABS has combos. :V:
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 16, 2010, 11:05:05 pm
Woo! Gonna go test it out now! You're good winkio.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on May 16, 2010, 11:08:40 pm
Quote from: game_guy on May 16, 2010, 11:05:05 pm
You're good winkio.

That's what she said.

And that's what she will really say once she realizes the combo system is better than sex. :D
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on May 17, 2010, 12:29:57 am
Quote from: winkio on May 16, 2010, 11:02:57 pm
@elmangakac: is Blizz-ABS below mode 7?



i test in all the position....

This order :

-Tons of add ons
-BlizzAbs
-Neomode7

Error: Makes the numbers stay in the screen T_T

This order:

-Neomode7
-Tons of add ons
-Blizz abs

Error:

Neo Mode 7 Part 2 330 Type error
Undefined Superclass Map_Actor

And This order:

-Tons of Add ons
-Neomode 7
-Blizz abs

Error:

Neo Mode 7 Part 2 330 Type error
Undefined Superclass Map_Actor

:'( Please..... Heeelp!

EDIT:

If dont exist a way to fix it.... somebody can help me editing blizzabs to change the way to show the demage numbers ..... i remake all my project in function of this Neomode7+Blizzabs script... and i dont want to lose my game T_T
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 17, 2010, 03:24:03 am
Mode 7 does usually not work with Blizz-ABS. If it does, it's probably a miracle and a unique combination that won't work with anything else. So yeah.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on May 17, 2010, 04:27:32 am
WInk, did you upload 2.74? I can't find it.  :???:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 17, 2010, 05:14:52 am
(http://img64.imageshack.us/img64/7998/v274.th.png) (http://img64.imageshack.us/img64/7998/v274.png)
Title: Re: [XP] Blizz-ABS
Post by: The Niche on May 17, 2010, 08:33:36 am
Sorry, had a case of noobitis there. Please on't strike me down, Blizz!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 17, 2010, 09:05:42 am
Priceless. xD
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 17, 2010, 09:58:15 am
Lol XD
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on May 17, 2010, 01:13:15 pm
What changed between 2.71 -> 2.74?

And can it finally be truuuuuuuue?
I don't need charasprites for drops?

Oh winkio, you are my savior, I can continue updating now <3
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 17, 2010, 01:16:50 pm
drop character sets were made optional in 2.71

2.74 has an unfinished version of the combo system for people to mess around with - although it's not built into the config app yet.  Just take a look at the included Part 1 script for instructions.
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on May 17, 2010, 08:37:31 pm
There is a random bug that's popped up on me, and it is so OBNOXIOUS!!!

While running or sneaking, you can jump fine when facing up, left, or down, but you cannot jump at all while facing right.

You can jump to the right ONLY at normal speed: holding the run or sneak buttons disables it entirely.

I'm pretty sure it was working the last time I used it, so if something changed in my computer to mess it up then...dang.

Has anybody else experienced this?

It happens with the latest BABS I might add.

I also get this error while trying to use BABS 2.74
Spoiler: ShowHide
(http://i302.photobucket.com/albums/nn118/ShiningRiku/Error1.png)


What I REALLY wanna know about is the jumping bug, and if there's a possible fix to it. Far as i'm concerned it RUINS gameplay
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 17, 2010, 08:40:07 pm
1.  I'll look into the jumping bug ASAP

2.  As per Part 1 of the script, add these lines in the Weapons, Skills, Items, and Enemies modules:

def self.combo(id)
     return 0
   end


EDIT:  Jumping works fine for me.  Send me a demo.
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on May 17, 2010, 08:43:21 pm
Thanks Winkio. I really appreciate your help.

I hope it's not just my computer, the jumping bug...
I don't get any error windows it just doesn't work.
If it IS my computer then i'm screwed  :'(
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 17, 2010, 08:46:14 pm
As I said, post up a quick demo.  Another quick test you might want to try is to holding down random buttons (spacebar, /, P, and ') while trying to jump right and see if it doesn't work, because it could be something with your keyboard.
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on May 17, 2010, 08:57:41 pm
Ok, i'm going to set up the demo now

My computer's awful and hates compressing stuff....so i'm gonna try figuring out a way to get this to work. I'll have it up soon as I can but that may be half an hour @_@

EDIT: The bare bones demo.

I included everything that makes it mess up on my computer but cut out all the unnecessary stuff. All you'll see is one of the debug rooms I had and all the items cut out but one
http://www.sendspace.com/file/pmgipi
Title: Re: [XP] Blizz-ABS
Post by: Sephiron on May 17, 2010, 09:53:31 pm
With this new release, is there better support for SDK 2.4 than the previous releases?
I really need to know, I've been looking for an ABS that works with my project all morning, and 2.71 failed to do so. I tried XAS an hour ago and it was working fine until i received an "Unknown method > for class bla bla bla (That's outrageous).
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 17, 2010, 09:56:57 pm
@Riku:  I'll take a look

@Sephiron: It's the same support as previous versions - 100% compatible.  The SDK (version 2.4) is included in the development project as a test, and there are no problems.

EDIT: @Riku, I can jump in all directions, sorry, but it's probably a problem with your keyboard.  Changing your jump button might help.
Title: Re: [XP] Blizz-ABS
Post by: Sephiron on May 17, 2010, 10:02:22 pm
Quote from: winkio on May 17, 2010, 09:56:57 pm
@Riku:  I'll take a look

@Sephiron: It's the same support as previous versions - 100% compatible.  The SDK (version 2.4) is included in the development project as a test, and there are no problems.

Oh, well then the problem is most likely because i have a script incompatibility of some sort. I remember using Blizz-abs a while back, and i loved it. It's alot faster and easier than XAS, and i didn't need any manuals at all to use it. I was sorta hoping i would never have to resort to XAS. Thanks for this release! Glad to know that some people don't just abandon their projects after a few years since the initial release.
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on May 17, 2010, 10:02:42 pm
Thanks again Winkio!

I did as you suggested and played around with random buttons but it didn't do anything. I also unplugged my keyboard, blew into the connector, and plugged it back in.

I didn't expect the last one to help but I did it anyways lol. You never know @_@
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on May 17, 2010, 10:15:54 pm
Quote from: Blizzard on May 17, 2010, 03:24:03 am
Mode 7 does usually not work with Blizz-ABS. If it does, it's probably a miracle and a unique combination that won't work with anything else. So yeah.


Thanks for your help -___-!!
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on May 17, 2010, 10:29:08 pm
Quote from: Shining Riku on May 17, 2010, 10:02:42 pm
Thanks again Winkio!

I did as you suggested and played around with random buttons but it didn't do anything. I also unplugged my keyboard, blew into the connector, and plugged it back in.

I didn't expect the last one to help but I did it anyways lol. You never know @_@


A lot of keyboards simply can't handle certain three button combinations. You might have to either find another keyboard, or use a gamepad.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on May 17, 2010, 10:41:30 pm
Ya, that happens a lot with older keyboards. Playing lost vikings via emulator on my friend's old keyboard was nearly impossible. It's your keyboard, not the script or the computer.
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on May 17, 2010, 10:51:15 pm
Wow. My other keyboard could handle it and it was older. @_@

I'm gonna have to see if it's still functional

Guys, you've been a great help! Thanks for your time! *levels up*

EDIT: Used the old keyboard I had. IT WORKED!
My baby works  :D

So glad I didn't chuck this keyboard.

The buttons are so smooth from being used lol
Title: Re: [XP] Blizz-ABS
Post by: Sephiron on May 18, 2010, 09:57:52 pm
Hey, i can call the pre menu perfectly, but when i open the normal menu i get an RGSS error on my SDk.
(http://i46.tinypic.com/2n6rf4k.jpg)
Any help?
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 18, 2010, 10:04:48 pm
line 4509 in SDK 2.4 is a comment in my version.  Either post the line or post up a demo.
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on May 18, 2010, 10:06:09 pm
Wait a minute......
Did you just say in your version??!!

You have SDK!!!!!!

just kidding, lol
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 18, 2010, 10:10:06 pm
Yeah, the only way to be immune to poison is to drink it.  Same think with the SDK.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 18, 2010, 10:20:10 pm
In blizz's Script Dev Pack, he has SDK with tons and babs to show compatability.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 19, 2010, 02:21:36 am
The SDK version in there has a few comment lines removed, because SDK 2.4 goes over 10000 lines which makes RMXP act weird if you put it into one single script slot and I didn't want to split the script. Naturally, the line numbers won't match.

It's probably the fault of the auto-disposal. Check if I set window variables to nil after disposing them.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on May 19, 2010, 03:09:24 pm
Moving on from how much everybody hates the sdk, is there a way to change the relationships between factions? As well as manipulate allies using events. Like set up their default styles?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 19, 2010, 04:51:18 pm
You can technically change the relations as relations are stored in the save file. But you would have to script the changes.
Title: Re: [XP] Blizz-ABS
Post by: Sephiron on May 19, 2010, 06:02:20 pm
Quote from: Sephiron on May 18, 2010, 09:57:52 pm
Hey, i can call the pre menu perfectly, but when i open the normal menu i get an RGSS error on my SDk.
(http://i46.tinypic.com/2n6rf4k.jpg)
Any help?

Ok, line 4509 in my SDK has asterisks around it.
  #--------------------------------------------------------------------------
 # * Update Tilemap
 #--------------------------------------------------------------------------
 def update_tilemap
   # Update tilemap
*******@tilemap.ox = $game_map.display_x / 4*****************************
   @tilemap.oy = $game_map.display_y / 4
   @tilemap.update
 end

Still need help.

Title: Re: [XP] Blizz-ABS
Post by: winkio on May 19, 2010, 06:35:09 pm
see what happens when you insert this line after line 7218 (or maybe 7217) in part 3 of Blizz-ABS:

@spriteset = nil


it should look like this:

# delete spriteset
@spriteset.dispose
@spriteset = nil
Title: Re: [XP] Blizz-ABS
Post by: Sephiron on May 19, 2010, 07:13:37 pm
Quote from: winkio on May 19, 2010, 06:35:09 pm
see what happens when you insert this line after line 7218 (or maybe 7217) in part 3 of Blizz-ABS:

@spriteset = nil


it should look like this:

# delete spriteset
@spriteset.dispose
@spriteset = nil


Ok, that seemed to work, but now i get
(http://i45.tinypic.com/5nrslu.jpg)
Any help?

Line 2145 is asterisked
        return
      end
      # Update Object
*****object.update********
    end
  end
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 19, 2010, 07:20:52 pm
right below the lines from last time, you will need to add

@view = nil


so it should look like
     
# delete spriteset
      @spriteset.dispose
      @spriteset = nil
      # delete viewport (screen tint) if new scene is still the menu or map
      @view.dispose if $scene.is_a?(Scene_Menu) || $scene.is_a?(Scene_Map)
      @view = nil


Title: Re: [XP] Blizz-ABS
Post by: Sephiron on May 19, 2010, 07:40:11 pm
Damnit. It worked again, but i'm STILL having problems!

(http://i45.tinypic.com/k98gw6.jpg)

  def dispose
   # Dispose of tilemap
*****@tilemap.tileset.dispose*******
   for i in 0..6
     @tilemap.autotiles[i].dispose
   end


I appreciate your constant support.

EDIT:
NEVER MIND, it worked, I actually had some extra lines in part 3 that i cloned by accident. Great job on this script!
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 19, 2010, 09:37:49 pm
I'm glad it worked.  I'm actually lucky I managed to find the right lines on the first try.  It was a semi-random guess out of about 20 possible lines XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 20, 2010, 02:17:07 am
As I said. xD

Quote from: Blizzard on May 19, 2010, 02:21:36 am
Check if I set window variables to nil after disposing them.
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on May 20, 2010, 05:08:38 pm
This was just a thought I had, but I think it'd be cool if you could force Gambit actions on allies with a script call, like you can change their aggressiveness or offensiveness.  :naughty:

It's just a thought/suggestion though. I think, if it can be done, it'd help pre-define some characters and make them fight with their own style. Either that or keep them from spamming skills that don't do anything other than calling a common event (I have a visor skill that reveals hidden enemies, and some other skills that make one actor switch his special weapons)

I use common events a lot, so such a feature would be really awesome for all the reasons stated above XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 20, 2010, 05:14:33 pm
O_o You already can.
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on May 20, 2010, 05:32:52 pm
I know you can force the agressiveness and offensiveness, I looked at the manual I promise!

But, you CAN force triggers on actors!?  8-O
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 20, 2010, 05:53:38 pm
Yes, read the manual more clearly.
Title: Re: [XP] Blizz-ABS
Post by: Betown on May 20, 2010, 06:18:33 pm
How to force a pet to attack by forced_action commands?

Pets aren't seen on the menus, they probably don't have party positions....
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 21, 2010, 12:03:48 am
Go make some combos everybody!  Version 2.79 is out!
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 21, 2010, 12:05:08 am
Bout time, I think this'll be enough to pay me back for tricking me yesterday >.> :V

Gonna go try it out!
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on May 21, 2010, 12:36:30 am
I <3 you, Wink.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 21, 2010, 12:55:57 am
I <3 HIM MORE >:U I'm his bitch ya know :naughty:

I'm loving the combo system <3~

EDIT: Error when attacking with a combo

EDIT 2: Forgot to update script

EDIT 3: A weapon with a combo won't attack but without the combo it will.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 21, 2010, 01:28:24 am
yeah, that's the point.  It you want it to attack inside the combo, just add an attack command in one of the actions.
Title: Re: [XP] Blizz-ABS
Post by: AliveDrive on May 21, 2010, 01:32:42 am
Wait for it....


awesome work :)

That was not a small task.
Title: Re: [XP] Blizz-ABS
Post by: Sacred Nym on May 21, 2010, 02:27:44 am
Quote from: winkio on May 21, 2010, 01:28:24 am
yeah, that's the point.  It you want it to attack inside the combo, just add an attack command in one of the actions.


Except the combo fails to initialize period. The attack button does nothing (no sound or anything) when equipped with a weapon that has a combo. And yes, the combo is configured.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 21, 2010, 03:12:52 am
Lol, you forgot to change the version in the topic header. xD
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on May 21, 2010, 06:37:29 am
Same here.  I configured it right and set the weapon to use Combo1 but when I use that weapon in the game, the attack button does nothing.  The combo just doesn't initialize.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 21, 2010, 09:29:39 am
oh, sorry, it's actually a bug with the config generator.  I'll reupload in a few minutes
Title: Re: [XP] Blizz-ABS
Post by: Ekusu on May 21, 2010, 10:01:05 am
hi im new here^^

waited a long time for combo support i will try it out and probably ask maaaany questions in futer because im making a game

1st question: how can i open the AI configurations window with a event? i cant find anything  :???:
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 21, 2010, 10:13:52 am
@all:  Okay, uploaded the fixed version.  Sorry about that >_>

@Ekusu:  

$scene = Scene_AI_Behavior.new(@view.tone))


in a script call should do the trick

EDIT:  oops, had to upload again.  I swear I'm testing it each time, but I'm never testing the right things.

EDIT:  reuploaded yet again because script and input conditions weren't working right.

EDIT:  and again, it was trying to use skills and item of ID 1 less than you configured in game.

EDIT:  no reupload this time, but just letting people know that all the commands now work.

EDIT:  one more reupload for animations to work properly.
Title: Re: [XP] Blizz-ABS
Post by: Landith on May 21, 2010, 11:49:26 pm
Well as I just got back from a wedding rehearsal, I'm tired as can be. But when I get back I'll start playing around with the combos.
So far it looks like you did a great job on them though (:
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 21, 2010, 11:58:15 pm
Thanks :).  I spent the better part of 3 days planning and writing the final system, and I think you will be very pleased with the result.  Not only does the system support all types of combos, but it also allows you to develop new special attack/skill/item/enemy types.
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on May 22, 2010, 04:32:31 am
Been having fun making all sorta of fun combos all night, been working well so far!  The only thing I don't like is how the condition is handled because (unless I'm doing it wrong) in the editor I can't get it to only check whether or not I have pressed the correct input in the input window.  I'd have to manually change it from:
[COMCondition, VARInput, 0, '==', VARInput, 0]]

to:
[COMCondition, VARInput, 0, 0, 0, 0]


and unless I missed something, I can't do that in the editor.  Other than that, I haven't found any bugs, but then again all I've been doing so far is just having fun with combos and the fact you can customize attacks now.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 22, 2010, 04:34:09 am
XAS just lost the game. <3
Title: Re: [XP] Blizz-ABS
Post by: Betown on May 22, 2010, 04:44:59 am
When game starts, syntax error occurs....-[COMInput, 0, System.Collections.Generic.List`1[System.Object], INPress, 6]

Attack
Input : ID0 : Keys[Attack] Held for 6 frames
Freeze character input
Skill: 001:Magic Sphere
Unfreeze character input


  module Combos
   
    def self.total_actions(id)
      return 1
    end
   
    def self.commands(id)
      case id
      when 1 #Magic Sphere
        case aid
        when 1 #Magic Sphere 1
          return [[COMAttack],
                  [COMInput, 0, System.Collections.Generic.List`1[System.Object], INPress, 6],
                  [COMFreeze, True],
                  [COMSkill, 1],
                  [COMFreeze, False]]
        end
      end
      return []
    end
   
    def self.anim_data(id)
      return [0, [3, 3, 3, 3], '', false]
    end
   
  end
 
end


Is there sth wrong?
Title: Re: [XP] Blizz-ABS
Post by: Ekusu on May 22, 2010, 05:21:20 am
@winkio thx but actually I tried that but it didnt work well i will try again maybe i wrote it wrong who knows...

EDIT: yep i tried that already i got a SyntaxError
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on May 22, 2010, 05:27:52 am
@Betown: redownload BABS 2.79 because you must've downloaded the config program before winkio reuploaded it.

The main change is from:
[COMInput, 0, System.Collections.Generic.List`1[System.Object], INPress, 6]

to
[COMInput, 0, [Input::Attack], INPress, 6]


Second of all, even if you didn't have the bugged out version, it wouldn't do anything.  For what you're trying to do to work, you'd need to do this:

      when 1 #Test
       case com.aid
       when 1 #Action 1
         return [[COMAttack],
                 [COMWait, 6],
                 [COMInput, 0, [Input::Attack], INPress, 6],
                 [COMCondition, VARInput, 0, 0, 0, 0],
                 [COMSkill, 7]]
       end
     end

Input is kinda pointless without a condition branch or else even if you don't press a button, it'll go straight into using the skill (which in my case is a fireball).  That should give you what you want.  Though personally I'd rather break up different attacks into different trees (like your spell will be in action2)

EDIT:
Quote from: Ekusu on May 22, 2010, 05:21:20 am
@winkio thx but actually I tried that but it didnt work well i will try again maybe i wrote it wrong who knows...

I think winkio meant to say:
$scene = 
Scene_AI_Behavior.new
Title: Re: [XP] Blizz-ABS
Post by: Betown on May 22, 2010, 06:52:15 am
Thanks a lot.  

I've not redownloaded files :shy:
Title: Re: [XP] Blizz-ABS
Post by: Ekusu on May 22, 2010, 06:59:01 am
yhea thx that worked
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 22, 2010, 11:25:41 am
Quote from: Lethal-Yarn on May 22, 2010, 04:32:31 am
Been having fun making all sorta of fun combos all night, been working well so far!  The only thing I don't like is how the condition is handled because (unless I'm doing it wrong) in the editor I can't get it to only check whether or not I have pressed the correct input in the input window.  I'd have to manually change it from:
[COMCondition, VARInput, 0, '==', VARInput, 0]]

to:
[COMCondition, VARInput, 0, 0, 0, 0]


and unless I missed something, I can't do that in the editor.  Other than that, I haven't found any bugs, but then again all I've been doing so far is just having fun with combos and the fact you can customize attacks now.


This is something that would be explained in the manual, but for conditions checking input windows, all you need is to select 'input' in the first box, and type in the ID of the input window in the first value box (the second value stuff doesn't matter).  I'm going to be updating the condition and variable windows a little bit, as well as having the manual done for 2.8, so it should be more obvious.  But both commands that you posted will do the same thing, because if it sees VARInput first, it gets the ID from the next value, and ignores the rest.  It works the same way for scripts.

Tips and Tricks:
Conditions only encompass the next command.
If you select "Held" as your input trigger type, all the player has to do is hold the button down the whole combo.
If you select "Press" as your input type with multiple buttons, it will be very hard for the player to perform the
  correct input, as they must press all buttons at the exact same time.  Try splitting into multiple input windows.
"Freeze Character Input" is a command that you will almost always want to use first thing, as it stops the
  character from doing anything outside the combo.
An option I forgot to add is whether the character is the player, and enemy, or and actor.  You can still check
  these things by using a script call with the variables "@player", "@enemy", and "@actor" respectively. 
  It is important to branch one way when the player performs the combo (for user input), and then use the other
  branch for allies (who cant have input).
Combo variables are variables contained inside the combo (think of them like "self variables").
Another option coming in 2.8 is the ability to use random numbers in variable and condition windows.  For now,
  You can use rand(X) with a script call, which will give you a random integer as low as 0 and as high as
  X - 1.  This can be very useful for the continuation of combos for enemies and allies.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 22, 2010, 11:40:59 am
Error. I have my Combo set up like this.
Action 1: Attack
             Go to action 2
Action 2: Jump Down 3 Steps
             Wait For Move Completion
             Skill 001: Heal
He attacks, then just before he jumps this happens
(http://img339.imageshack.us/img339/5463/error2b.png)
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 22, 2010, 11:52:27 am
my mistake, change the conflicting line (1492) to

dir = data


EDIT:  One other tip I forgot to mention:
Conditions that check input windows check every frame until either the input window has succeeded, or the window is out of time.  All other conditions are immediate and one frame only.
Title: Re: [XP] Blizz-ABS
Post by: Betown on May 23, 2010, 09:06:57 am
There're three of questions

1. When using healing item or skill and targets self, hit animation doesn't appear. ex)heal, potion...
 (but it targets another, animation appears)

2. Animations don't appear when projectiles explode at the end of range.(Appears when contacts, though)

3. I want to change weapon temporarily to alter attack range when combo.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 23, 2010, 10:19:28 am
1. You can't play 2 animations on 1 sprite at the same time.  That's why only the use animation appears.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 23, 2010, 10:35:22 am
2.  Animations have to appear on a target.  Thus, at the end of the range, there is no target.

3.  it requires three things.  First, a condition with a script call to check if the weapon is in the inventory.  Second, a script call to change the weapon.  Third, a script call to change back at the end.
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on May 23, 2010, 07:48:18 pm
So Mr. Winkio, wen can we expect the 'Combos for absolute retards' part of the manual?
The ABS is up to 2.79, while the help is only 2.71 T-T

I downloaded 2.79 and messed a bit with the combo tab in the configulator, but I'm just not even understanding half of what I'm doing with it. I tried to study the pre-set combos with the script, but I just am not grasping it. At all.

I'm just...lost. X_X


--J

Title: Re: [XP] Blizz-ABS
Post by: winkio on May 23, 2010, 07:50:56 pm
yep, that's what 2.8 is for.  As we speak, I'm revamping the help file (besides adding in stuff about combos, it will also be more focused on the config app, as opposed to being focused on the script in the past).  Don't worry, 2.79 is pretty much an open beta of the combo system: it works, but there's problems, and it's not the final release.
Title: Re: [XP] Blizz-ABS
Post by: poxy on May 23, 2010, 07:59:25 pm
I've been making simple combos and it looks awesome so far.

Just wondering if there is an 'input window' that should show up, or maybe it's not there because of a script I'm using...

Also, any tips on how to make a condition that checks if an enemy is hit? I want to make a combo that branches if the attacks make contact.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 23, 2010, 08:19:24 pm
no, there's nothing visual that should show up unless you set an action or animation to display with the sprite.  The window is a window of time, not an on-screen window.

There's not support for seeing if you connected with a target yet, but that is planned for a future version of Blizz-ABS, to be implemented along with the support of enemies keeping track of who deals them damage.
Title: Re: [XP] Blizz-ABS
Post by: coy13 on May 24, 2010, 08:43:53 am
I keep getting this error.

(http://i750.photobucket.com/albums/xx146/coy13/Error.jpg?t=1274704762)

I've been getteing it before I upgraded to 2.79
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 24, 2010, 09:05:45 am
Blizz-ABS corrupts old save files, keep that in mind.
Title: Re: [XP] Blizz-ABS
Post by: coy13 on May 24, 2010, 09:12:28 am
I know that but it keeps happening while I'm fighting in my test level. I don't know whats wrong. :(
Title: Re: [XP] Blizz-ABS
Post by: Betown on May 24, 2010, 10:14:08 am
@aqua, winkio
Thanks for clear reply.

Oh, that's why script command exists.

It is too bad it can't express more than two of animations at one sprite.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on May 24, 2010, 02:14:49 pm
Is it possible to change the interface depending on what character is at the front?

Wait, never mind. Just in case anyone wants to know, you use the yoke in Blizz's little trick which lets you store the name of whoever's in whatever party position combined with id numbers in a conditional branch and then do whatever. When I've cracked it, I'll post a tutorial.
Title: Re: [XP] Blizz-ABS
Post by: poxy on May 24, 2010, 05:30:30 pm
Quote from: winkio on May 23, 2010, 08:19:24 pm
no, there's nothing visual that should show up unless you set an action or animation to display with the sprite.  The window is a window of time, not an on-screen window.


Ok, that makes sense. Just making sure.

Quote from: winkio on May 23, 2010, 08:19:24 pm
There's not support for seeing if you connected with a target yet, but that is planned for a future version of Blizz-ABS, to be implemented along with the support of enemies keeping track of who deals them damage.


Sweat deal. :]
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on May 25, 2010, 09:14:11 pm
I don't remember where I've seen it but isn't there a way to make events into drop items that can be picked up?

I could NOT find or see anything hinting at it in the manual.
I'd really appreciate it if somebody could tell me how it's done (if it's set up to do such a thing) :D

This is the most fun battle system ever and I love how awesome it is
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 25, 2010, 09:21:11 pm
The manual has a freaking search button.  If you used it, you would have found this section.

Quote5.3.3. Dropped Object-like Events

You can create events that act like dropped objects. They will disappear after some time and they can be retrieved by a returning projectile weapon. If you want to create a such an event simply add \drop[TIME] in the event's name. TIME is the number of seconds that it will take for the item to disappear. Use 65535 for infinite. Keep in mind that you might experience errors if you try to retrieve the item with a returning projectile, but don't make it passable. Such events use normal spritesets and not icons. They can have any event code you want. Also keep in mind that they don't delete themselves like objects dropped by enemies do.

Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on May 25, 2010, 09:56:35 pm
I'm sorry  :negative:

EDIT: Hey, are actors supposed to be able to move while defending? I was doing the defend and it didn't even block basic attacks either @_@

I was just....defending and hovering around. It made no difference to hold the button in the first place
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on May 25, 2010, 11:59:38 pm
Yes actors can move around as they defend.

Though in your case it sounds like you might not even be holding defend in the first place.  Also check for full defend and to see if you're defending against normal attacks.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 26, 2010, 12:18:01 am
another in the long list of features to come: not moving while defending, sneak while defending, walk while defending, or no movement restriction.
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on May 26, 2010, 12:54:47 am
I did test the defend. I had Full Defend checked, and tested against a basic attack. I took full damage and it just wasn't acting like a defend.

The only difference was it changed my sprites to the defend ones.

I also found out that Touch Damage no longer worked with it @_@

I can't tell if the scripts need to be updated so they're compatible again...or if my project is having a SERIOUS allergic reaction to it (I'm using BABS 2.57 again cuz it works with all my stuff. For some reason the Traps act up now but....I'm guessing that's irrelevant)
Title: Re: [XP] Blizz-ABS
Post by: Esofor on May 27, 2010, 02:22:09 am
new poster here...

just wanted to start by saying blizz-abs is one of the coolest (if not the coolest) abs' out there.
i do have one slight problem with it though.
when i attack it has this small, but noticeable ending lag. what i'm trying to say is whenever i attack, i feel that the amount of frames standing after the atk should be significantly lower. sorry if i came off as an opinionated idiot, but i would like to request help on this matter. i'm fairly new to rpgmakerxp, so i thought i'd inquire about how to decrease (or remove) the lag the character has after attacking.

thanks in advance!
Title: Re: [XP] Blizz-ABS
Post by: AliveDrive on May 27, 2010, 02:29:13 am
Have you edited the animation frames for any of the weapons?

Actually, that's just a guess.

I don't know enough about the inner workings to help you but you could make sure those are normal. (Normal being 4 slots of 3 frames each.)

Also make sure you have the most up to date version. A new one just came out.
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on May 27, 2010, 04:00:14 am
With the script you downloaded of BlizzABS, comes a configulator program >.>
Use it to edit the "penalty" wait times for the weapons you plan on using.
The "penalty" is the amount of times in frames after each attack the character is forced to stand there.
Lower numbers mean less frames :D

I found a combination of scripts being blizzABS and Winkio's charge timer(?) script can be manipulated so that you can have time between attacks, but still move around. Play with it a little and be sure to read ALLLLLLL the instructions, it'll save you time, and everyone here loads of frustration in telling you to just read the manual.


--J

PS_ not supposed to sound like a jerk or anything, just helpful-ish.
Title: Re: [XP] Blizz-ABS
Post by: AliveDrive on May 27, 2010, 04:22:55 am
You didn't sound like a jerk.

Jerk would be like "RTFM or GTFO."  :haha:

Besides, I'm here constantly when I just want a specifc answer.

And wink has been quiet, this is potentially good news.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 27, 2010, 04:34:44 am
RTFM.

Spoiler: ShowHide
Read The Fantastic Manual

Spoiler: ShowHide
Read The Fabulous Manual

Spoiler: ShowHide
Read The Factory Manual

Spoiler: ShowHide
Refer To FAQ 'n' Manual


... :V:
Title: Re: [XP] Blizz-ABS
Post by: The Niche on May 27, 2010, 05:05:28 am
Just had to levek you up for that.
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on May 27, 2010, 10:24:20 am
Is it intentional that all events are now non-passable?
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on May 27, 2010, 04:17:40 pm
Quote from: Wizered67 on May 27, 2010, 10:24:20 am
Is it intentional that all events are now non-passable?


Yah!! i do my game with the old bug and now i changing all events XD
Title: Re: [XP] Blizz-ABS
Post by: Delusian on May 27, 2010, 05:14:58 pm
Please fix this event error, i need to be able to walk on maps
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 27, 2010, 08:08:17 pm
Quote from: Wizered67 on May 27, 2010, 10:24:20 am
Is it intentional that all events are now non-passable?


I fixed a glitch that made all events passable.  Now, the ones that are marked passable are passable, and the ones that aren't are not.  This is the default logic of RMXP.

If you abused the glitch and are too lazy to go back and correct your events, just post this as a new script above main and below Blizz-ABS.  It will make all your events on the map start out as through (although you can change it with event commands):

class Game_Event < Game_Character
 
  alias refresh_through_early refresh
  def refresh
    refresh_through_early
    @through = true
  end
 
end


Battlers with still be solid though.
Title: Re: [XP] Blizz-ABS
Post by: AliveDrive on May 27, 2010, 09:41:54 pm
my that script looks familiar...

thanks for that by the way.

I actually decided to go back through and fix all the events anyways though. For the whole game. That's where Monday-Wednesday went.

Keep up the awesome.
Title: Re: [XP] Blizz-ABS
Post by: lonely_cubone on May 28, 2010, 07:05:32 pm
Is there a way to check the terrain tag of the tile under an AI-controlled actor? For example, you've got two characters. Can you check the terrain tag of the tile underneath the second character? I don't know if this is possible, but it seems like it could be. I did look in the manual, but no luck there :P Thanks in advance to Winkio or whoever else can help with this.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 28, 2010, 07:19:42 pm
$BlizzABS.actors[INDEX].terrain_tag


It's not in the manual.
Title: Re: [XP] Blizz-ABS
Post by: lonely_cubone on May 28, 2010, 07:45:27 pm
Thanks! :D
Title: Re: [XP] Blizz-ABS
Post by: Delusian on May 29, 2010, 12:29:36 pm
the problem i'm facing is the 'fix' I put in does allow you to walk over events which is great. The problem is now the fact i've gone from one extreme to another. No events being able to be passable to all walking over.

The problem is stopping the character walking over NPC's. How do I stop this happening. I've sat fiddling with everything and nothing seems to do the trick.

Title: Re: [XP] Blizz-ABS
Post by: The Niche on May 29, 2010, 12:52:25 pm
Delusian, I'd advise not to bother with the fix, it's probably going to be less hassle.

Wink, this is just a thought, but changing the caterpillar to CCOA's? I have no clue how the scripts work so I don't know if this is possible or not, but it would be very worthwhile.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 29, 2010, 02:33:35 pm
The caterpillar is not an independent system. It is even part of the AI.
Besides, everything that CCOA's caterpillar can do can be done in Blizz-ABS with events and forced actions. Geez, what is it with people and thinking-for-themselves-for-a-second inhibitions?
Title: Re: [XP] Blizz-ABS
Post by: Delusian on May 29, 2010, 02:48:03 pm
Quote from: The Niche on May 29, 2010, 12:52:25 pm
Delusian, I'd advise not to bother with the fix, it's probably going to be less hassle.


I need some events to be able to walk over but some don't.

Without the fix all events become unpassable. I need players to be able to step on events so I can do touch events and allow the player to get from one map to another.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on May 29, 2010, 03:13:24 pm
Just set them to through. It's what I'm doing and what's ultimately going to be less hassle for everyone.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 29, 2010, 03:17:03 pm
Quote from: The Niche on May 29, 2010, 03:13:24 pm
Just set them to through. It's what I'm doing and what's ultimately going to be less hassle for everyone.


Honestly, how else do you make events passable in RMXP?  Is there something I'm missing?
Title: Re: [XP] Blizz-ABS
Post by: The Niche on May 29, 2010, 03:43:02 pm
No, I think it was something Delusian was missing.

EDIT: Please point me to somewhere where it explains this.
Title: Re: [XP] Blizz-ABS
Post by: AliveDrive on May 30, 2010, 03:42:26 am
Quote from: The Niche on May 29, 2010, 03:13:24 pm
Just set them to through. It's what I'm doing and what's ultimately going to be less hassle for everyone.


As I posted before, this was a time consuming but ultimately surefire method to fix. I also "abused" this glitch because I didn't know any better. Lesson learned ha.

@Delusian I assume you need most of your transfer characters changed because like me, you relied on player touch to get the job done. :(
Title: Re: [XP] Blizz-ABS
Post by: Betown on May 30, 2010, 05:40:32 am
1.When using skills that include combo, they don't consume sp and don't start recharging.(in Action Recharge Time)

2.I want to make animations depend on character's direction(because it is slashing), but animations don't appear. it was fixed with action-animation options.

Skill Slash includes below.
      when 3 #Slash
       case com.aid
       when 1 #Temporary Weapon Change
         return [[COMFreeze, true],
                 [COMScript, '$game_variables[15] = $game_actors[1].weapon_id'],
                 [COMScript, '$game_party.gain_weapon(6, 1)'],
                 [COMScript, '$game_actors[1].equip(0, 6)'],
                 [COMScript, '$game_variables[27] = $game_actors[1].atk'],
                 [COMVariable, VARGame, 27, '*=', VARConstant, 3],
                 [COMCondition, VARCharacter, VALDirection, '==', VARConstant, 2],
                 [COMGoTo, 2],
                 [COMCondition, VARCharacter, VALDirection, '==', VARConstant, 4],
                 [COMGoTo, 5],
                 [COMCondition, VARCharacter, VALDirection, '==', VARConstant, 6],
                 [COMGoTo, 4],
                 [COMCondition, VARCharacter, VALDirection, '==', VARConstant, 8],
                 [COMGoTo, 3]]
       when 2 #Slash -Down
         return [[COMCharacter, CHAnimation, 148],
                 [COMAttack],
                 [COMCompletion],
                 [COMGoTo, 6]]
       when 3 #Slash-Up
         return [[COMCharacter, CHAnimation, 149],
                 [COMAttack],
                 [COMCompletion],
                 [COMGoTo, 6]]
       when 4 #Slash-Right
         return [[COMCharacter, CHAnimation, 150],
                 [COMAttack],
                 [COMCompletion],
                 [COMGoTo, 6]]
       when 5 #Slash-Left
         return [[COMCharacter, CHAnimation, 151],
                 [COMAttack],
                 [COMCompletion],
                 [COMGoTo, 6]]
       when 6 #Back to Original Weapon
         return [[COMWait, 10],
                 [COMScript, '$game_actors[1].equip(0, $game_variables[15])'],
                 [COMScript, '$game_party.gain_weapon(6 ,-1)'],
                 [COMFreeze, false]]
       end
     end


I'm looking forward to completing manual with combo system.  :o
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 30, 2010, 10:52:37 am
Quote from: Betown on May 30, 2010, 05:40:32 am
1.When using skills that include combo, they don't consume sp and don't start recharging.(in Action Recharge Time)


Ah, that's a good point.  You should be able to consume SP with a variable command, but this brings up a lot of other problems.  I'll see what I can do.

EDIT: Oh, and if you want an easier way to use 4-directional animations, you can turn them into sprites, and then set them to an action, even using custom frame numbers to get the timing right.
Title: Re: [XP] Blizz-ABS
Post by: Scoryth on May 30, 2010, 03:31:06 pm
I have a question regarding this script. I want to set up my game to where when you make contact with an NPC it transfers the party to an "arena map" if you will where the enemies are already programmed. My issue is: how do I get the party to go back to the regular map after all the enemies have been defeated? I'm trying to make it similar to Star Ocean: Till the End of Time or Kingdom Hearts Re:Chain of Memories.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 30, 2010, 04:50:19 pm
Don't you think using a skill should consume SP regardless of combo commands? The rest can be done easily, simply using a wait command that. I think. >.<
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on May 30, 2010, 05:34:55 pm
for the star ocean thing you can use this Battle Dome (http://forum.chaos-project.com/index.php/topic,3183.0.html)
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 30, 2010, 06:15:41 pm
Quote from: Blizzard on May 30, 2010, 04:50:19 pm
Don't you think using a skill should consume SP regardless of combo commands? The rest can be done easily, simply using a wait command that. I think. >.<


Well any add-on thats are triggered by the use of a skill, weapon, or item will not work with combos.

One thing you can do is if the skill/item/weapon that triggers the combo is not used inside the combo (like a skill that is a flurry of attacks, or a multicast item), then you can make the combo skill shooting, set the target group in the database to User, setup the SP cost, set it to 0 damage (and every other stat), and then have the first action use the skill as its first command.  It takes a slight bit of work, but it should do the trick.  Oh, and you might need a conditional to check if you have enough SP.
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on May 31, 2010, 10:41:35 am
Hey Guys,

I am just learning how to make skills, however when I hotkey them, they are not working. I only get the buzzer sound. Any idea what I am doing wrong?

Is there something in the script that I need to turn on, or is there a tutorial for the Skills. I have read the manual, but I don't know how to set a skill ID. Can someone help me out?

Thanks
Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on May 31, 2010, 10:55:59 am
Check in the config what type of skill it is.  If it is direct, check the range.  The issue most likely is because you have no targets within your range, which causes the buzzer.
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on May 31, 2010, 12:27:59 pm
I checked these. The ranges are set, and the enemies are all around me. I can hotkey the skill, but it won't appear in the HUD. How can I select a skill from the Hotkey menu? Thanks!
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 31, 2010, 12:37:32 pm
Did you press the number to which you assigned the skill?
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on May 31, 2010, 12:40:57 pm
Quote from: Aqua on May 31, 2010, 12:37:32 pm
Did you press the number to which you assigned the skill?
Omg...I'm so dumb! I didn't do that! It works now fine. Thanks Aqua!
Title: Re: [XP] Blizz-ABS
Post by: Betown on June 01, 2010, 10:00:43 am
Hmm.... Is it a bug?
When using direct skill with no enemy in range, charge sprites appear twice.(It doesn't before ver 2.74)

In skills include combo, It can cost sp to use these tricks, but Action Recharge Time doesn't work with combo skills. :(
(It doesn't show time & gauge, so I want to show them...)

There's no way except waiting for BABS ver2.80.(I can't wait  8))

Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on June 05, 2010, 02:46:11 pm
Would there be a way to disable the player from using skills with certain elements unless a switch is on? So basically I need a way to check if the skill the player attempting to use is a certain element, then check if the switch is on, if it is, then continue with the skill.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 05, 2010, 04:03:36 pm
That's not related to Blizz-ABS.
This is very much possible.
Just mod the skill_can_use? method.
Title: Re: [XP] Blizz-ABS
Post by: Flamesora on June 05, 2010, 05:11:56 pm
You should make monsters have different respawns. then having them all respawn at the same time.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on June 05, 2010, 06:28:07 pm
you can have different respawns RTFM
Title: Re: [XP] Blizz-ABS
Post by: Flamesora on June 05, 2010, 07:13:09 pm
how can you explain :) ...  and give me instructions please
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 07, 2010, 07:30:58 am
Read the manual.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on June 07, 2010, 08:02:10 am
Blizz, you should probably put something in your signature along the lines of

IF YOU HAVE ANY QUESTIONS ABOUT BLIZZ ABS, READ THE MANUAL UNTIL YOUR EYES TURN PURPLE!

On another note, would you mind pointing me to the chapter of the manual or the topic where it has the ways you can manipulate the caterpillar?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 07, 2010, 09:22:08 am
IDK, winkio apparently changed the manual.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on June 07, 2010, 11:55:09 am
Right, thanks.
Title: Re: [XP] Blizz-ABS
Post by: Nixeto on June 08, 2010, 04:15:07 pm
Hey guys!

I'm new on this forum but I have been using it for a while because its scripts are awesome :)


And, I had a problem with the move speed while using the blizz abs.

Here's my question: How can I change the movement speed during the game? I mean...
I'm running at speed = 4 and now I want the character to run at speed 5, how can I do it?

I want the normal speed to be 3.5 and the running speed 4.5 and I don't know how to do it.

NOTE: I want to change the speed IN-GAME, while playing. You're running at 3'5, you talk with an NPC and then you're running at 4'5. Ok? :)

If ya can solve it... :)


Thanks.
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on June 08, 2010, 04:18:40 pm
I don't know about the halves, but you can change the speed in part one of the script under movement configuration.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 08, 2010, 04:27:45 pm
Don't use decimal moving speeds as it can make your game glitch and your character miss positions.
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on June 09, 2010, 12:26:23 am
On page 96 of this thread, there is a BlizzABS MMO Edition that sounded interesting.
Anyway I could get a hold of that? I obviously just completely missed it in my time away from here for like, a week some time ago, lolz.

Also, I see that a month ago G_G asked about event creation via script calls, has there been any progress towards that? Seemingly, as with everyone else that asked about it in this huuuuuuge thread, we all want to be able to spawn monsters or whatever with script calls essentially, and it can't be done simplistically without something of this nature v.v


--J
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 09, 2010, 02:43:53 am
Blizz-ABS MMO Edition is a very old thing where I made Blizz-ABS work with Netplay+. Forget about it, Blizz-ABS can run on the far superior RMX-OS. :P
Title: Re: [XP] Blizz-ABS
Post by: Nixeto on June 09, 2010, 04:57:44 am
Then, is no-one gonna answer me? :(

Just something like CALL SCRIPT, $game_player.move_speed = 4.5 or something like this, but I don't understand the Blizz ABS Script, then only the creator can help me! :D
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 09, 2010, 05:26:54 am
Quote from: Blizzard on June 08, 2010, 04:27:45 pm
Don't use decimal moving speeds as it can make your game glitch and your character miss positions.
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on June 09, 2010, 04:18:41 pm
I was more interested in the scriplets/scripts within that allowed that "standard MMO feel" ie: mouse hovering with names, the info window, etc. Just me trying to analyze scripts in effort to understand and further my Ruby/rgss knowledge.

@legacyblade:: hey btw, I think it was in the blizzABS topic, but did you end up succeeding in replicating actor data for enemies? ie: using arshes actor stats and such as stats for defined enemies?


--J
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 09, 2010, 05:22:17 pm
Naw, I wasn't able to figure it out. I don't have the skills Winkio does with blizzABS
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 13, 2010, 01:42:22 am
Quote from: Blizzard on June 07, 2010, 09:22:08 am
IDK, winkio apparently changed the manual.


Not yet.  But if you are having trouble finding anything, you can use the search tab inside the manual.

Quote from: jragyn00 on June 09, 2010, 12:26:23 am
Also, I see that a month ago G_G asked about event creation via script calls, has there been any progress towards that? Seemingly, as with everyone else that asked about it in this huuuuuuge thread, we all want to be able to spawn monsters or whatever with script calls essentially, and it can't be done simplistically without something of this nature v.v


--J


coming in either 2.9 or 3.0

Quote from: jragyn00 on June 09, 2010, 04:18:41 pm
I was more interested in the scriplets/scripts within that allowed that "standard MMO feel" ie: mouse hovering with names, the info window, etc. Just me trying to analyze scripts in effort to understand and further my Ruby/rgss knowledge.

@legacyblade:: hey btw, I think it was in the blizzABS topic, but did you end up succeeding in replicating actor data for enemies? ie: using arshes actor stats and such as stats for defined enemies?


--J


I've been thinking about adding more support for something to this effect.  Basically being able to create actor battlers that use an actor data instead of enemy data.  You could make NPCs, enemies, bosses, or whatever you saw fit with it.  Might be in 2.9, might be in 3.0.
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on June 13, 2010, 09:55:44 pm
Ahh well, no rush, I'm still hanging on the edge of my seat for 2.8 and a nice and thorough 'dummies explanation' of combos in the manual, lol.


--J
Title: Re: [XP] Blizz-ABS
Post by: The Niche on June 15, 2010, 09:33:31 am
WOOO! Update! Keep working wink, you rock!
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 15, 2010, 01:09:06 pm
winkio, if you added that NPC feature, we'd officially have ALL the features needed to make an elder scrolls game in RMXP o.o RMorrowind anyone? This has the potential to be more amazingly epic than any 2D game engine to date.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on June 22, 2010, 03:07:40 pm
The problem with amazingly epic scripts is, as I know understand, they make people believe that storylines are no longer required. Which wastes everyone's time.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 22, 2010, 03:58:20 pm
You could say the same about any great engine or technological advancement. Just look at the storyline of avatar for example :P Just don't play the crappy games that ignore story.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 22, 2010, 05:04:06 pm
Avatar's story is a ripoff from Pocahontas and Dances with Wolves with fancy CG graphics and everything happening in space. Am I right or am I right? xD
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 22, 2010, 05:31:36 pm
Yup. I enjoyed the story for the nostalgic value (I used to read a lot of poorly written pocahontis rippoffs because the only fantasy books my mom got me were "Christian friendly"), but continually chuckled at how unoriginal it was. Though you do gotta love all the eyecandy.
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 22, 2010, 07:22:49 pm
there are amazing games that have no story.  It's just really hard to pull off.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 23, 2010, 02:37:33 am
True. Like Zelda. Almost no story, but an amazing series. :D
Title: Re: [XP] Blizz-ABS
Post by: Mikhail on June 23, 2010, 02:48:47 am
Quote from: Blizzard on June 23, 2010, 02:37:33 am
True. Like Zelda. Almost no story, but an amazing series. :D
Or Mario. It's the same shit over and over again, but the games-- even the sports games-- are fucking fantastic.

But to be fair, if you look into Zelda... there's quite a bit more story than there is in most amateur work.

It's just that each game gives you very little to work with.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 23, 2010, 04:33:52 am
I agree. Zelda and Mario are not story-less, but they rather have a simple (and progressing!) story structured well into the game.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 23, 2010, 10:43:37 am
I think a big part of why Zelda feels so story rich is that they decide on their game mechanics first. The build the story from there. That makes the player feel much more immersed in the storyline, because it keeps the amount of "why can't you just use a pheonix down on her?" moments to a minimum. I think the problem with most games with limited story is that they don't fully weave into the game, thus making the little bit of story there just not yummy at all. Like caviar on chocolate cake instead of frosting.
Title: Re: [XP] Blizz-ABS
Post by: rodas on June 23, 2010, 11:21:58 am
I'm new.. not sure if this is where I should post...

I tried the new version and you can't walk across event with no graphic also events that transfer you with no graphic and event touch or player touch don't work...

anyways.. nice to finally join.. it's amazing what you guys have here  :D
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on June 23, 2010, 11:41:47 am
Quote from: rodas on June 23, 2010, 11:21:58 am
I'm new.. not sure if this is where I should post...

I tried the new version and you can't walk across event with no graphic also events that transfer you with no graphic and event touch or player touch don't work...

anyways.. nice to finally join.. it's amazing what you guys have here  :D


I think that's because in the latest version winkio fixed an error that's always been in the RMXP program itself. Events that are not marked as Through are not supposed to be passable, but sometimes they were anyway. The solution to your problem would just be to check "Through" on events you want to be passable. Good luck on your project!
Title: Re: [XP] Blizz-ABS
Post by: rodas on June 23, 2010, 12:05:52 pm
 :^_^': wasn't expecting that haha

thanks a lot! I wish you luck on yours too... (if you have one)

Edit: ugh.. I need help.. how can I make an object that can be attacked but can't be walked through..
like a rock or something similar.. I can't get it to work
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on June 23, 2010, 03:14:24 pm
Don't set it to through.......
I'm not usre if I really understand the question......
Title: Re: [XP] Blizz-ABS
Post by: rodas on June 23, 2010, 06:14:47 pm
I made an event... It has normal settings.. then I use \g[] and group 4 to make it an object.. and \e[id of enemy with just hp].. and It works it makes a rock that you can attack.. unfortunately you can walk through it, which defeats the whole purpose..  without the \e[] you can't damage it..

I don't know what to do..
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on June 23, 2010, 06:17:01 pm
Actually, since I'm too lazy to deal with alignment stuff, I just make an enemy that can't do anything and used \move. I know thats probably not a very good way to do it though...... :^_^':
Title: Re: [XP] Blizz-ABS
Post by: rodas on June 23, 2010, 06:20:59 pm
works for me  8)

thanks!
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 23, 2010, 07:35:58 pm
Quote from: rodas on June 23, 2010, 12:05:52 pm
Edit: ugh.. I need help.. how can I make an object that can be attacked but can't be walked through..
like a rock or something similar.. I can't get it to work


Yeah, right now, they are all passable unless you use \move, but I'm planning on adding in a \thru flag that can be set.
Title: Re: [XP] Blizz-ABS
Post by: rodas on June 23, 2010, 08:06:28 pm
wow I had no idea he retired.. [a little unplugged from the rm community]

well.. that's good to hear! I hope you keep doing what you are doing.. the blizz abs only gets better :D

anyways... again.. I'm not sure if this is the place to ask.. but is there a ums that works with blizz abs without that error that put your text on top?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 24, 2010, 02:24:13 am
Ccoa's UMS. Just make sure you put your scripts in the right order.
Title: Re: [XP] Blizz-ABS
Post by: rodas on June 24, 2010, 11:49:02 am
Thanks a lot blizz  :) I got it to work once i found it so I appreciate it..

I know i'm just full of questions.. but I was wondering.. when the game is compiled are the menu options "ai behavior" and "ai triggers" going to be there? because I'm making a tutorial for some players but i need my menu to look like theirs.. else it would be weird and they would ask..
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 24, 2010, 12:18:09 pm
Those are Blizz-ABS's default menus for player specific setup of the AI. Of course, you can disallow the player from accessing those menus or you can implement your own versions of those menus.
Title: Re: [XP] Blizz-ABS
Post by: rodas on June 25, 2010, 02:14:30 pm
Thanks a lot  :)

Hey.. I got another question... is there a way to make your character not be seen?

I have tried putting the opacity to 0 but that doesn't work.. and I also tried to change it's graphic for none and for a blanc one... I don't remember if the blanc one had to have a specific size.. but anyways.. if anyone knows how to do it, I would appreciate it if you told me  :haha:
Title: Re: [XP] Blizz-ABS
Post by: Sacred Nym on June 25, 2010, 03:16:27 pm
Spoiler: ShowHide
(http://img171.imageshack.us/img171/8287/transparentd.png)
Title: Re: [XP] Blizz-ABS
Post by: mcLOud on June 25, 2010, 04:26:26 pm
Hi! i'm new here and sorry for the bad English. I've "stole" some of the script in the database before i'm register here, thanks! lol. anyway, here's my problem.
I have only one actor here in the party, and he's dead. But he can still attack. Is this a bug? or is it just me? btw, i've found this bug from about v2.57. Help??
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 25, 2010, 05:03:25 pm
Did you turn on auto-gameover?
Title: Re: [XP] Blizz-ABS
Post by: rodas on June 25, 2010, 06:06:05 pm
Thanks it works!   :)

........ ugh...  :???: this is killing me...

It's like i am an rpg n00b again...   :haha: I can't seem to be able to change window skins with event command.. is there another way?  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: mcLOud on June 26, 2010, 02:29:46 am
Quote from: Blizzard on June 25, 2010, 05:03:25 pm
Did you turn on auto-gameover?


oh. I'm forgot to mention that. No i'm not turning on the auto gameover. Is there a way to avoid this without turning on autogameover?
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 26, 2010, 03:26:57 am
Quote from: mcLOud on June 25, 2010, 04:26:26 pm
btw, i've found this bug from about v2.57. Help??


Quote from: Blizzard on January 09, 2008, 08:21:56 am
Blizz-ABS
Version: 2.79


Maybe you should try updating to the newest version. That might just fix the bug.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 26, 2010, 04:01:44 am
Lol, if he didn't turn on Auto-Gameover, I don't think that will help much. xD

@mcLeod: The Auto-Gameover option was intended so that you can either turn it on and have your game end when all actors are dead or turn it off and handle a gameover with events. I didn't expect somebody would allow the player to walk around with dead actors so it's pretty much unexpected behavior.
I just checked the code and yes, when an actor is dead, the AI will not use any actions, but if the actor is controlled by the player, the player can still press a button to activate an action. And I actually would want to leave it at that.

But there is a way to avoid that. You can simply have a parallel process common event running that disables the attack, skill and item buttons when a gameover should occur and enable them when not.
Title: Re: [XP] Blizz-ABS
Post by: mcLOud on June 26, 2010, 04:13:51 am
Quote from: legacyblade on June 26, 2010, 03:26:57 am
Quote from: mcLOud on June 25, 2010, 04:26:26 pm
btw, i've found this bug from about v2.57. Help??


Quote from: Blizzard on January 09, 2008, 08:21:56 am
Blizz-ABS
Version: 2.79


Maybe you should try updating to the newest version. That might just fix the bug.


actually, i've found it in 2.79 too. lol  :^_^':

Quote from: Blizzard
Lol, if he didn't turn on Auto-Gameover, I don't think that will help much. xD


lol. okay then, sorry for bothering you all. thankyou for the response anyway.  :D
Title: Re: [XP] Blizz-ABS
Post by: Sacred Nym on June 26, 2010, 04:06:51 pm
Quote from: mcLOud on June 26, 2010, 04:13:51 am
actually, i've found it in 2.79 too. lol  :^_^':


Did you change your death state in any way? The death state is always the first one in the database and I think you might've unchecked the "can't act" box on it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 26, 2010, 04:11:09 pm
As I said, Blizz-ABS overrides that.
Title: Re: [XP] Blizz-ABS
Post by: rodas on June 26, 2010, 04:22:28 pm
Man.....  :( I just keep getting more problems...

when you start the game I made a few auto run events... and transfer the player from map to map...

and when everything is done.. and you start playing... the menu wont open and the game is useless.. all you can do is walk... you can't battle you can't do anything.. oh and you can walk over tiles that are suppose to cover you...

how ever.. if the game starts out on the gameplay map.. than everything works okay... but I can't just throw people onto a map and call it a game.. so.. yeah... can anyone help?
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 26, 2010, 04:24:11 pm
1.  Are you sure that your controls are set up correctly?
2.  Check your eventing.
Title: Re: [XP] Blizz-ABS
Post by: Sacred Nym on June 26, 2010, 04:24:33 pm
Quote from: Blizzard on June 26, 2010, 04:11:09 pm
As I said, Blizz-ABS overrides that.


o.O
News to me.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 26, 2010, 08:19:11 pm
Quote from: Blizzard on June 26, 2010, 04:01:44 am
I just checked the code and yes, when an actor is dead, the AI will not use any actions, but if the actor is controlled by the player, the player can still press a button to activate an action.
Title: Re: [XP] Blizz-ABS
Post by: rodas on June 26, 2010, 11:44:56 pm
Quote from: winkio on June 26, 2010, 04:24:11 pm
1.  Are you sure that your controls are set up correctly?
2.  Check your eventing.


man... this is sad... hahaha..

I just found out that I had the disable menu command.... and thats the problem I have been trying to magically solve for a few hours... I'm sorry for the false alarm and anytime wasted.. thanks a lot though  :D
Title: Re: [XP] Blizz-ABS
Post by: archee1 on June 27, 2010, 12:33:37 pm
i have 2 issues with this abs system
im tring to make it so my bows crossbows shoot arrows 5 map squares away im following the guide
the confiqyration quide whhat it says but it keeps saying it doesent work
i can make it change all weps but not just the bow
im putting when 5 then return 5.0
5 is the crossbow id number im following the configuration doc exactly as it says and its realy annoying pls help :'( :'(

my 2nd is that i want to teleport to town when my party dies or so i have to go back to a certain place to revive i dont want to game over
so i have auto gameover thingey on so i dont gamover anyway you can sort this out? :'( :'(
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on June 27, 2010, 12:49:37 pm
I haven't used the latest version of BABS yet, but if I remember correctly, if your weapon in a bow, the line for it in the first part of the config should read:

when 5 then return BOW_ARROW

And for the range to be 5, change the second part to say:

when 5 then return 5.0


As for your gameover issue, you're going to need to disable auto-gameover, and create a parallel process common event that checks if all party members are dead, and warps the party to wherever it is that you want them warped to if that is the case.
Title: Re: [XP] Blizz-ABS
Post by: archee1 on June 27, 2010, 12:51:15 pm
ok but im not using arrows do i have to if you know?
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on June 27, 2010, 12:52:39 pm
In that case, just change the first line to read

when 5 then return BOW
Title: Re: [XP] Blizz-ABS
Post by: archee1 on June 27, 2010, 12:54:05 pm
when 5 then return 5.0 BOW
or
when 5 then return BOW 5.0?
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on June 27, 2010, 12:55:08 pm
No, just "when 5 then return BOW" and then in the second part, where you define the range, you put "when 5 then return 5.0."
Title: Re: [XP] Blizz-ABS
Post by: archee1 on June 27, 2010, 12:58:57 pm
not wrking
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on June 27, 2010, 01:02:25 pm
Then you aren't doing it right. It should look something like this (except hopefully with other weapons besides the bow included, of course.)

  module Weapons
   
   def self.type(id)
     case id
     when 5 then return BOW
     end
     return SWORD
   end
   
   def self.projectile_speed(id)
     return 5
   end
   
   def self.range(id)
     case id
     when 5 then return 5
     end
     return 1.5
   end
   
   def self.penalty(id)
     return 16
   end
   
   def self.frames(id)
     return [3, 3, 3, 3]
   end
   
   def self.charge(id)
     return [CHARGENone, 0]
   end
   
   def self.charge_frames(id)
     return [3, 3, 3, 3]
   end
   
   def self.consume(id)
     return []
   end
   
 end
Title: Re: [XP] Blizz-ABS
Post by: archee1 on June 27, 2010, 01:04:50 pm
 :P i had
   when 5 then return BOW
   when 5 then return 5.0
End
Title: Re: [XP] Blizz-ABS
Post by: archee1 on June 27, 2010, 01:07:15 pm
just one issue left i want to respawn in town not game over :shy:
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on June 27, 2010, 01:08:27 pm
Quote from: WhiteRose on June 27, 2010, 12:49:37 pm
As for your gameover issue, you're going to need to disable auto-gameover, and create a parallel process common event that checks if all party members are dead, and warps the party to wherever it is that you want them warped to if that is the case.


If you have further questions, how about you PM me, so we can stop bumping the topic?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 27, 2010, 02:52:49 pm
And please avoid double-posting. Use the Modify button instead.
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 27, 2010, 02:56:47 pm
And use the config app for crying out loud.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 27, 2010, 03:08:43 pm
Yeah, I didn't sit for days (and weeks!) on it for nothing. D:
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on June 27, 2010, 03:12:05 pm
Quote from: archee1 on June 27, 2010, 01:04:50 pm
:P i had
   when 5 then return BOW
   when 5 then return 5.0
End


just going to point out that you'll never get to the case where 5.0 is returned.
Title: Re: [XP] Blizz-ABS
Post by: archee1 on June 28, 2010, 11:20:23 am
how do i make a weapon an aoe hit like all enemys around
And my bow hits all enemys near not just 1 it can hit like 5
p.s. whats the modify thing
Title: Re: [XP] Blizz-ABS
Post by: Eskobar on June 28, 2010, 01:51:51 pm
First of all: this has to be the most amazing tool I've ever worked with! I get goosebumps when thinking about all the possibilities you can do with the system, great job!

Now, I want to work with Blizz-ABS and have already tried some features. I got a few question:

1) Is there a possibility to "quick-equip" an item? Although I appreciate the hotkey feature, I want that the player is able to equip an item without the hotkey feature.. is there a possibility to tell my RMXP that it should equip "Ammunition" as item which can be used with the item button?

2) Well, I'm planning a shooter; and I want that the player has to hold a button (let's take the space bar for example) to draw his weapon. With the arrow buttons he should be able to choose the direction and with the attack button he should shoot. Now, I've played one of Blizzard's demos, "Sir Lag-A-Lot", and the shooting mechanic I want would be a combination of Sir Lag-A-Lot's defense and attack abilities. Can you give me an explaination how to do that?

I hope that you understand what I mean and that you can help me. Sorry for my English, I'm from Germany..  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: momon0039 on July 02, 2010, 03:29:39 am
Helly, I'm new in the forum so pleas forgive me about my english.
Anyway I have a problem. I used Blizz befor, and it's truely awsome but now when I open Blizz Config it shows me error, do you know why? i'm really want use Blizz on my game, and without the config i'm not sure I'll be able to use blizz as good as it is.
Thank
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 02, 2010, 08:47:44 am
is it in your game folder?
Title: Re: [XP] Blizz-ABS
Post by: momon0039 on July 02, 2010, 09:38:12 am
Yea, and I tried that on other games too, it's shows me the same error
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on July 02, 2010, 11:44:33 am
Do you have the .net framework?
Title: Re: [XP] Blizz-ABS
Post by: momon0039 on July 02, 2010, 12:39:13 pm
Yes, Version 3.0 or 3.5.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on July 02, 2010, 12:41:52 pm
What is the error you're getting?
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 02, 2010, 01:58:09 pm
most likely an unhandled exception.  Have you tried redownloading the config app?
Title: Re: [XP] Blizz-ABS
Post by: ViNNe on July 02, 2010, 02:15:36 pm
Hey guys i'm new to this forum and to the ABS..

When I heard about it i just thought "WOW, THAT'S PERFECT!"

I've just gone through the Config.exe and generated a script, and installed at my project.

But I am getting an error wich says

(http://img696.imageshack.us/img696/6526/errorlog.jpg)

and my script is like this

(http://img5.imageshack.us/img5/2415/scripteditor.jpg)

I hope someone can help me ASAP  :)


Title: Re: [XP] Blizz-ABS
Post by: legacyblade on July 02, 2010, 04:08:41 pm
That doesn't look like script part 1. Part 1 is ALL config data. It's generated by the APP.
Title: Re: [XP] Blizz-ABS
Post by: ViNNe on July 02, 2010, 04:47:34 pm
Quote from: legacyblade on July 02, 2010, 04:08:41 pm
That doesn't look like script part 1. Part 1 is ALL config data. It's generated by the APP.


I used the Blizz-ABS Config 2.79 again and I guess that Script 1 is corrected.

But now I get an error on Script 2 wich says

(http://img685.imageshack.us/img685/409/error2l.jpg)

And my script 2 is like this.

(http://img413.imageshack.us/img413/5949/script2.jpg)

Help me (:
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on July 03, 2010, 03:08:39 am
Either you still have bits of the script you originally had in your script one slot, or you have a duplicate script (2 and 3 being the same script). Make sure for part two, you copy the entire blizz-abs part 2 file. Same with part 3 (but, of course, using the part 3 script). I know that this is an error with how you're pasting the scripts in, as I don't get that error.

Remember, part one of the script should ONLY consist of what you got from the config app.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on July 03, 2010, 05:08:02 am
i just upgraded from 2.7 to the current version because there are some problems in 2.7 that i had hopped would be fixed up, but while testing i found some more bugs

events that don't have a sprite normally allow the character to walk though them but when i upgraded, all events i have no sprite now act as if they do, i can't walk over them, this is a problem cause most of these events have their trigger set to "Player Touch" and i have a lot of them working as connections to maps and there are alot

i have the ABS configured to use some sprites, the Running, Sneaking, Jumping, Charging, none of them work, and by that i mean that when i have them in the folder they don't get used and when i remove them, there's no error, i used the config program to create the config script and i checked the script, the consents for sprite control are set to true

in the config program under the Lag Prevention Configuration, it's not listing the ID of the maps correctly, i have a map called "Lv 1" and it's saying it's ID is 40, one of the first maps i created is getting a Map ID of 30 and i have another map called ";" in the list and i have no maps named that, i know the ID are incorrect cause i'm using Dubealex's Map Stat's script so i know the ID of every map since even if i don't use a map in the Map Stats script i got to add it to my addons script to skip it when getting the total map stats completion

this one, not sure if it's a bug or if i need to fix up my events but when i kill an enemy with the normal attack, if i'm just pressing the attack key rapidly, Blizz-ABS seems to kill the one enemy 2 or 3 times, i know this because i have a map where a door doesn't open till you kill 5 enemies and there's 6 in the room, when an enemy dies it adds 1 to the variables that keeps the door lock so when it hits 5, the door opens, but when i kill 3 or 4 enemies, the door opens, i've check the door and the event commands are correct, that and i death the Enemy Collapse SE more times, also, i'm alone in this area so there's no allies

i also like to make a suggestion about the AI Triggers, a configurable part to Blizz-ABS that we can add a list of states that don't show up in the list when your setting the value of the state condition since i know there are some scripts that you wouldn't want a state to show up in there, like Blizzard's Fury Status, you wouldn't really make a trigger that tests if an ally has Fury, you would test if the ally who has just died since the fury state only is applied when one character that is linked to another in Tons dies

also, i have a question,

i have a DNS System, DNS Tint, DNS Weather, Field HP and Game Over Common Events that are Parallel Possessors, i have 3 on a map, 29 events as enemies of one group and 5 in another, about 15 events as enemies in the objects group, 13 events made as rocks just to stop the player from getting to an area before the story takes them there, 2 events which only appear in one cutscene, otherwise they aren't there, the map is 75 x 65 and the Blizz-ABSEAL is set to a factor of 2, i have the Mini Map and the Hotkeys part of the HUD off and there is no pictures displayed and there is a party of 2 character that i control, my Computer's Possessor is a Intel Pentium 4 overclocked to 3.40Ghz and i have 1 GB of RAM and i'm running that smooth mode in RMXP..............how much lag is all of that supposed to generate on the map i described cause when i am fighting, it's very, very, very slow and is there any i can fix this
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 03, 2010, 02:55:32 pm
Ugh, fine, enough people are complaining about the through events that I will change them back.

I'll have to look into the running/jumping/sneaking/charging sprites

The ID of the maps works correctly for both CoSLaL and Dissipate, so I don't know what the problem is.

The enemy death bug sounds familiar.  I'll look into it.

Modifications to the triggers system are so game-specific.  They should be custom scripts.

Your map shouldn't be that slow, you must have a lot of background processes open or something.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 03, 2010, 03:56:16 pm
Even though I agree on the trigger part, you should probably explain how to manually add commands in the manual. I never got to it. >.< You can use the chapter about forced action commands as template for the manual trigger chapter.
Title: Re: [XP] Blizz-ABS
Post by: Mimi Chan on July 04, 2010, 12:39:01 am
I just tried the lag a lot demo thingy to get a feel of Blizz ABS.

Is it always like, when you attack, your character will stop moving, attack, then move again?
I mean you can't attack while moving like XAS does or the demo is just an old Blizz demo o.oa

Stopping just to attack seems make it less 'action' o.o
Title: Re: [XP] Blizz-ABS
Post by: Silentknight72 on July 04, 2010, 12:46:09 am
don't be afraid to use BABS. I think in RO you also stop when you attack, right?
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 04, 2010, 01:32:28 am
You can use combos to keep moving while attacking.  But it is standard in most games to stop while attacking.
Title: Re: [XP] Blizz-ABS
Post by: Silentknight72 on July 04, 2010, 01:37:24 am
how do i make a skill animation into a death animation(for example, the death animation is 50 frames)?

Ex.
when enemy died and is facing up, run animation "monstername_death_01
when enemy died and is facing down, run animation "monstername_death_02 and so on....
Title: Re: [XP] Blizz-ABS
Post by: Mimi Chan on July 04, 2010, 01:52:18 am
Aww I see o.o

Maybe I just got used to XAS, would be cool if Blizz can attack move too ^^;
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 04, 2010, 04:08:58 am
winkio already told you to use a combo action for that.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on July 04, 2010, 09:16:30 pm
Quote from: winkio on July 03, 2010, 02:55:32 pm
Ugh, fine, enough people are complaining about the through events that I will change them back.


you probably don't have to remove it, just make an option to enable or disable it cause i can see how it can be useful but to suddenly upgrade to a new version have your events change like that can be a pain

Quote from: winkio on July 03, 2010, 02:55:32 pm
The ID of the maps works correctly for both CoSLaL and Dissipate, so I don't know what the problem is.


i say they would since the config script uses ID, it's just that the Blizz-ABS config program doesn't display their correct names, i know my maps ID cause their used in another script but someone else might not double check the ID in the config script and the actual ID

Quote from: winkio on July 03, 2010, 02:55:32 pm
I'll have to look into the running/jumping/sneaking/charging sprites


i read in one of your posts that Charging doesn't work, it does work it's just that the charge sprites isn't showing.....well, at least the "Trigger on Charge" works cause all my spells are that and when i cast it, if i wait and press the cast key again it works fine, which leads me to a question, if your not using the charge sprites, how do you know if your charging or not

Quote from: winkio on July 03, 2010, 02:55:32 pm
Modifications to the triggers system are so game-specific.  They should be custom scripts.


i'm only referring to the state condition since i just looked over some of i scripts i have archived and some uses Dummy states (eg. the Chaos Drive State) and you don't want to be checking if an enemy or ally has those, just a simple array which has State IDs to ignore, i did try to figure out how to do it myself and found the area where the state condition list is populated but my way proably wouldn't work since i would add ech state to the list using a loop and in this loop look in the "Ignore State Array" and if there is a state in that array, don't add it to the list, otherwise, add it to the list, to me it's simple but i just sued programming logic to figure it out, i've absolutely no way of knowing how to do that in RGSS in Blizz-ABS

Quote from: winkio on July 03, 2010, 02:55:32 pm
Your map shouldn't be that slow, you must have a lot of background processes open or something.


well, i'm using Blizzard's DNS Take 2 (yep, i still have it and rather the event one over the script one), i have modified it so it's no using the date and year and time is done by 2 images (one for hours, one for minutes).......could be the DNS Weather, i use an advance Weather script that has like blood rain, sakura petals and just more, had hopped to make it so enemies who love rain gain a bonus when it's raining, it was made by Ccoa so it could be the script itself, but now that i know that i'm overloading the game, i'll see if i can turn it down

also, i've noticed in the help fire, when i go to see the version history (yes i do read that, i'm weird like that) it kept showing that "page can't be found" page you would get in the old versions of IE, all the other pages work fine though
Title: Re: [XP] Blizz-ABS
Post by: rodas on July 06, 2010, 09:18:34 pm
Hey guys.. it's me again... I noticed that when I stared posting this topic was on page 179 like version 1.79... it AmAzInG!! haha.. just kidding.. anyways.. I need help..

  I'm currently trying to make the first boss in my game. (I'm going slow.. I had other graphics to do.. haha)
and the problem I find is that he is way to easy to beat.  when you start using the sword on him.. you just have to repeatedly press the sword button and then you win, not even giving the monster a chance to attack. thanks. my guess is it has to do with time penalty.. but it's on default... .. ugh..  thanks for anyones help
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on July 06, 2010, 09:54:54 pm
either make the boss's AI AI Setup have "Full Power" checked, created events with autostart or parallel proses which checks for condtions and changes the event name of the boss to have immortality (like where you can attack the boss until you kill so many enemies or after it uses a certian skill) or just change it's stats and give it more skills, or you can set the Unique AI delay and lower the penalty but i think that's what Full Power Does
Title: Re: [XP] Blizz-ABS
Post by: rodas on July 06, 2010, 10:10:03 pm
 :) hey thanks! The full power thing helped a lot! Although you could still do some crazy button mashing to beat the boss easily. I decided to increase the sword penalty to 24 and now it seems to work like a charm!  :haha: thanks a lot. lvl's up.. I don't know what that's for but I hope it helps or something.. :D
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on July 08, 2010, 01:09:00 am
just wondering, can events marked as enemies be also marked as respawn points? if not is there a way to make it so it looks like an enemies is a respawn point
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 08, 2010, 02:22:56 am
I don't remember if that would work. Just try it out.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on July 08, 2010, 09:46:41 pm
did, it didn't work but i'm using 2.7 cause from what i've seen, the only difference between 2.7 and 2.79 is the combo system and all events that aren't normally solid become solid because the version history doesn't work in 2.79's help file and there's too many events for me to change the though setting to on before i want to submit my game to a competition this weekend

i did have an idea how to simulate a spawn point to be an enemy by having 2 events, one an enemy and one the spawn point then when the enemy is killed it renames the spawn point but the problem is that i can't get the spawn point to move with the enemy and the enemies i want to be spawn points move around
Title: Re: [XP] Blizz-ABS
Post by: poxy on July 10, 2010, 04:52:56 pm
Erp... I have a problem with the idle sprites not animating for characters ID 2 and upwards. Lead actor animates fine but for the rest the idle sprite is not used. Tried v2.7 but its the same...
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 10, 2010, 07:50:12 pm
Updated with 2.8.  It still uses config 2.79.  Major features are new manual, solid combo system, and event passability behaves the way it does with default RMXP (events with no graphic are treated as through).
Title: Re: [XP] Blizz-ABS
Post by: The Niche on July 10, 2010, 07:56:06 pm
I LOVE YOU!!
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on July 10, 2010, 08:08:19 pm
Good work, winkio. I think that, in general, people will like this version of the passability better. Coupled with the new manual, we'll hopefully be seeing a lot more BABS projects due to its ease of use. The new combo system is yet another reason for people to use it; I think it's safe to say you've left XAS even further in the dust. Is the combo system implemented in the config app?
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 10, 2010, 08:18:37 pm
yes, the combo system is in the config app.  And one more thing that somehow slipped past me: the table of contents on the manual somehow got messed up.  It's not really a big deal, because it's so much easier to navigate (4 clicks can get you to any page from any page), but it will be fixed in the next version.

EDIT: alright, reuploaded with the fixed table of contents in the manual (no code changes)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 11, 2010, 07:24:49 am
I say it again: I want your babies.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on July 11, 2010, 08:49:33 am
I want them more.
Title: Re: [XP] Blizz-ABS
Post by: Dundora on July 11, 2010, 03:51:39 pm
I just downloaded and applied the latest Blizz-ABS, but i have a problem(obv, otherwise i wouldn't be posting here).
My problem is that apparently my allies don't heal me when i am not in battle, and sometime they also don't heal me when I am in battle.
I checked and I'm sure they have a heal skill, does anybody have any suggestions?
Title: Re: [XP] Blizz-ABS
Post by: rodas on July 11, 2010, 04:36:34 pm
I just tried the combo system... but it doesn't seem to be working...

  I set up the combo exactly like you did.. It's a attack, jump forward, attack... when I try it.. he just attacks and that's it... I tried with an enemy to see if that was the problem but it does the same thing.
he just plays the sound of the animation i picked but doesn't do any of the actions. this is set up to my sword... help please..
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on July 11, 2010, 05:43:45 pm
Great work winkio :)

I did find something wrong in the manual though...

Spoiler: ShowHide
(http://img204.imageshack.us/img204/7951/bms.png) You forgot the capital letter for systematics :o


:^_^':

EDIT: Actually, just one other thing in the manual. Chapter 5.5.2 Input Script Reference, every $game_system.ACTION_button = true/false has enables or disables the attack button beside it, I don't think that's right  :huh:

Chapter 5.5.2: ShowHide

$game_system.attack_button = true/false - enables or disables the attack button.
$game_system.defend_button = true/false - enables or disables the attack button.
$game_system.skill_button = true/false - enables or disables the attack button.
$game_system.item_button = true/false - enables or disables the attack button.
$game_system.select_button = true/false - enables or disables the attack button.
$game_system.hud_button = true/false - enables or disables the attack button.
$game_system.hotkey_button = true/false - enables or disables the attack button.
$game_system.minimap_button = true/false - enables or disables the attack button.
$game_system.turn_button = true/false - enables or disables the attack button.
$game_system.running_button = true/false - enables or disables the attack button.
$game_system.sneaking_button = true/false - enables or disables the attack button.
$game_system.jumping_button = true/false - enables or disables the attack button.
Title: Re: [XP] Blizz-ABS
Post by: rodas on July 11, 2010, 05:58:29 pm
please forget my last post..
    I was suppose to put wait for move completion after everything..

It works great  :haha: really nice work winkio!
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 11, 2010, 06:06:19 pm
@HD: thanks for looking at that XD.  I'll get on fixing it.

@rodas: yeah, there are a lot of fine points to the combo system, such as wait for move completion, and freeze input.  I'll be making an example project with about 10-20 different combos set up in it, so everyone can see what I've experimented with.  There's some crazy stuff you can do ;)
Title: Re: [XP] Blizz-ABS
Post by: rodas on July 11, 2010, 06:25:29 pm
That sounds Awesome! I can't wait to see your combos!  :D
   I was wondering how the input things work, it would be awesome to make an action game of that caliber :)
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on July 11, 2010, 08:11:28 pm
Aww man, I'm so behind! I am still learning the Skill system..takes a long time and the manual is not very explicit. Everything sounds really exciting though, can't wait to see the combos video!
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on July 11, 2010, 10:41:16 pm
Quote from: sirsniffy on July 11, 2010, 08:11:28 pm
Aww man, I'm so behind! I am still learning the Skill system..takes a long time and the manual is not very explicit. Everything sounds really exciting though, can't wait to see the combos video!

Have it tried the Config app? It makes creating skills a snap.
Title: Re: [XP] Blizz-ABS
Post by: Cats777 on July 12, 2010, 11:34:45 am
Is it possible, using event commands or scripts, to order an NPC event to move from one tile to another using the pathfinding algorithm and at the same time attack any enemies it may encounter? If so, is it possible to make it patrol between tiles using the same AI?

If these are possible, it would make me extremely happy.
Title: Re: [XP] Blizz-ABS
Post by: Bryght on July 12, 2010, 06:41:01 pm
That's really an awesome job, congratulations  :up:

But I have a lil question  :^_^':

I'd like to play a sound when :
I attack a monster
The monster attacks me
The monster dies

Let me explain :)

For example,

I'm fighting a Zombie.
When I hit it, I'd like "zombie_hit.wav", "zombie_hit2.wav" or "zombie_hit3.wav" (...) to play, so that when I hit it, i'll hear a "uhhh.." "arghh..." "ohh...." (you should understand xD) from the zombie. (just like in Diablo2)
Same for the other cases (attack, death).

This would allow me to add realism to my project !  :)

That would be awesome, i hope this is doable ! Thanks !
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on July 12, 2010, 10:18:09 pm
Hmm. It would appear that the current download link is incorrectly named. You might want to fix that. ;)
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 12, 2010, 10:20:05 pm
=.= I swore I had the numbers the other way around.
Title: Re: [XP] Blizz-ABS
Post by: rodas on July 12, 2010, 10:24:23 pm
guys.. I don't know if this is my game or what..

when my character touches an event that's on player touch.. his sprite starts moving as if he was walking.. is this suppose to happen? just a question.. 
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on July 12, 2010, 10:25:17 pm
Also, I just took a look at the new version of the manual, and it is fantastic. Excellent job. However, the title of section 4.2 is not capitalized, with no apparent reason for being so. If you update the manual later, you might want to fix that. I'll keep reading through it and looking for other errors; even the best writers make mistakes and need a proofreader now and again.

EDIT:

In the list of features in section 1.1 is written:

Quotecustomize it however you want which is made as easy as possible because of the professional documentation provided


You might want to consider re-writing that as:

Quoteextensive customization options, made easy due to the professional documentation provided


EDIT 2:

Something else you might want to change can be found in section 1.3, in the version history. In the list of changes for version 2.8, you say:

QuoteBugs related to the combo system from 2.79 fixed, combo system now complete.


This is in a different tense then other changes listed. To correct this, you should change it to:

QuoteBugs related to the combo system from 2.79 fixed, completing the combo system.


OR

QuoteBugs related to the combo system from 2.79 fixed; combo system completed.


EDIT 3 (Sick of me yet?):

In the list of changes for version 2.7 is written:

QuoteChanged the way how spritesets need to be named for Actor Weapon Sprites.


This is grammatically incorrect and should be:

QuoteChanged the way spritesets need to be named for Actor Weapon Sprites.


This also applies to the statement above it regarding projectile spritesets.

Sorry; you never really asked for help, but I figured I'd give some. Feel free to disregard it if you feel it irrelevant.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 12, 2010, 10:47:48 pm
eh, you can see right through my copy paste  :^_^':

There are actually a ton of those type of errors, because instead of rewriting sections (ones which I hadn't looked at all the related code, or didn't feel like rewriting), I just copied Blizz's stuff with some quick edits.  They will all be fixed, but probably not in the next few versions.
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on July 12, 2010, 10:56:07 pm
Alright. Just one more thing before I stop bothering you: the script generated by the config app still says 2.79 at the top. I doubt this will cause compatibility issues or, indeed, any issues at all, but it is incorrect. If players check to see which version of BABS they are using and only look at the first part, then they will be misinformed.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 12, 2010, 10:59:25 pm
Right, that's because it's still the old version of the config app.  On the list of current problems, the fact that the auto-generated config script says 2.79 instead of 2.8 is literally the smallest one.

@rodas: you probably have your character set to use idle sprites.
Title: Re: [XP] Blizz-ABS
Post by: rodas on July 12, 2010, 11:05:50 pm
yeah! thanks for replying  :)

I have it set up to use idle sprites, but I also have the idle sprites set up.. The idle sprite works just fine.. but when you go to a "player touch" event.. the walking sprite is used and not the idle sprite.. don't know if that's a mistake..   I will mess with it tomorrow to see if it's my mistake..
Title: Re: [XP] Blizz-ABS
Post by: Bryght on July 13, 2010, 09:08:39 am
Hmm, as for my question :

Spoiler: ShowHide
That's really an awesome job, congratulations  :up:

But I have a lil question  :^_^':

I'd like to play a sound when :
I attack a monster
The monster attacks me
The monster dies

Let me explain :)

For example,

I'm fighting a Zombie.
When I hit it, I'd like "zombie_hit.wav", "zombie_hit2.wav" or "zombie_hit3.wav" (...) to play, so that when I hit it, i'll hear a "uhhh.." "arghh..." "ohh...." (you should understand xD) from the zombie. (just like in Diablo2)
Same for the other cases (attack, death).

This would allow me to add realism to my project !  :)

That would be awesome, i hope this is doable ! Thanks !


I feel like doing it by editing the ennemi-event in the map.. (As far as I know, It's not a Blizz-ABS feature isnt it?)

That would follow this pattern :

"If ( AttackKey is pressed )
Then ( Play zombie_hurt.wav )
End"

"If ( Zombie HP = 0 )
Then ( Play zombie_die.wav )
End"

However I don't really know how to do this in the event.. What kind of event triggering should I use?
Will this prevent Blizz-ABS from working ?  :???:

Or have you got a better idea? :s  Thx
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on July 13, 2010, 11:11:15 am
Quote from: Bryght on July 13, 2010, 09:08:39 am
Hmm, as for my question :

Spoiler: ShowHide
That's really an awesome job, congratulations  :up:

But I have a lil question  :^_^':

I'd like to play a sound when :
I attack a monster
The monster attacks me
The monster dies

Let me explain :)

For example,

I'm fighting a Zombie.
When I hit it, I'd like "zombie_hit.wav", "zombie_hit2.wav" or "zombie_hit3.wav" (...) to play, so that when I hit it, i'll hear a "uhhh.." "arghh..." "ohh...." (you should understand xD) from the zombie. (just like in Diablo2)
Same for the other cases (attack, death).

This would allow me to add realism to my project !  :)

That would be awesome, i hope this is doable ! Thanks !


I feel like doing it by editing the ennemi-event in the map.. (As far as I know, It's not a Blizz-ABS feature isnt it?)

That would follow this pattern :

"If ( AttackKey is pressed )
Then ( Play zombie_hurt.wav )
End"

"If ( Zombie HP = 0 )
Then ( Play zombie_die.wav )
End"

However I don't really know how to do this in the event.. What kind of event triggering should I use?
Will this prevent Blizz-ABS from working ?  :???:

Or have you got a better idea? :s  Thx


Enemy events execute upon their death; it's not possible to trigger it via just hitting the enemy, at least to my knowledge. This would probably require either an edit of the BABS script itself or a plug-in.
Title: Re: [XP] Blizz-ABS
Post by: Bryght on July 13, 2010, 11:56:56 am
Hi WhiteRose, thanks for your reply ^^

Actually I found out a way to play a sound upon the monster's death :
- In RMXP, I created a new animation "zombie death", but I only put a sound in the animation (zombiedeath.wav)
- In the enemies configuration : allow 'Destruction Engine Emulator Animation', and select the created animation.

That's a part of the job done :p


Still looking for a way to play a sound when I hit the mob  :'(
Maybe someone else has an idea or knows to edit the script in order to do this?
Title: Re: [XP] Blizz-ABS
Post by: stripe103 on July 13, 2010, 12:09:41 pm
Quote from: WhiteRose on July 13, 2010, 11:11:15 amEnemy events execute upon their death; it's not possible to trigger it via just hitting the enemy, at least to my knowledge. This would probably require either an edit of the BABS script itself or a plug-in.


And there is a good idea for a new function. Having like a comment or something that says something like this
BABS.event_trigger(A, B)

Where "A"(number) is like:
1. On enemy death
2. Attack
3. Defend
4. On enemy respawn? Maybe.

"B"(true/false) is:
true = Successful
false = Unsuccessful

That would be cool.
Title: Re: [XP] Blizz-ABS
Post by: Bryght on July 13, 2010, 01:18:03 pm
Yes, that would be great. Settings sounds effects to the monsters will add realism to the games !


Fast question : How can I prevent the ennemy's corpse from "blinking" till it disappears (drop_time reached) ?
i'd just like the corpse to stay there till I pick it up / it disappears.
i've been looking through the script, as a beginner, i havent found where the edit should take place :s
Title: Re: [XP] Blizz-ABS
Post by: poxy on July 13, 2010, 02:41:23 pm
Quote from: Bryght on July 13, 2010, 11:56:56 am
Hi WhiteRose, thanks for your reply ^^

Actually I found out a way to play a sound upon the monster's death :
- In RMXP, I created a new animation "zombie death", but I only put a sound in the animation (zombiedeath.wav)
- In the enemies configuration : allow 'Destruction Engine Emulator Animation', and select the created animation.

That's a part of the job done :p


Still looking for a way to play a sound when I hit the mob  :'(
Maybe someone else has an idea or knows to edit the script in order to do this?

In The database in RMXP go to weapons and set the target animation to be one that has the mob hit sound. This will make all the mobs play the same S.E, though.

Also, check the manual section 4.3.6, [Trigger:ActionButton] might work in particular... or the special triggers, than an a command to play an SE. Copy and paste the enemies around the map. Better to read the manual before diving in to the script :p


Grats on 2.8 winkio! Looks great so far.
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on July 13, 2010, 07:34:31 pm
I thought you could do the sound effect when its hit with custom triggers?
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 13, 2010, 08:47:41 pm
theres a way to do it with custom triggers and common events, but it's pretty messy.  It would be much easier and more elegant to make a 40 line script that did it for you.
Title: Re: [XP] Blizz-ABS
Post by: Bryght on July 14, 2010, 02:49:01 pm
Quote from: winkio on July 13, 2010, 08:47:41 pm
theres a way to do it with custom triggers and common events, but it's pretty messy.  It would be much easier and more elegant to make a 40 line script that did it for you.


I don't get how you can do that with commonevents + cust triggers :s

I tried to do it with custom triggers directly into the ennemy's event page, but that just didn't work correctly..
            Comment: Trigger:Weapon
            Play SE : zombie_hit.wav
It actually play the sound, but then it plays it again whenever I TOUCH the event.. moreover ennemy death gets glitched.

It seems that i have misunderstood the use of custom triggers?  :wacko:
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on July 14, 2010, 09:09:10 pm
Quote from: Bryght on July 14, 2010, 02:49:01 pm
I don't get how you can do that with commonevents + cust triggers :s

I tried to do it with custom triggers directly into the ennemy's event page, but that just didn't work correctly..
            Comment: Trigger:Weapon
            Play SE : zombie_hit.wav
It actually play the sound, but then it plays it again whenever I TOUCH the event.. moreover ennemy death gets glitched.

It seems that i have misunderstood the use of custom triggers?  :wacko:


well i looked in the help file and i don't see anything saying that the weapon id in Trigger:Weapon is optional so your problem may be a glitch in Blizz-ABS for when there's no weapon ID but i haven't used those triggers much (just really used the Trigger.Death) but i shouldn't doing it event time you touch the enemy....unless you've got another custom trigger that's going the same thing but for PlayerTouch or EventTouch, and if the event is an enemy then you have to evaluate if the touch is a "bad touch" and if so, call the cops! otherwise it's Blizz-ABS itself but like i said, i haven't used this trigger, haven't had a situation where i needed too so i wouldn't be sure

also, i like to comment on the help fire, nice look, the bookmark links for each page could be in a table or something but i'm weird like that, i did spot something missing in the file, \box, i found it in the code when i was reading it and it was in 2.7 (not sure if you removed it winko), what ti does is normally you get a box on the minimap on events that have no sprite or uses a tile from the fileset, when you use a characterset, it creates an arrow pointing in the direction the event is facing, kinda problematic when you have things like chests and door where the change of direction is only used when you animate it (like the default chests in the RTP), \box makes events that normally are an arrow become a box, also, is there a a command like \box that hides events from the minimap, just in case if you wanted to hide enemies, i remember in an earlier version there was one but i can't remember

with the combo system, does it work like in fighter games where insted of pressing a button 3 times and seeing the same animation 3 times you cn add more of a flow to it, like in the late Megaman X games when playing as Zero, when you go to user the Z-Saber, instead of doing just hack-hack-hack, it's hack-slash-uppercut, and how do you evaluate input, i don't get the window that pops up cause the top and bottom look the exact same?
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 14, 2010, 09:14:32 pm
no, just using weapon without an id should do it for any weapon.  I'll look into the bug.  I might make a Damage trigger that goes off whenever damage is taken for the next version.
Title: Re: [XP] Blizz-ABS
Post by: rodas on July 16, 2010, 11:50:09 pm
I found a problem.. I don't know if it's a bug or what...

Let's say I have a cut scene where many characters move and stuff.. and then the player saves right after the cutscene.. when you load the save file all the characters are back to their original spots on the map[before they moved]... So.. yeah..
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on July 16, 2010, 11:51:51 pm
Quote from: rodas on July 16, 2010, 11:50:09 pm
I found a problem.. I don't know if it's a bug or what...

Let's say I have a cut scene where many characters move and stuff.. and then the player saves right after the cutscene.. when you load the save file all the characters are back to their original spots on the map[before they moved]... So.. yeah..


That's not a BABS problem; when the game loads the map, it loads the events from where they are on the map in the editor. Their locations are not saved with the save data.
Title: Re: [XP] Blizz-ABS
Post by: rodas on July 16, 2010, 11:58:17 pm
so.. there is nothing I can do?
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on July 17, 2010, 12:02:57 am
Quote from: rodas on July 16, 2010, 11:58:17 pm
so.. there is nothing I can do?

Create a switch that turns on after the cut scene, and create new events that are where they should be after the cutscene's completion that only appear after the switch is turned on. Make sure you have the original events disappear, as well.
Title: Re: [XP] Blizz-ABS
Post by: G_G on July 17, 2010, 12:31:46 am
Or I could whip up a simple script that saves events positions xD
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 17, 2010, 12:44:00 am
It's actually best not to use the same maps for cutscenes and gameplay.  It's better to use clones, so that nothing gets messed up on either end.
Title: Re: [XP] Blizz-ABS
Post by: Dundora on July 18, 2010, 01:23:50 pm
Quote from: Dundora on July 11, 2010, 03:51:39 pm
I just downloaded and applied the latest Blizz-ABS, but i have a problem(obv, otherwise i wouldn't be posting here).
My problem is that apparently my allies don't heal me when i am not in battle, and sometime they also don't heal me when I am in battle.
I checked and I'm sure they have a heal skill, does anybody have any suggestions?
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 18, 2010, 01:38:06 pm
make triggers?
Title: Re: [XP] Blizz-ABS
Post by: Dundora on July 18, 2010, 03:27:14 pm
Yeah I tried that, but then they will still only heal me when I am in battle, plus nobody's gonna want to read a help file telling them they have to setup triggers first everytime they want to play my game (should it ever be released).
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 18, 2010, 03:59:20 pm
Blizz-ABS AI Triggers = FF12 Gambits. I don't understand what your problem is. In FF12 the Gambits System is explained during the game. Why can't you explain AI Triggers in your game?
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 18, 2010, 04:16:38 pm
If you are requesting an update to the AI, then I'll see about that for 3.0.  It will probably be one of the things I have the beta testers test.
Title: Re: [XP] Blizz-ABS
Post by: Dundora on July 18, 2010, 04:19:41 pm
My problem is that my allies, which is a summon (sorry I forgot to mention that before), don't heal me as long as there aren't any enemies around:
Quote from: Dundora on July 11, 2010, 03:51:39 pm
My problem is that apparently my allies don't heal me when i am not in battle


Ive tried setting a custom trigger like when leaders health is lower than 50% but that doesn't work either, UNLESS I am in battle, but i want to know how i can get them to heal me outside of battle
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 18, 2010, 04:49:47 pm
Allies are idle when you are not in battle. That is because there is no limitation of battle and you can organize your healing by yourself. Letting your allies heal you while not in battle is unproductive. If an ally has low MP and another one high MP, the low MP ally will heal you regardless of tha fact that it would be a lot smarter to heal with the ally that has high MP. If you want the game to play by itself, I'm not sure you are at the right place.
Title: Re: [XP] Blizz-ABS
Post by: Dundora on July 18, 2010, 06:13:41 pm
Why do you post so aggressive?
Anyway:
Quote from: Blizzard on July 18, 2010, 04:49:47 pm
If an ally has low MP and another one high MP, the low MP ally will heal you regardless of tha fact that it would be a lot smarter to heal with the ally that has high MP. If you want the game to play by itself, I'm not sure you are at the right place.


They might as well do that when they are in battle and if not then you can just use the same system when your not in battle, having to heal your entire party yourself when you are not fighting may be more mana sufficient but its also really annoying.

I don't want the game to play by itself but that doesn't mean auto-healing is like strictly forbidden, if that was the case then you might as well get rid of the whole AI, after all we don't want the game to play itself.

Anyway I suppose its not possible to let your allies heal you when your not in battle.
Thanks for your responses.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on July 18, 2010, 06:23:33 pm
That's something worth taking a look at, though. It'd need a bit more development as a concept before it's ready to even be started, but it might make for some awesome gameplay.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 18, 2010, 06:29:33 pm
Quote from: winkio on July 18, 2010, 04:16:38 pm
If you are requesting an update to the AI, then I'll see about that for 3.0.  It will probably be one of the things I have the beta testers test.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on July 18, 2010, 11:36:01 pm
Personally, I like the AI system as it is. I would get irritated if my allies kept doing skills and such outside of battle.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 18, 2010, 11:45:50 pm
Don't worry, I'm not going to get rid of any functionality.  You'll be able to choose an AI setup custom to your game.
Title: Re: [XP] Blizz-ABS
Post by: Dundora on July 19, 2010, 12:20:47 am
That would  be so awesome :D
When will the new version be released btw ?
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 19, 2010, 12:58:44 am
2.81, the next update, will be a few weeks.  The AI update will be for 3.0, which is a ways off.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 19, 2010, 03:03:29 am
Quote from: Dundora on July 18, 2010, 06:13:41 pm
Why do you post so aggressive?


O_o That wasn't aggressive. I explained to you how it works and that an automation of that process might not be a good idea as it alters the game in such a way that it limits the player's control over what's going on in the game which is usually very annoying to players.
Title: Re: [XP] Blizz-ABS
Post by: Dundora on July 19, 2010, 06:14:21 am
srry, just seemed a bit aggressive they way it was posted, my mistake :)
Title: Re: [XP] Blizz-ABS
Post by: The Niche on July 20, 2010, 10:52:18 pm
@Wink: It's more likely something that should be an add-on, but AI customisation is a good idea.
Title: Re: [XP] Blizz-ABS
Post by: ShadowPierce on July 21, 2010, 12:47:17 pm
->I'd just like to ask how to make actors (specifically party members) to move like in set move route in a parallel/autorun event so they don't look all scattered in cutscenes, and so they can also have roles in cutscenes? I've been reading the manual all day andI can't seem to find a single answer... (~_~)

I'd really appreciate your help! ^^


Title: Re: [XP] Blizz-ABS
Post by: poxy on July 21, 2010, 02:27:55 pm
Found a [cheat]bug: if you're walking and hold [Ctrl] you can pass through walls... I imagine it's left behind from dev testing phase? This is for 2.8 and 2.55 I've tested (with Dissipate demo). Needless to say it can cause some havoc...
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on July 21, 2010, 02:43:02 pm
Your not by any chance playtesting, are you?
Title: Re: [XP] Blizz-ABS
Post by: poxy on July 21, 2010, 02:53:40 pm
Was not aware of that feature... seemed odd that no one else seen it..  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Dundora on July 21, 2010, 05:30:21 pm
I have another suggestion / question for your script;

You see, I have a bridge that is completely made up from events, this is because I want it to disappear after you've past it.
The problem is that with Blizz ABS  you cant walk through/over events, not even when i have the through function enabled.

Any suggestions on how to solve it ???

EDIT: Nvm that, I'll just try disabeling Blizz ABS when I'm passing the bridge, and switching them on again after.
Hope this helped anyone els :P
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on July 21, 2010, 05:31:37 pm
Quote from: Dundora on July 21, 2010, 05:30:21 pm
I have another suggestion / question for your script;

You see, I have a bridge that is completely made up from events, this is because I want it to disappear after you've past it.
The problem is that with Blizz ABS  you cant walk through/over events, not even when i have the through function enabled.

Any suggestions on how to solve it ???

Make two identical maps - one with the bridge, and one without.
Title: Re: [XP] Blizz-ABS
Post by: Dundora on July 21, 2010, 05:33:13 pm
The above is easier...
Thnx for your reply though :)
Title: Re: [XP] Blizz-ABS
Post by: The Niche on July 21, 2010, 11:09:05 pm
Quote from: ShadowPierce on July 21, 2010, 12:47:17 pm
->I'd just like to ask how to make actors (specifically party members) to move like in set move route in a parallel/autorun event so they don't look all scattered in cutscenes, and so they can also have roles in cutscenes? I've been reading the manual all day andI can't seem to find a single answer... (~_~)

I'd really appreciate your help! ^^




This was what I was talking about when I mentioned CCOA's caterpillar, as well as the way it interacts with her UMS. It's an important question and I know several people want to be able to do it.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 21, 2010, 11:32:39 pm
The easy answer to that question is to disable caterpillar and make events for the party members.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on July 21, 2010, 11:57:02 pm
...Really not into that one. It would work for cutscenes I guess but it's sorta...yeah, ya know. Anyway, it's nothing worth worrying about.
Title: Re: [XP] Blizz-ABS
Post by: Lost King on July 22, 2010, 04:06:57 am
The combo system looks stunning ;D But I seem to have run into a problem. I'm trying to make a simple dash combo thing, you use the skill, and the character runs real fast and attacks, so I set it up like this:
>Freeze Character Input
>Character: Set Move Speed to 6
>Move: Forward for 12 steps (I'm using 2 for pixel movement so 3 tiles)
>Wait for Move Completion
>Attack

Now, it'll move forward the 3 tiles, wait, and then attack, but it does it at normal walking speed.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 22, 2010, 09:44:16 am
Try setting move frequency to 6 as well.
Title: Re: [XP] Blizz-ABS
Post by: Dundora on July 22, 2010, 12:31:49 pm
Ok here I am again :P

I dont know how I keep running into these problems but I do  :<_<:

My problem this time is that my allies simply wont preform any skills, they DO have skills,
and I know I can set up triggers but I also know that they use to preform skills by them selfs, or was this changed in a newer version?
Title: Re: [XP] Blizz-ABS
Post by: Lost King on July 23, 2010, 06:07:18 am
I tried changing the move frequency as well, no luck. Can you, or anyone else for that matter, get the speed change to work? I don't think I have any obscure scripts that would screw it up, but it wouldn't hurt to check if it's just an error in my project.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on July 23, 2010, 11:17:34 am
Couldn't find this in the manual but is there a way to check if there is any enemies in Blizz-ABSEAL range?
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on July 23, 2010, 12:59:18 pm
Mister Winkio (or whomever can answer I guess)

I'm excited to see the addition of the 3.6.x series of the help manual for BlizzABS.
Though I'd like a bit of readable confirmation from the master:

Effectively, a combo is like...a common event run when you run a combo? Except (obviously) it runs the chain of events you setup within the combo when its linked to item/weapon/skill/whatever ?

Title: Re: [XP] Blizz-ABS
Post by: winkio on July 23, 2010, 07:23:50 pm
A combo allows you to create weapons, skills, and items that are able to do more than the pre-defined stuff.  They are similar to an RMXP event in construction and function.

A combo can only be run via linking from a weapon, skill, item, or enemy attack.  You can't just run a combo out of the blue.  You can, however, link multiple weapons, skills, or items to the same combo.
Title: Re: [XP] Blizz-ABS
Post by: G_G on July 25, 2010, 05:23:02 pm
Quote from: Hellfire Dragon on July 23, 2010, 11:17:34 am
Couldn't find this in the manual but is there a way to check if there is any enemies in Blizz-ABSEAL range?


I'd like to know as well. I couldn't find it in the manual either.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 25, 2010, 05:26:06 pm
Not as of now.  Tell me why it's useful and I'll add it in.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 25, 2010, 05:34:44 pm
I'm pretty sure that I already did add a direct script call for that (update_battle or something like that in Scene_Map). You'd just need to put it in the manual then.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on July 28, 2010, 03:55:23 pm
Theres a problem, i have one where a character is suppose to throw this beam move. The beam is a shooting skill. However, i set it to a combo and the combo is freeze input, then the input window as up, down and left, all are set to be pressed.

Then i choose goto action, i enter 2, then on action 2, it should perform the skill.

Yet whenever i hit J(the default skill button). it just goes straight to using the skill without pressing the buttons.
Title: Re: [XP] Blizz-ABS
Post by: Godsigma on July 28, 2010, 05:38:06 pm
Ok, I don't post alot because either I don't need alot of things or I just generally don't need help. I can't get the damn thing to work right... If i use my basic fire spell, then use a water spell or any other the game works fine. But if i try to use the same spell twice, or even with one or two inbetween. it crashes. It says Game_battler_3 line 193. its talking about the Int_F section and it seems to be the spells don't wanna work right. am I the only person whos had this problem? I upgraded to the new blizz ABS 2.8 and alot of stuff works great and more i hope will work even better, blizz did an amazing job and i know winkio will keep it up but now im confused as ever... help me be rid of this pleeeeaaase? ill go away agian for a long time if you do! (atleast till my game is done... which reminds me i need to delete that post.)
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 28, 2010, 07:18:43 pm
Quote from: Sin86 on July 28, 2010, 03:55:23 pm
Theres a problem, i have one where a character is suppose to throw this beam move. The beam is a shooting skill. However, i set it to a combo and the combo is freeze input, then the input window as up, down and left, all are set to be pressed.

Then i choose goto action, i enter 2, then on action 2, it should perform the skill.

Yet whenever i hit J(the default skill button). it just goes straight to using the skill without pressing the buttons.


You need a condition to check if the input window was successful.


Quote from: Godsigma on July 28, 2010, 05:38:06 pm
Ok, I don't post alot because either I don't need alot of things or I just generally don't need help. I can't get the damn thing to work right... If i use my basic fire spell, then use a water spell or any other the game works fine. But if i try to use the same spell twice, or even with one or two inbetween. it crashes. It says Game_battler_3 line 193. its talking about the Int_F section and it seems to be the spells don't wanna work right. am I the only person whos had this problem? I upgraded to the new blizz ABS 2.8 and alot of stuff works great and more i hope will work even better, blizz did an amazing job and i know winkio will keep it up but now im confused as ever... help me be rid of this pleeeeaaase? ill go away agian for a long time if you do! (atleast till my game is done... which reminds me i need to delete that post.)


Wait, i don't get it, it just doesn't let you use the skill twice in a row?
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on July 28, 2010, 10:00:06 pm
Every time I try to use a skill, I hit the J button and everything happens all at once, I'm really really confused with this combo system.  :???:
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 28, 2010, 10:40:11 pm
Quote from: winkio on July 11, 2010, 06:06:19 pm
@rodas: yeah, there are a lot of fine points to the combo system, such as wait for move completion, and freeze input.  I'll be making an example project with about 10-20 different combos set up in it, so everyone can see what I've experimented with.  There's some crazy stuff you can do ;)
Title: Re: [XP] Blizz-ABS
Post by: Godsigma on July 28, 2010, 10:46:15 pm
No it doesnt. its making me sad, it does it will all the skills... even the ones that do nothing right now. can you help me?
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on July 28, 2010, 11:11:32 pm
Quote from: Sin86 on July 28, 2010, 10:00:06 pm
Every time I try to use a skill, I hit the J button and everything happens all at once, I'm really really confused with this combo system.  :???:

You might want to try and avoid using combos for the time, at least until rodas finishes his example project and you can see how they work and build off of that.
Title: Re: [XP] Blizz-ABS
Post by: Godsigma on July 28, 2010, 11:36:30 pm
I found the problem. It comes from the script Rain Of Addons. Lovely effects, just wonderful. NOT COMPATIBLE WITH CURRENT BLIZZ ABS AND TOA. It makes it so you cant use the same skill twice. This has taken me all day to track down. ROA is out sadly for blizz abs use untill it becomes compatible. If those effects could be added to TOA it would be grand. (MP Shield, Spikes, Oil (weak to fire) and a few others.) Thanks though winkio! Hope this information helps others with their projects and compatibility issues.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on July 29, 2010, 09:43:30 am
@whiterose: Wink's doing that, he was addressing the comment to Rodas.
Title: Re: [XP] Blizz-ABS
Post by: DragonWeirdoX on July 29, 2010, 10:40:56 am
I have a problem, when I use a weapon the script freezes and says
Spoiler: ShowHide
(http://img809.imageshack.us/img809/5055/scripth.jpg)

Can someone help me?
I am using the shuriken as a weapon, tested swords and rods for my game and works fine, just shuriken having problems.
:(
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on July 29, 2010, 11:30:32 am
Quote from: The Niche on July 29, 2010, 09:43:30 am
@whiterose: Wink's doing that, he was addressing the comment to Rodas.


Ah, I see now. My mistake. Thanks for the correction.
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on July 30, 2010, 02:15:41 pm
I'm so glad 2.8 is out now, but sad to see that there is still no actor damage and enemy damage sprite functionality. I kind of wanted to make funny animations when my characters take damage. Oh well, everything else looks great, and the combo system is niiiiiiiice, goes perfect with the skill system.
Title: Re: [XP] Blizz-ABS
Post by: Blue_AWOL on August 01, 2010, 06:49:52 pm
Hey, I know this is gonna be a newb question but I havn't been able to find the answer in the search.
I'm using the newest version of ABS and I'm trying to make safe zones where enemies cannot pass. I've set the No_Enemy_Tag[] to 6 and set the terrain tag to 6 that I want to use, however the enemies still follow me there. Can anyone tell me what I'm doing wrong so that I can fix it? My enemy's ID is set up like this Wolf\e[007]\ai[01000000]\g[2] They follow me everywhere even though they arent supposed to be able to go to that specific place. Thanks in advance for help

I'm sorry for being an idiot lol I finally figured out that I had to make dummy events! lol Disregard

Love the ABS by the way... and it actually works with all my other scripts Hoooah!
Title: Re: [XP] Blizz-ABS
Post by: The Niche on August 01, 2010, 07:02:25 pm
The no-enemy tag is for enemy respawns. It's nothing to do with safe zones. I can't really think of any temporary fixes, you're best off just requesting an add-on.

Winkio: This has probably been suggested and might already be implemented, but I'm unsure. What I'd like to suggest is friendly fire. I've got a blind rage type of skill and I want the randomness used in the combo to have adverse effects as well.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 01, 2010, 07:10:14 pm
No, it also prevents monsters from walking over the tiles. If it's not working, it could be a bug. I remember that somebody reported the same issues a long time ago, but I can't remember if I ever fixed it while I was still working on Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: poxy on August 01, 2010, 08:52:18 pm
About the combo system... I'm trying to add some style to my attacks so pressing attack 3 times in a row causes three different sprite animations like left hook, right hook, and uppercut.
Anyway, I configure the combo, works as it should but the sprites in each action are drawn over the regular attack sprite and shifted down as if they are weapon sprites. Is this intended? How would I make it appear as three attacks that look differently (without using skills)?
Title: Re: [XP] Blizz-ABS
Post by: winkio on August 01, 2010, 11:07:25 pm
yeah, that's something I was debating over.  The thing is, if you are using a combo sprite, you don't need the normal attack sprite anyways, right?  So you could just leave it blank.  That fact that it's on top lets you make shiny overlays.  I'll probably have an option to put it on top or replace the original sprite in the next version.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on August 01, 2010, 11:15:55 pm
Quote from: The Niche on August 01, 2010, 07:02:25 pm

Winkio: This has probably been suggested and might already be implemented, but I'm unsure. What I'd like to suggest is friendly fire. I've got a blind rage type of skill and I want the randomness used in the combo to have adverse effects as well.


-.-
Title: Re: [XP] Blizz-ABS
Post by: Blue_AWOL on August 02, 2010, 05:21:17 pm
ok then... well it's not working for keeping the enemies out of areas so i suppose it is a bug... but it's not a big deal. It's still a great system... I would like to make a small request though... it's kind of annoying having to have ten billion graphics with different names... an easier sprite animation process perhaps?
Title: Re: [XP] Blizz-ABS
Post by: winkio on August 02, 2010, 07:23:15 pm
Quote from: The Niche on August 01, 2010, 11:15:55 pm
Quote from: The Niche on August 01, 2010, 07:02:25 pm

Winkio: This has probably been suggested and might already be implemented, but I'm unsure. What I'd like to suggest is friendly fire. I've got a blind rage type of skill and I want the randomness used in the combo to have adverse effects as well.


-.-


I forget, does RMXP by default come with "Target All"?  It's a simple add-in if it doesn't.


Quote from: Blue_AWOL on August 02, 2010, 05:21:17 pm
ok then... well it's not working for keeping the enemies out of areas so i suppose it is a bug... but it's not a big deal. It's still a great system... I would like to make a small request though... it's kind of annoying having to have ten billion graphics with different names... an easier sprite animation process perhaps?

Yeah, I'm planning on reworking the animation engine to use less graphics.  It won't be done for a little while though.
Title: Re: [XP] Blizz-ABS
Post by: Blue_AWOL on August 02, 2010, 09:11:10 pm
QuoteYeah, I'm planning on reworking the animation engine to use less graphics.  It won't be done for a little while though.


No hurry... I've already made all the graphics lol wouldn't want all that work to be useless!
Title: Re: [XP] Blizz-ABS
Post by: The Niche on August 02, 2010, 10:31:07 pm
Would that work for combos though?
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on August 04, 2010, 03:43:37 am
is there a way to turn off the AI Triggers via a call script but not remove them cause one thing i've noticed is that if you want to run away from an enemy, if you have offensive AI Triggers your allies will stay and get killed and i worked out a way to allow them to run with you provided that i can turn off the AI Triggers.

also, how would i go about stopping the player entering the game menu when they are fighting but not stopping them from entering the pre-menu cause i tried a Parallel Proses that checks if the enemy has perceived you and if they do then set the access to the menu to disallow but that blocks off the pre-menu also
Title: Re: [XP] Blizz-ABS
Post by: poxy on August 05, 2010, 03:53:55 am
Quote from: Executor winkio on August 01, 2010, 11:07:25 pm
yeah, that's something I was debating over.  The thing is, if you are using a combo sprite, you don't need the normal attack sprite anyways, right?  So you could just leave it blank.  That fact that it's on top lets you make shiny overlays.  I'll probably have an option to put it on top or replace the original sprite in the next version.


I thought to leave it blank too, but the sprites aren't drawn directly on top of each other, but shifted down by about half the sprite even though the sprites are the same size. It would be awesome if you could add that feature in... think I'll wait for that before editing the sprites.

Also, I found some issues with the caterpillar:

AI Actors always return from attacking an enemy at walking speed if they get far enough from you, even while you are running. This means you have to stop every now and then for them to catch up.

Switching lead actors in quick succession can cause the supporting characters to walk on top of each other or get left behind, and when that happens they can repeat the bug above, where they're walking back but the rest may be running.

(Sorry to pile more stuff on)
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on August 08, 2010, 10:21:44 am
one simple question (might be even stupid)
how exactly do you use the combo? it doesnt say in the manual (or at least i didnt see it)
Title: Re: [XP] Blizz-ABS
Post by: winkio on August 08, 2010, 10:28:41 am
look in section 3
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on August 08, 2010, 10:37:51 am
ohhhhhhhhhh wait a sec,
just if I get this right, the combos are actually skills?
like I make a skill and in that skill he's atumatically jumps attacks and stuff?

EDIT: yess :3
I get it now
I love the combo! :D
Title: Re: [XP] Blizz-ABS
Post by: winkio on August 08, 2010, 10:45:48 am
They can be skills, items, attacks, or some combination thereof.
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on August 08, 2010, 11:00:30 am
umm Im trying to figure this out X:
is there a way to make a skill, that its just a normal attack
just a simple attack like the basic one
just with that skill its with a larger dmg?
Title: Re: [XP] Blizz-ABS
Post by: winkio on August 08, 2010, 11:40:54 am
Increase strength
Attack
Decrease strength
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on August 08, 2010, 12:01:30 pm
where do you find the 'Increase strength'? o-o
if its in the 'battle' Im unable to click it X:
Title: Re: [XP] Blizz-ABS
Post by: winkio on August 08, 2010, 02:19:41 pm
pretty sure it's in Variable.

you would select either battler or character (I forget which) from the first drop down, then Strength from the second, then set the operator to add or subtract, then set the value to constant, and whatever you want.
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on August 08, 2010, 02:45:18 pm
its probably in battler, but i cant press on it X:
its like blocked.
Title: Re: [XP] Blizz-ABS
Post by: winkio on August 08, 2010, 05:16:11 pm
Oh, that's right.  Battler isn't complete yet because there was something special I wanted to add to it.  It will be in 2.81
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 08, 2010, 06:42:51 pm
Why don't you use status effect just for the blow?
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on August 08, 2010, 06:50:41 pm
Status effect? o-o
Just for the blow?
idk what you mean,
or how to even do that  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 09, 2010, 05:24:36 am
I meant that you inflict a status effect on the character that increases attack power, then execute the combo, then remove that status effect again.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on August 12, 2010, 06:10:26 am
im working on another addon for this and am trying to define a target so that it will not have to select 1 with the selection screen im using
$game_player.ai.target = the enemy
$game_player.use_skill(the skill)
Title: Small Error D:
Post by: Lord_Solrac2 on August 12, 2010, 07:53:47 am
Hi (1st Post With This Accout :O )
I Had A Small Error On The Blizz-ABS Config (2.79)

The Error :O
Spoiler: ShowHide

Quote
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.DivideByZeroException: Attempted to divide by zero.
   at BlizzABS.Utility.Generator.printDecimal(Decimal dec)
   at BlizzABS.Utility.Generator.genRange[T,S](List`1 dataPacks, List`1 names, Decimal defaultRange)
   at BlizzABS.Utility.Generator.genWeaponsModule()
   at BlizzABS.Utility.Generator.genBlizzABSModule()
   at BlizzABS.Utility.Generator.GenerateScript(Configuration newCfg, GameData newGameData)
   at BlizzABS.Forms.WinConfig.generateScript_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Blizz-ABS Config
    Assembly Version: 2.7.0.0
    Win32 Version: 2.7.0.0
    CodeBase: file:///D:/Documents/RMXP/TL4.7a/Blizz-ABS%20Config%202.79.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




:^_^':
Title: Re: [XP] Blizz-ABS
Post by: G_G on August 12, 2010, 08:05:06 am
By chance do you have 2.0 Framework installed?
Title: Re: Small Error D:
Post by: Blizzard on August 12, 2010, 08:12:19 am
Quote from: nathmatt on August 12, 2010, 06:10:26 am
im working on another addon for this and am trying to define a target so that it will not have to select 1 with the selection screen im using
$game_player.ai.target = the enemy
$game_player.use_skill(the skill)



For what? You have a force_action command already built in.

Quote from: Lord_Solrac2 on August 12, 2010, 07:53:47 am
Hi (1st Post With This Accout :O )
I Had A Small Error On The Blizz-ABS Config (2.79)

The Error :O
Spoiler: ShowHide

Quote
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.DivideByZeroException: Attempted to divide by zero.
   at BlizzABS.Utility.Generator.printDecimal(Decimal dec)
   at BlizzABS.Utility.Generator.genRange[T,S](List`1 dataPacks, List`1 names, Decimal defaultRange)
   at BlizzABS.Utility.Generator.genWeaponsModule()
   at BlizzABS.Utility.Generator.genBlizzABSModule()
   at BlizzABS.Utility.Generator.GenerateScript(Configuration newCfg, GameData newGameData)
   at BlizzABS.Forms.WinConfig.generateScript_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Blizz-ABS Config
    Assembly Version: 2.7.0.0
    Win32 Version: 2.7.0.0
    CodeBase: file:///D:/Documents/RMXP/TL4.7a/Blizz-ABS%20Config%202.79.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




:^_^':


You are not using an older config file, are you? The format of the config file has been changed a few versions ago and older bsc files are not compatible with the new config app.
Title: Re: [XP] Blizz-ABS
Post by: winkio on August 12, 2010, 09:04:24 am
right, I think it supports back to 2.7.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 12, 2010, 09:59:47 am
I think it was actually a 2.6x version. 2.6x was the first to have a Blizz-ABS Config Legacy that could still read the old files.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on August 12, 2010, 12:00:21 pm
has the force action been fixed for the player if it has i might not have the most recent version
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on August 12, 2010, 02:41:39 pm
Force actions have been working for the player for me on the newest one(I haven't tried all of them, just the ATTACK). However, the force actions for enemies has not been working for me on the newest one.
Title: Re: [XP] Blizz-ABS
Post by: winkio on August 12, 2010, 07:27:15 pm
Yeah, I had to break force actions slightly to put in the combo system, and I guess I never fully fixed it.  It will be fully working for players, enemies, and allies in the next version.
Title: Re: [XP] Blizz-ABS
Post by: Lord_Solrac2 on August 13, 2010, 10:04:50 am
Quote from: game_guy on August 12, 2010, 08:05:06 am
By chance do you have 2.0 Framework installed?

Yes In Fact it's 3.5
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on August 13, 2010, 07:55:26 pm
My AI characters are not using Skills properly. I have a skill where if any party member's HP drops below a certain amount, I need the healer to heal them, BUT, I don't know how to program this in the script. I need the character to charge the heal move for a few frames, and THEN let the heal spell go. I don't want it to be instant, I want some charge time on it.

Can anyone help me with this? I read the manual, and it's not really clear to me. Thanks
Title: Re: [XP] Blizz-ABS
Post by: G_G on August 13, 2010, 10:29:17 pm
In the config app, make the spell a charge spell.
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on August 14, 2010, 04:08:06 pm
Quote from: game_guy on August 13, 2010, 10:29:17 pm
In the config app, make the spell a charge spell.
I can do this, but I need my AI characters to trigger the spell AFTER the charge animation. Right now any spell that is a trigger spell has one of two outcomes:

(1) Character doesn't do anything, but returns to the caterpillar lineup. i.e...the system appeared to ignore charge configuration completely.

(2) A.I. character executes the skill INSTANTLY but still plays the charge animation afterward.

I want the charge animation to play and THEN the skill to execute. Right now all skills execute instantly.  I set the AI triggers within the games menu, but it still executes skills instantly. I want there to be a small time delay before the skill executes. I will post the section of the code.

module Skills
   
   def self.type(id)
     return [DIRECT, EXPLNone]
   end
   
   def self.combo(id)
     return 0
   end
   
   def self.projectile_speed(id)
     return 5
   end
   
   def self.range(id)
     case id
     when 82 then return 2.0 # Angel Heal
     end
     return 1.0
   end
   
   def self.penalty(id)
     case id
     when 82 then return 30 # Angel Heal
     end
     return 24
   end
   
   def self.frames(id)
     return [3, 3, 3, 3]
   end
   
   def self.charge(id)
     case id
     when 82 then return [CHARGETrigger, 20] # Angel Heal
     end
     return [CHARGENone, 0]
   end
   
   def self.charge_frames(id)
     return [3, 3, 3, 3]
   end
   
Any help is appreciated. Thanks

Please use [code][/code] tags when posting code ~ game_guy
Title: Re: [XP] Blizz-ABS
Post by: Sacred Nym on August 15, 2010, 05:59:46 pm
You're using "Trigger after Charge" which means you have to manually fire it off after it's charged. If you want it to fire automatically use can "Freeze on Charge" or "Move on Charge" depending on whether or not you want the actor to be mobile while casting. :)
Title: Re: [XP] Blizz-ABS
Post by: element on August 17, 2010, 05:22:33 am
I have a little question and tell me if it's impossible.
I'm making a game with 4 factions. The player chooses a faction, joins that...
Well each faction has his own NPC guards, these attack players from other factions.
I don't see how to do that since you can only have 1 player allignment group and I need 4 so that NPC's attack the other 3 faction players.
Title: Re: [XP] Blizz-ABS
Post by: [Luke] on August 18, 2010, 09:04:43 am
Quote from: element on August 17, 2010, 05:22:33 am
I have a little question and tell me if it's impossible.
I'm making a game with 4 factions. The player chooses a faction, joins that...
Well each faction has his own NPC guards, these attack players from other factions.
I don't see how to do that since you can only have 1 player allignment group and I need 4 so that NPC's attack the other 3 faction players.

+1. I'm on my way to do the same thing, with 3 factions; what's more, in RMX-OS, so I bet there's be a lot of trouble ahead. I haven't tested it all so far, but my idea is to call a script that just changes the variable BlizzABS::Alignments::ACTOR_GROUP - so, in my case: at the beginning you make these groups:

1. Neutral Actors (Primary Actor)
2. Neutral Enemies (Primary Enemies)
3. Neutral Critters
4. Objects
5. Neutral Guards
6. Neutral NPCs
7. Kingdom Soldiers (paladins, guards, priests - that's faction 1)
8. Kingdom NPCs
9. Kingdom Players
10. Kloster Soldiers (mercenaries, mages - faction 2)
11. Kloster NPCs
12. Kloster Players
12. Underworld Soldiers (dark knights, necromancers - faction 3)
13. Underworld NPCs
14. Underworld Players
Rest, like aggressive enemies that kill other monsters, "linked" critters (pack of animals) etc.

So, at the beginning the player is neutral to all NPC and guard groups, but when he chooses the faction and changes alignment, he becomes an enemy to other faction NPCs and Guards and an ally to his own.

Dunno if I am right. Just check it and be that nice to report any problems and solutions, it can save my time :D
Title: Re: [XP] Blizz-ABS
Post by: element on August 18, 2010, 09:41:29 am
I'll try that
ty  :)
Title: Re: [XP] Blizz-ABS
Post by: keyonne on August 19, 2010, 01:22:08 pm
I have used your ABS system in a previous game of mine, but I have been having difficulties with it in one of my newer ones. when the system is installed, the game will load, but the controls do not work. i thought that this was perhaps an incompatibility issue, so I took each of my other scripts out one at a time, and I am still having issues. The problem begins immediately on the main menu screen, you cannot move the cursor, nor select the option it is already set on.
Title: Re: [XP] Blizz-ABS
Post by: stripe103 on August 19, 2010, 01:37:04 pm
In the configuration, do you have CUSTOM_CONTROLS option set to true? I forgot this one time and it took me hours to find. :D
Title: Re: [XP] Blizz-ABS
Post by: [Luke] on August 19, 2010, 01:46:05 pm
Quote from: keyonne on August 19, 2010, 01:22:08 pm
I have used your ABS system in a previous game of mine, but I have been having difficulties with it in one of my newer ones. when the system is installed, the game will load, but the controls do not work. i thought that this was perhaps an incompatibility issue, so I took each of my other scripts out one at a time, and I am still having issues. The problem begins immediately on the main menu screen, you cannot move the cursor, nor select the option it is already set on.

Check if:
1. the script order is right
2. options "Custom controls" and "Disable default controls" are on
3. the version of RMXP is 1.02
4. the default controls didn't go bonkers (F1 and check'em all)
5. re-re everything - make utterly new empty game with no scripts changed and install ABS as it should be done - if it works now, copy all your game's stuff one by one into the empty project

Then, if it's still bushing out*, add some details about the issue.

* to bush out - well, I've just made the phrase up, it's a literal translation of Polish IT colloquialism "wykrzaczyć się" :D
Title: Re: [XP] Blizz-ABS
Post by: keyonne on August 20, 2010, 10:21:01 am
Thank you for the help. I just had surgery so my meds are clouding my common sense. The custom controls were not on, but they were indeed the issue. The movement keys were set to wasd rather than the arrow keys, so i thought they werent working. Everything is up and running now, thanks so much.
Title: Re: [XP] Blizz-ABS
Post by: [Luke] on August 20, 2010, 12:44:17 pm
An important note to everybody new who have issues with controls: In the text input section (near the line 4600), change every Input::(UP/DOWN/LEFT/RIGHT) to Input::Key['Arrow Up/Down/...'], the same with Input::C to Input::Key['Enter'] and Input::B to Input::Key['Esc']. That will make you able to use the WSAD keys for movement and, for example, F or H for keys "confirm" and "cancel".

Blizz, that is a suggestion for the next release, same as open PvP on selected maps/every map but the selected ;)
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on August 20, 2010, 01:02:34 pm
You don't need to do that luke. BlizzABS will automatically replace the default controls if you turn on the setting to do so.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 20, 2010, 01:14:00 pm
*points to his signature and to winkio's signature*

Also, what LB said. The system was made to avoid unnecessary script edits like that. Otherwise it defeats half the purpose of the custom controls.
Title: Re: [XP] Blizz-ABS
Post by: [Luke] on August 20, 2010, 01:36:22 pm
Gawdamnit, wrong thread. I meant the RMX-OS script. I had some issues with the chat box (typing "wasd" was causing them). My bad.
Title: Re: [XP] Blizz-ABS
Post by: ShadowPierce on August 20, 2010, 10:29:07 pm
->I've been working on Wipe but this is the first time this happened... (~_~) I considered asking here as a last resort but I guess I've got no choice... Sorry for the trouble... :( :n00b:

Spoiler: ShowHide
(http://i844.photobucket.com/albums/ab9/giogsgs12/RPG%20Maker%20XP/Error1.png)
This happens randomly... Usually when I cast my fire spell (uses a combo to jump 1 tile backwards) If I missed a detail, please let me know & I'll edit this post... Thanks! :D



Title: Re: [XP] Blizz-ABS
Post by: Ryex on August 21, 2010, 03:48:13 pm
*Gasp* Winko! the VERSION constant is still 2.7! isn't it supposed to be 2.8?
Title: Re: [XP] Blizz-ABS
Post by: winkio on August 21, 2010, 04:21:22 pm
Yeah
Title: Re: [XP] Blizz-ABS
Post by: Dweller on August 24, 2010, 03:40:29 am
I have a question about _idl sprites on Blizz-ABS. They only shows the first frame (not the whole animation). May I´m doing something wrong or is not implemented on Blizz-ABS?
Title: Re: [XP] Blizz-ABS
Post by: poxy on August 25, 2010, 08:15:18 pm
Quote from: dwellercoc on August 24, 2010, 03:40:29 am
I have a question about _idl sprites on Blizz-ABS. They only shows the first frame (not the whole animation). May I´m doing something wrong or is not implemented on Blizz-ABS?

Sounds like you don't have it enabled. Make sure you add the chars to "Animated actors" in basic configuration in the config app. Also, have to check the box for actor idle sprites in sprite control.
Title: Re: [XP] Blizz-ABS
Post by: Dweller on August 26, 2010, 01:15:50 am
QuoteMake sure you add the chars to "Animated actors"


thanks poxysmash , is working now.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on August 26, 2010, 02:18:21 am
Hmm, i thought i asked this yeasterday evening, but it's not here...

So, what i want to ask is that, could some of the settings, like toggling enemy health bars etc. be incorporated into the game so that, if i.e. (no that's not internet expoler) the enemy health bars were causing lag, the palyer could swich it off in the options menu.
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on August 26, 2010, 09:14:55 am
quick question.
how do I do that the party members can follow me on the map.
Title: Re: [XP] Blizz-ABS
Post by: ShadowPierce on August 26, 2010, 10:00:38 am
->In the Basic Configuration section, set Caterpillar to true...

How about my question?


Title: Re: [XP] Blizz-ABS
Post by: Shalaren on August 26, 2010, 10:56:42 am
ok then another question xD, since im using a hud that doesnt show another party members, can I somehow do that there will be a hp bar on top of the other party members?
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on August 26, 2010, 11:14:16 am
Search the forum for winkio's party hud. That should be what you're looking for.
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on August 26, 2010, 03:36:43 pm
... not really, I dont want to use a different hud thats the thing, thats why I said,
the hud Im using doesnt have that.. all I need is a hp bar to display ontop of the character.. not the leader but the party members......
Title: Re: [XP] Blizz-ABS
Post by: ojp2010 on August 26, 2010, 11:44:44 pm
Events aren't working on my maps I have the autokill of and they still don't work. NPC, character transfers nothing. Any help?
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on August 27, 2010, 01:37:18 am
Could you send us a demo, so we can see what's wrong? Or at least tell with more details of the problem. The main char can move freely, apparently. Or am i mistaken.
Title: Re: [XP] Blizz-ABS
Post by: ojp2010 on August 27, 2010, 07:52:23 am
The player can move around, but can't interact with anything; I.E. chest, map transfer events. etc. I have the autokill thing turned off and still everything seems dead. I can make a demo, but I am using RMX-OS + ABS. I guess if could have something to do with RMX-OS, but I am not sure I haven't had time to look into it I have to go to work. I will double check and dig more once I am home this evening.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on August 27, 2010, 09:20:50 am
Try checking your sctiprt order...
Title: Re: [XP] Blizz-ABS
Post by: ojp2010 on August 27, 2010, 02:52:47 pm
I figured it out. Isn't anything to do with the order of the scripts is has to do with the mouse controller, ABS controls, RMX-OS controls and Ton of Addons controls, together they are like over riding each other and not working. Everything can to be done with the mouse, but only thing that can be done using the keyboard is the arrow keys which are set for movement. Is there anyway to have them both on? Use the mouse and the ABS controls? I looked, but I can't really find any kind of control configure for the mouse controller, but to turn it on or off. I have Ton of Addons with custom control, but I am unsure what to have set as true and as false to make it all work together.  

List of controllers I found in the scripts I am using plus the HUD I am using. How should I have these configured to get them to work right?

Spoiler: ShowHide
Ton of Addons
RMX - OS
Blizz ABS
Mouse controller
Custom HUD/by nathmatt - http://forum.chaos-project.com/index.php/topic,7239.0.html
Title: Re: [XP] Blizz-ABS
Post by: element on August 27, 2010, 04:08:52 pm
Was mistaking nvm...
Feel so imbarrased now... Maybe I have to stop my drug bisseness now...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 27, 2010, 04:27:41 pm
Quote from: Blizzard on January 07, 2008, 09:35:43 pm
I have noticed that many people have problems putting my scripts in the right order into the editor. It's not that bad if it were only 3 scripts, but what if it are 6, 7 or even more...? Anyway, here is the script order that should work for my scripts.


  • ~ before the script name  means "multiple scripts" and scripts not by me.

  • Bolded script names are scripts by me.

  • Italic script names are script plugins by me.



Keep in mind that there are exceptions for scripts that need to be put between or below my scripts. Be sure to follow this suggested order, but always give priority to the instructions of other scripters! If they say to put a script at a specific location between or after my scripts, put it there.


  • Resource Tester

  • ~ RTP scripts

  • ~ SDK

  • ~ Other people's scripts

  • Tons of Add-ons Part 1

  • Tons of Add-ons Part 2

  • Tons of Add-ons Part 3

  • Stormtronics CMS (any Edition)

  • RMX-OS Options

  • RMX-OS Script

  • Global Switches and Variables for RMX-OS

  • Remote Restart for RMX-OS

  • Blizz-ABS Part 1

  • Blizz-ABS Part 2

  • Blizz-ABS Part 3

  • Critical Sound for Blizz-ABS

  • Secondary Weapon for Blizz-ABS

  • Z-HUD for Blizz-ABS

  • EXP in HUD for Blizz-ABS

  • Random Action Sprites for Blizz-ABS

  • Auto-Targeting for Blizz-ABS

  • Rapid Fire for Blizz-ABS

  • Quick Weapon Switch for Blizz-ABS

  • Visual Equipment for Blizz-ABS

  • Blizz-ABS Controller for RMX-OS

  • Advanced Time and Environment System

  • Global Day-and-Night System for RMX-OS

  • Continuous Maps

  • Mouse Controller

  • Creation System

  • Pay to Heal

  • Chaos Rage Limit System

  • CRLS + Blizz-ABS plugin

  • Scene_SoulRage

  • Soul Force Combo System

  • Easy Overdrive System

  • Advanced Analyze System

  • Bestiary

  • Chaos Project Debug System

  • Dynamic Day and Night System

  • DREAM for Music Files

  • DREAM for Save Files

  • Easy Party Switcher

  • Unlimited Levels

  • Easy LvlUp Notifier

  • Custom Stat Growing System

  • Stat Distribution System

  • RO Job/Skill System

  • Full Reflection System

  • Blizz-ABSEAL (DO NOT USE IF YOU HAVE BLIZZ-ABS!!!)

  • ~ Main / ~ Modified Main



You do not have to maintain the exact order of my scripts, but I can't guarantee that there will be no problems if you don't. Individual scripts that I have created are not listed here. I will keep this topic updated.
Title: Re: [XP] Blizz-ABS
Post by: element on August 27, 2010, 04:30:03 pm
So or I made a serious mistake, or I messed meh game up  :huh:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 27, 2010, 04:32:35 pm
RMX-OS under Blizz-ABS should give immediate errors.
Title: Re: [XP] Blizz-ABS
Post by: element on August 27, 2010, 04:34:31 pm
Yeah was just a mistake...   Sorry for being stupid :P
Title: Re: [XP] Blizz-ABS
Post by: ojp2010 on August 27, 2010, 04:37:34 pm
I was about to say that isn't right? lol I edited my post saw some errors.
Title: Re: [XP] Blizz-ABS
Post by: element on August 27, 2010, 05:14:31 pm
Yeah, me == system failures from time to time...

Quick question, would it be possible to see what the eneamy wants to hit you and store it in a variable?
like :

$game_variables[id] = latest hit


I want to use this for the player to absorb some damage. Like a shield-skill.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on August 28, 2010, 03:33:15 am
Blizzard, our dear friend and the god we worship, would it be hard to include strafing (moving without turning) to BABS? Also, i'd like to get an answer to my previous question.
Title: Re: [XP] Blizz-ABS
Post by: ShadowPierce on August 28, 2010, 04:29:04 am
->That could easily be evented... :D

Someone please answer my question?
http://forum.chaos-project.com/index.php/topic,106.msg119323.html#msg119323


Title: Re: [XP] Blizz-ABS
Post by: Lethal-Yarn on August 28, 2010, 05:29:40 pm
Quote from: DesPKP on August 28, 2010, 03:33:15 am
Blizzard, our dear friend and the god we worship, would it be hard to include strafing (moving without turning) to BABS? Also, i'd like to get an answer to my previous question.

How do you want strafing?  I know one way you can do it is when you hit 'shift', then you always stay looking at the direction you were facing.  Or are you talking about adding extra keys that also strafe, along with turning left and right?
Title: Re: [XP] Blizz-ABS
Post by: ojp2010 on August 28, 2010, 10:27:43 pm
Is there anyway to make is so players can use skills or items directly off the hotkeys. Meaning players could press 1,2,3,4,5,6,7,8,9,0 and use any skill or item 'bound' to the key instead of the, example, pressing one then pressing 'R' to use the selected variable. More like a MMO style action bar.
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on August 28, 2010, 11:45:25 pm
There is a direct hotkeys option in the config.
Title: Re: [XP] Blizz-ABS
Post by: ojp2010 on August 29, 2010, 12:05:35 am
In the configuration tool? I could only find options to turn it on or off. Could you point me in the right direction please? :)
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on August 29, 2010, 12:18:22 am
Wait, I re-read your post and I'm slightly confused....
Do you want it so that when you hit hotkey 1 it will automatically use whatever skill the player assigned to it, or do you want it to automatically asign the skill to the hotkey?

If all you want is for you not to have to press the skill key and just press the hotkey button, then just turn direct hotkeys on.
Title: Re: [XP] Blizz-ABS
Post by: ojp2010 on August 29, 2010, 12:26:06 am
When a player press '1' on the keyboard the skill is used, player presses '2' on the keyboard the skill set to '2' is used. So I think the first options you stated it what I am looking for.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 29, 2010, 03:36:49 am
Seriously, dude.

Spoiler: ShowHide
(http://img153.imageshack.us/img153/1015/snap626.png)
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on August 29, 2010, 01:11:40 pm
Quote from: Lethal-Yarn on August 28, 2010, 05:29:40 pm
Quote from: DesPKP on August 28, 2010, 03:33:15 am
Blizzard, our dear friend and the god we worship, would it be hard to include strafing (moving without turning) to BABS? Also, i'd like to get an answer to my previous question.

How do you want strafing?  I know one way you can do it is when you hit 'shift', then you always stay looking at the direction you were facing.  Or are you talking about adding extra keys that also strafe, along with turning left and right?


I want the strifng to be so that when a certain key is being pressed, along with a movement key, you move in that direction, but you don't turn.
So, say you're facing up, and you want to quickly dodge to the letf a few squares. Easy, but say, you have low health and the enemy is still up. It could make the diffrence in life and death if you turn, or if you can attack him as soon as you've dodged.
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on August 29, 2010, 01:14:27 pm
Quote from: ojp2010 on August 28, 2010, 10:27:43 pm
Is there anyway to make is so players can use skills or items directly off the hotkeys. Meaning players could press 1,2,3,4,5,6,7,8,9,0 and use any skill or item 'bound' to the key instead of the, example, pressing one then pressing 'R' to use the selected variable. More like a MMO style action bar.

serusly dude, your making a game that is really not for your lvl X:,
its called direct hotkeys, look it up
Title: Re: [XP] Blizz-ABS
Post by: ShadowPierce on August 29, 2010, 01:20:12 pm
Quote from: DesPKP on August 29, 2010, 01:11:40 pm
Quote from: Lethal-Yarn on August 28, 2010, 05:29:40 pm
Quote from: DesPKP on August 28, 2010, 03:33:15 am
Blizzard, our dear friend and the god we worship, would it be hard to include strafing (moving without turning) to BABS? Also, i'd like to get an answer to my previous question.

How do you want strafing?  I know one way you can do it is when you hit 'shift', then you always stay looking at the direction you were facing.  Or are you talking about adding extra keys that also strafe, along with turning left and right?


I want the strifng to be so that when a certain key is being pressed, along with a movement key, you move in that direction, but you don't turn.
So, say you're facing up, and you want to quickly dodge to the letf a few squares. Easy, but say, you have low health and the enemy is still up. It could make the diffrence in life and death if you turn, or if you can attack him as soon as you've dodged.

->Make an event where when you hold a button (conditional statement), your player's direction fix is turned on (set move route)...

Hope I helped!!! :haha:

Man, I keep getting ignored! :xP:
http://forum.chaos-project.com/index.php/topic,106.msg119323.html#msg119323


Title: Re: [XP] Blizz-ABS
Post by: dylstew on August 29, 2010, 01:51:21 pm
Hey blizzard:

Is it possible to have the defend system from zelda(zelda 1,a link to the past,etc)?
http://www.youtube.com/watch?v=4bt5VHG3Jpw

You basicly always defend unless you attack.

BTW: remember me from the RPG RPG revforums? :D
Title: Re: [XP] Blizz-ABS
Post by: ShadowPierce on August 29, 2010, 02:00:26 pm
Quote from: BlizzardI have retired from RMXP! Please do not send me PMs or e-Mails asking for support!


Quote from: dylstew on August 29, 2010, 01:51:21 pm
Hey blizzard:

Is it possible to have the defend system from zelda(zelda 1,a link to the past,etc)?
http://www.youtube.com/watch?v=4bt5VHG3Jpw

You basicly always defend unless you attack.

->IMO, though this is doable, it ultimately destroys Blizz-ABS' intention of letting players focus on using skill over strategy...


Title: Re: [XP] Blizz-ABS
Post by: dylstew on August 29, 2010, 02:08:28 pm
I just want to make a game that's like zelda.
Title: Re: [XP] Blizz-ABS
Post by: ojp2010 on August 29, 2010, 02:09:20 pm
Quote from: Blizzard on August 29, 2010, 03:36:49 am
Seriously, dude.

Spoiler: ShowHide
(http://img153.imageshack.us/img153/1015/snap626.png)



Oh I didn't realize that is what the option was for, I must have been spacing. Thank you!
Title: Re: [XP] Blizz-ABS
Post by: Ryex on August 29, 2010, 02:15:16 pm
did you read the manual? seriously the manual isn't that large and reading it even once will give you a clear picture of what Babs can do, even just reading the sections on configuration would prevent rather silly question like this.
Title: Re: [XP] Blizz-ABS
Post by: ShadowPierce on August 29, 2010, 02:17:25 pm
Quote from: dylstew on August 29, 2010, 02:08:28 pm
I just want to make a game that's like zelda.

->'Kay then, I'll think of something... But you'll most likely get help from one of the godlike scripters here anyway... If there's still nothing, I guess you'll just have to settle with me... :P

Be back in a few hours!!! :haha:


Title: Re: [XP] Blizz-ABS
Post by: ojp2010 on August 31, 2010, 02:41:00 pm
I have made is so player can close any Scene with a direct hotkey. However, after searching the code I can't find the part of BABS script I need to change it so that you can close the hotkey scene with a direct hotkey too? Can anyone point me in the right direction? 
Title: Re: [XP] Blizz-ABS
Post by: Dundora on September 01, 2010, 01:10:26 pm
He, I have a question;

is it possible to change a heros jumping range in game, or to set up different jumping ranges for different hero's?

I'm asking because in my game, at a certain point you'll be riding a horse, which can obviously jump further.
Title: Re: [XP] Blizz-ABS
Post by: [Luke] on September 02, 2010, 09:15:15 am
Since somebody makes a script for that, try activating a script which sets BlizzABS::CONFIG::JUMPING to new value: works only when the "rider" is the only actor in party, otherwise it changes jumping range for everybody. Or just force running on the "rider" actor, running incerases the jumping range by 1... or give the "rider" a skill "Long Jump" that activates combo that "jumps" further.
Title: Re: [XP] Blizz-ABS
Post by: Dundora on September 02, 2010, 10:39:51 am
Quote from: [Luke] on September 02, 2010, 09:15:15 am
Since somebody makes a script for that, try activating a script which sets BlizzABS::CONFIG::JUMPING to new value


How do i do that?
Title: Re: [XP] Blizz-ABS
Post by: [Luke] on September 02, 2010, 08:25:12 pm
"Call Script" command in event window, "BlizzABS::CONFIG::JUMPING = 3", perhaps. Didn't try, could work. JUMPING is probably a constant, so problems with changing its value may occur. Currently understanding that issue is over my poor and lame RGSS skills.

In other words: wait for somebody else wiser than me, I can just give you an idea to work on, so if you're trying to make somebody else do it for you, I'm not the person that you're looking for and I shouldn't be posting in this thread anymore.
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on September 02, 2010, 09:20:57 pm
blah I hate the selection screen X:..

is there a way to make it that if Im using a skill that selects all, it wont show the selection screen? its so stupid that it does that cause ime selecting all anyway. like make it so it wont show the screen, it'll just use the skill right away.
and for the one enemy skills, is there a way to make it that if there is only 1 monster in the skill range, it'll attack it right away without the selection screen? =\

+ a suggestion, maybe need an addon for this idk, make it so instead of the selection screen. it'll attack the monster with the lowest hp, and if they are even so it'll attack a rendom one, and in the next hit it'll attack the same one cause his hp is lower. if you get what I mean, instead of using the selection screen.
Title: Re: [XP] Blizz-ABS
Post by: [Luke] on September 03, 2010, 09:28:51 am
Use Auto-Targeting for Blizz-ABS. Solves all your problems.
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on September 03, 2010, 10:06:26 am
whats wrong with you? o-o have you used the auto targeting? its nothing like what I said, cause besically your still selecting a monster..
and imagen how hard it is to fight againts a big group of monsters... and what the heck makes you think I didnt try the auto targeting... Jee..
Title: Re: [XP] Blizz-ABS
Post by: [Luke] on September 06, 2010, 05:29:25 am
As far as I remember... maybe those 10 minutes confused my memory... Auto-Targeting makes the system select a target and then all direct and homing skills are immediately performed on that target without any appearance of the pause-selection screen. But what do I know...  :P

PS. Is there any good tutorial or demo showing all the possibilities of new combo system?
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on September 06, 2010, 10:32:52 am
I too would appreaciate a demo or a tuto on the combo system... I made a combo that is supposed to shoot 6 fireballs at a target, it wants me to have a sprite for the skill >_> WHY would i need that?
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on September 06, 2010, 11:48:42 am
Because you have the option enabled. If you don't want it to look for a sprite for the skill, disable action sprites in the config.
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on September 06, 2010, 10:17:26 pm
blah, the auto targeting, needs you to select a monster before you use the skill, but this way, its impossible to fight with a larger amount of enemies. that's why its not like what Im asking+
as for the combo system, I made a combo that uses a skill twice, to make it show a double demage, but how can I make it so it'll show only one animation on the enemy? and do I need to have the skill used in the combo learned? o-o
Title: Re: [XP] Blizz-ABS
Post by: idler on September 09, 2010, 07:49:04 pm
Hi forum! I love this script, however i have a problem. When I install the script and start the game this happens:
Spoiler: ShowHide
(http://img203.imageshack.us/img203/79/readp.png) (http://img203.imageshack.us/i/readp.png/)


Does anyone else have this problem? How can I fix it?
Thanks on advance! And sorry about my english xD

I know, I know, the picture's in Spanish... But i think that if anyone else has the same problem it's... Say, understandable xD
Title: Re: [XP] Blizz-ABS
Post by: SDDJ on September 09, 2010, 10:15:50 pm
Hey people, I just tried the version 2.8 of this, but I keep getting this error every time I try to test it out how do I fix it? This looks so awesome! Please help!

: (http://i651.photobucket.com/albums/uu238/DjDenny/problem.jpg)
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on September 09, 2010, 10:21:18 pm
Quote from: SDDJ on September 09, 2010, 10:15:50 pm
Hey people, I just tried the version 2.8 of this, but I keep getting this error every time I try to test it out how do I fix it? This looks so awesome! Please help!


If this is your first time using BABS, I highly recommend reading through the manual before asking for help. Not only will you probably solve your problem, but you'll probably see a number of other useful features included in BABS that you hadn't thought of before.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 10, 2010, 02:16:06 am
If you had read the manual (or at least the FAQ in the manual), you wouldn't have these problems.
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 13, 2010, 07:56:50 pm
No

(but I made a system that completely implements every feature requested by everyone so that nobody has to do anything themselves for their own games)
Title: Re: [XP] Blizz-ABS
Post by: Ryex on September 14, 2010, 12:48:37 pm
Quote from: sirsniffy on September 13, 2010, 02:27:58 pm
Haven't been here in a while. Did Winkio ever make a combo system using the attack buttons only? I mean a system that changes the animation for each time the button is pressed?

no Blizz made that, search for a random attack animations or something
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 14, 2010, 07:14:26 pm
QuoteI mean one that allows you to execute a 1-2-3 combo with 3 different animations


If you really think you need that feature, you should try making it with the current combo system, because I just tried it, and it took me about 10 seconds.
Title: Re: [XP] Blizz-ABS
Post by: [Luke] on September 15, 2010, 04:26:31 am
Oh, come on. There's a superdooper combo system that has really wide possibilities. You can configure it without touching any script, you just use the Blizz-ABS Config. I know there is no specific tutorial or demo explaining all the possibilities, but that's not a reason for making the cat-from-the-Shrek-big-eyes and whine "I'm so dumb, please make it for me", especially because we know well that it won't be the last request, not only yours, but many people, including me, have no idea how exactly wide the combo system possibilities are. So think, think, think and try, try, try. And learn something instead of asking how to press the right buttons. If you want to make your game and you don't wanna think and learn, make a clearly simple RPG Maker game with default battle system and without any additional scripts. Then, the configuration will be easy.

Anyway: that text "if I make a mess, I will never forgive you" is one of the lamest ones ever.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on September 17, 2010, 01:24:06 pm
Wink, how's the system coming along?
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 17, 2010, 01:29:12 pm
I have not worked on it in an undisclosed amount of time.  Which reminds me, I think Blizz said he needed the next version soon.  Like a month ago.  Hm...
Title: Re: [XP] Blizz-ABS
Post by: The Niche on September 17, 2010, 01:38:24 pm
Lvl up.
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 17, 2010, 01:42:56 pm
Ah, right, he wanted me to fix forcemove.  I'll get that done this weekend I think.
Title: Re: [XP] Blizz-ABS
Post by: poxy on September 20, 2010, 07:40:56 pm
Quote from: poxysmash on August 01, 2010, 08:52:18 pm
About the combo system... I'm trying to add some style to my attacks so pressing attack 3 times in a row causes three different sprite animations like left hook, right hook, and uppercut.
Anyway, I configure the combo, works as it should but the sprites in each action are drawn over the regular attack sprite and shifted down as if they are weapon sprites. Is this intended? How would I make it appear as three attacks that look differently (without using skills)?
Quote from: winkio on August 01, 2010, 11:07:25 pm
yeah, that's something I was debating over.  The thing is, if you are using a combo sprite, you don't need the normal attack sprite anyways, right?  So you could just leave it blank.  That fact that it's on top lets you make shiny overlays.  I'll probably have an option to put it on top or replace the original sprite in the next version.


What if one wanted to use different attack sprites and weapon sprites per each combo attack? This is doable with the current system but it requires making sprites with weapons attached... which doesn't exactly support the attack model used so far. And the sprites would have to be aligned by adding white space, since it seems they are drawn the same as weapons.
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 21, 2010, 01:49:18 am
the purpose of splitting them up in the attack model is so that you don't have to duplicate poses for weapons of the same type.  The situation is entirely different for combos, which makes the splitting up entirely unnecessary.
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on September 21, 2010, 02:31:30 pm
The combo system was a very clever idea, cant wait to try it out Q_Q, had very hard times making charging skills working as i wanted with animations.

So if i make a weapon combo type, will it still use the default "atk" and "wpn" sprites?
Will it execute the combo every time i attack with it? or more important, is there a way i can save up sprite space if i have different classes using the same itm and weapons? or enemies using various skills with different charsets (unnecessary cloned)
Title: Re: [XP] Blizz-ABS
Post by: The Niche on September 21, 2010, 03:10:38 pm
Wow, fairly intelligent questions :P. As far as I know, unless you specifically change the animation the system will use whatever animation it should (as in, if the combo includes a default attack, then the system will use the default attack sprite). The combo will be executed once all its requirements have been fulfilled. So, if you only require one button to be pressed, then the combo will be executed every time that button is pressed. The system is also capable of having actual button combos to trigger combos as well. I can't answer your last two questions, however.
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 21, 2010, 03:36:07 pm
Quote from: OracleGames on September 21, 2010, 02:31:30 pm
The combo system was a very clever idea, cant wait to try it out Q_Q, had very hard times making charging skills working as i wanted with animations.

So if i make a weapon combo type, will it still use the default "atk" and "wpn" sprites?
Will it execute the combo every time i attack with it? or more important, is there a way i can save up sprite space if i have different classes using the same itm and weapons? or enemies using various skills with different charsets (unnecessary cloned)


All default sprites will still be used.  The combo system simply allows you to display additional sprites and animations if you choose to do so.  Also, the combo system isn't typed, by which I mean that weapons, skills, items, and enemies all combo the same way.  You can even have a combo that involves both weapons and skills.
Title: Re: [XP] Blizz-ABS
Post by: This Side Backwards on September 21, 2010, 06:46:07 pm
I'm currently working on a game using the combo system, I have to say, it's working out really well. Just one question, is it possible to integrate a second weapon into the combo? An example would be if the player currently has a sword equipped, doing the normal swing, is there a way to have the character use another weapon that could be configured to use, say, a spear attack pattern (straight forwards) so that the combo would essentially be a swing, then a stab? (Just as an example). I've fiddled with switches and common events, it works, but is just long to set up for multiple weapons and characters. I'm fine if it isn't currently possible, I was just wondering if I was missing something in the combo menu...
Thanks for the great work on BABS so far though winkio!
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on September 21, 2010, 07:25:13 pm
Quote from: This Side Backwards on September 21, 2010, 06:46:07 pm
I'm currently working on a game using the combo system, I have to say, it's working out really well. Just one question, is it possible to integrate a second weapon into the combo? An example would be if the player currently has a sword equipped, doing the normal swing, is there a way to have the character use another weapon that could be configured to use, say, a spear attack pattern (straight forwards) so that the combo would essentially be a swing, then a stab? (Just as an example). I've fiddled with switches and common events, it works, but is just long to set up for multiple weapons and characters. I'm fine if it isn't currently possible, I was just wondering if I was missing something in the combo menu...
Thanks for the great work on BABS so far though winkio!


Make the first action a normal swing attack and the second one a thrusting skill, just put the spear (or whatever) hit animation,sprite and sound to the skill and nobody will see the difference xD.

It`d be nice if you could manipulate the distance enemies are knocked back with skills and weapons, it would make combo system even sweeter. Just imagine a skill combo that:

1.-Connects the enemy from a distance (Stuns/maybe), and puts you next to him (thanks to force move and speed change) but without knocking him back  (handle if you dont hit).

2.- you shred him with multiple attacks, and knock him back x number of cells at the end (shake screen effect)

3.- you throw a final distance attack that can be shuriken, an arrow or even a kamehameha ;P

Title: Re: [XP] Blizz-ABS
Post by: winkio on September 21, 2010, 07:35:43 pm
Quote from: This Side Backwards on September 21, 2010, 06:46:07 pm
I'm currently working on a game using the combo system, I have to say, it's working out really well. Just one question, is it possible to integrate a second weapon into the combo? An example would be if the player currently has a sword equipped, doing the normal swing, is there a way to have the character use another weapon that could be configured to use, say, a spear attack pattern (straight forwards) so that the combo would essentially be a swing, then a stab? (Just as an example). I've fiddled with switches and common events, it works, but is just long to set up for multiple weapons and characters. I'm fine if it isn't currently possible, I was just wondering if I was missing something in the combo menu...
Thanks for the great work on BABS so far though winkio!

You could also try equipping a different weapon with a script call, in the middle of the combo (and be sure to requip the normal weapon after it's done).

@OracleGames: custom knockbacks are coming soon, but they are completely unrelated to the combo system.
Title: Re: [XP] Blizz-ABS
Post by: poxy on September 21, 2010, 08:25:11 pm
Quote from: winkio on September 21, 2010, 01:49:18 am
the purpose of splitting them up in the attack model is so that you don't have to duplicate poses for weapons of the same type.  The situation is entirely different for combos, which makes the splitting up entirely unnecessary.

I am planning to use the same combo poses for different weapons. I found a way to do this with the current system, only problems being creating individual graphics for each pose & weapon, and having to use the same number of frames and frame delay for each attack, at least until the feature where the combo can use any skill in the database becomes available.

Also anxious for the weapon types to be added to skill types, that would really make combo possibilities near limitless. Much respect for your work, winkio.
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 21, 2010, 08:52:29 pm
Quote from: poxysmash on September 21, 2010, 08:25:11 pm
Quote from: winkio on September 21, 2010, 01:49:18 am
the purpose of splitting them up in the attack model is so that you don't have to duplicate poses for weapons of the same type.  The situation is entirely different for combos, which makes the splitting up entirely unnecessary.

I am planning to use the same combo poses for different weapons. I found a way to do this with the current system, only problems being creating individual graphics for each pose & weapon, and having to use the same number of frames and frame delay for each attack, at least until the feature where the combo can use any skill in the database becomes available.

Also anxious for the weapon types to be added to skill types, that would really make combo possibilities near limitless. Much respect for your work, winkio.


er, you can use the same combo for each attack.  You can also use any skill in any combo.  Either you are confused about the system, or I am confused about what you are saying...
Title: Re: [XP] Blizz-ABS
Post by: poxy on September 21, 2010, 10:13:21 pm
But the different attacks would have different graphics for each stage of the attack. Eg. downward slice, cross slice, stab for different swords with different graphics.

When I mentioned the skills it was about the subject brought up in the Blizz-ABS bug topic, of how the skills have to be ones the player has learned.

But I retract my comment about frames and delays, I made that up apparently.
Title: Re: [XP] Blizz-ABS
Post by: This Side Backwards on September 26, 2010, 02:34:54 am
This next question may be a tough one...

Is there any way BABS can be edited so that sprites for skills (_skl) are centered on the battler the same way _wpn sprites are?
My character's sprite extends futher than the normal bottom, but a centered sprite would allow for much more space on all sides...
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 26, 2010, 12:26:14 pm
Oh yeah, I already did something like that for Dissipate, I just keep forgetting to add it back in to Blizz-ABS.  It is in the next version though :)
Title: Re: [XP] Blizz-ABS
Post by: This Side Backwards on September 26, 2010, 07:50:35 pm
Is there any quick edit I could make in the meantime?
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 26, 2010, 08:57:17 pm
Sorry, but no.
Title: Re: [XP] Blizz-ABS
Post by: This Side Backwards on September 26, 2010, 09:06:53 pm
That's alright, I'm looking forwards to the next version then!

Thanks for keeping BABS alive winkio!
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 26, 2010, 09:12:51 pm
Yeah, I meant to release it last weekend, but I decided that instead of doing a quick and dirty fix for forcemove commands, I would just rewrite that whole part so that I would be able to make a few other features more easily.  It'll be out soon enough.
Title: Re: [XP] Blizz-ABS
Post by: Taiine on September 30, 2010, 04:48:49 pm
This is a very dumb question, but from reading the manual, and messing with this in my test game for a few days now.. I am stumped..

How do you make enemies summon other enemies? I can make the player summon just fine, but setting up the enemy with the summon skill and such.. even making it be the only thing it uses... it will not cast the summon.

Also for the players summon, have a small issue to. While that works fine, the summon is meant to aid in battle, however it will just happily follow along until something chooses to attack it, or it gets hit with splash damage, only then will it join the fight. So I can have three or so enemies attacking me, eating me alive, yet my summon will just sit there twiddling it's thumbs until it finally gets hit by something. So how can I set the summons to attack what I just attacked rather then sit there like an idiot until something pokes it?
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on September 30, 2010, 06:56:17 pm
QuoteThis is a very dumb question, but from reading the manual, and messing with this in my test game for a few days now.. I am stumped..

How do you make enemies summon other enemies? I can make the player summon just fine, but setting up the enemy with the summon skill and such.. even making it be the only thing it uses... it will not cast the summon.


They Cannot summon at the moment, in my game i placed spawn points near the monster i wanted to act as the summoner and deactivate spawn  points with a switch after it died.

QuoteAlso for the players summon, have a small issue to. While that works fine, the summon is meant to aid in battle, however it will just happily follow along until something chooses to attack it, or it gets hit with splash damage, only then will it join the fight. So I can have three or so enemies attacking me, eating me alive, yet my summon will just sit there twiddling it's thumbs until it finally gets hit by something. So how can I set the summons to attack what I just attacked rather then sit there like an idiot until something pokes it?


That´s weird why dont you check your game database? are most of your enemies passive or critters?

Title: Re: [XP] Blizz-ABS
Post by: Taiine on September 30, 2010, 10:21:07 pm
No there not passive or critters. They come out after you if you get close and go ROAR and start smacking you around. Call my summon, attack, get attacked.. and it just sits there doing nothing. Only after the summon gets targetd or hit by splash damage that it wakes up and joins the battle.

My test game I'm fiddleing with these on still has all the original monsters and their skills aside a few custom that I was working with to sort things out. Using just plane old \e[1] for my enemy, it attacks on agro. Even yeah, have a few passive mobs testing on, but they become aggressive and attack back after you attack them.

Regardless, my summon is more then happy sitting back watching as I get beaten up until something also pokes it.


This is almost the opposite issue I had with extra party members.. just normal party members out with the caterpillar system they would wonder off on their own and attack EVERYTHING that had an \e in it regardless how I set the \ai and relations, passive, friendly, neutral, if it had an \e in it, they'd leave my side and go on a field trip. I didn't even have to do anything, something just had to get close and party would go nuts even with their AI set to passive all the way.. they'd insta become active when something got close.


So my party members want to go nazi on everything friendly or not. and my summons want to sit around and watch you deal with everything.  :P
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on September 30, 2010, 11:39:13 pm
Quote
No there not passive or critters. They come out after you if you get close and go ROAR and start smacking you around. Call my summon, attack, get attacked.. and it just sits there doing nothing. Only after the summon gets targetd or hit by splash damage that it wakes up and joins the battle.

My test game I'm fiddleing with these on still has all the original monsters and their skills aside a few custom that I was working with to sort things out. Using just plane old \e[1] for my enemy, it attacks on agro. Even yeah, have a few passive mobs testing on, but they become aggressive and attack back after you attack them.

Regardless, my summon is more then happy sitting back watching as I get beaten up until something also pokes it.


This is almost the opposite issue I had with extra party members.. just normal party members out with the caterpillar system they would wonder off on their own and attack EVERYTHING that had an \e in it regardless how I set the \ai and relations, passive, friendly, neutral, if it had an \e in it, they'd leave my side and go on a field trip. I didn't even have to do anything, something just had to get close and party would go nuts even with their AI set to passive all the way.. they'd insta become active when something got close.


So my party members want to go nazi on everything friendly or not. and my summons want to sit around and watch you deal with everything.


ok, you can try the following...
1.- Download the newest Blizz-ABS version and make a fresh new project where you can place the  config file and the script that comes with it accordingly.
2.- When you place your enemies add the \e but also the \g (alignment group) to their event names (check alignments in the config program)
3.- Create the summon (as an actor not as a monster) in your database and give it a weapon and skills
4.- in the config.exe instead of making the skill summon a monster try "pets"

I dont know what to say about party members, had the same issues, ally AI was so harsh but still they didnt attack other friendly mobs so the problem must rely in the way you are using aligment groups, also, dont give your party members too much SP or the freaks will spam skills in everything they see xD
Title: Re: [XP] Blizz-ABS
Post by: Taiine on October 01, 2010, 01:43:13 am
That is what my test game is. A fresh game with the newest version of BABS to test and sort out how to do these different things and be sure they work before implementing them into my game.

My party... haa that's a fun one. I set up this mock town to test NPCs and Guards to test alignments, NPC's set with no skills aside escape so they would try and flee, as well as \ai so they call for help.. they wouldn't do anything unless you attacked first. The guards set same way only set to attack rather then flee. So friendly NPC's unless you poke them.. all is good!  Walk in with party... party starts going nuts going after everything while I stand there going SAD FACE as guards make me public enemy #1 for not doing anything but walking in with a party that goes OMG IT HAS \E IN NAME KILL IT KILL IT! :P
They even go after my harmless critters! Aww a lake with bunnies and squirrels OMG \E KILL EM KILL EM. >.> I think my party has anger management issues. ^^; Though got to admit it is funny to see them run off mass murdering endless spawning npc's... Even friendly mobs with alignments being friendly to player, they still went after.

But.. yeah... ANYWAY!  My summons are the real issue right now. They lack my party's thrill of killing and just sit back and relax. Rather set as a monster or a pet, it don't change how it reacts, only that as a pet it will level with me.. but it still wont do anything unless it some how gets hit by something. They don't even go after the very mobs my party would go crazy on.

It's a bit frustrating cause I planed on this area where when you first learn the skill to summon you get a 'practice' go with it. a.k.a you awaken a room of enemies and fight your way through. I finally got it balanced enough that, if your careful, you CAN beat it on your own (with the slight chance of needing a potion, but can be done with out), but having a buddy/summon to help would make it that more easier... or it would, if the summon would DO something besides follow behind waiting to be attacked before it jumps finally into action. I can't even start to balance out the summon so it don't over power everything or be to weak or last to long/to short cause... it wont attack when I attack something :/ I've gone through the whole fight with the summon trailing behind doing nothing cause it hadn't gotten hit. When it DOES get hit and attack.. if it despawns and is recalled.. it's 'reset' and wont attack until poked again. That defeats the purpose of the summon. :(
Title: Re: [XP] Blizz-ABS
Post by: rodas on October 03, 2010, 09:05:54 pm
Input.press?('Arrow Down')

So I'm putting this on a conditional branch and I get an error on line 7289

saying "cannot make string into integer" or something like that...
I think i'm doing something wrong but i'm not sure what.. I haven't used this in a while so I'm pretty noobish at the moment. Please help out.

trigger also does the same thing

EDIT: YEAH!!! I got it... I thought it was weird to put the input thing inside another input and it did't make sense... turns out that was the answer... oh well.. Problem solved.. after many hours... >.> Someone telling me would have made it a ton easier.. but whatever.. thanks anyways  :)  ;)
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on October 05, 2010, 03:40:13 pm
Mister Winkio,

Blizzard says to remind you about fixing the:
    def additional_result(enemy)
      # if Tons of Add-ons there and EQUAP active
      if $tons_version != nil && $tons_version >= 7.32 &&
          TONS_OF_ADDONS::EQUAP_SKILLS
        # get AP result
        ap = BlizzCFG.gainap(enemy.battler_id)       <----------------------------------------------- personal fix
        # for each actor
        $BlizzABS.battlers.each {|battler|
            # if actor can gain AP
            if battler.valid? && (!battler.battler.dead? || GAIN_DEAD)
              # add AP
              battler.battler.add_ap(ap)
            end}
      end
    end


as normally that line reads:
ap = BlizzCFG.gainap(enemy.id)

and that somehow makes it so that you gain AP values = to their map event ID.  :???:

:D


--J
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on October 05, 2010, 06:58:56 pm
Oh my Gosh!! you can move while defending, is that intended or a new bug?  :O.o:
It looks and feels so wrong.

EDIT: Never mind xD just changed the controls so "turn around" and defend use the same button, i say it feels wrong because there is not directional defense, so you can just walk over any map complety impervious to attacks.
Title: Re: [XP] Blizz-ABS
Post by: Taiine on October 06, 2010, 03:30:16 am
Got a question that after a bit of searching could not find.
Spoiler: ShowHide
(http://img826.imageshack.us/img826/638/40261885.png)

Where in the script is the control for the black part of the map? I'm changing the colors from black/gray to a more old mapping rusty colorish style, but can't find the color control for the black 'you can't walk here' sections.
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on October 06, 2010, 03:53:59 am
Quoteot a question that after a bit of searching could not find.
(click to show/hide)
Where in the script is the control for the black part of the map? I'm changing the colors from black/gray to a more old mapping rusty colorish style, but can't find the color control for the black 'you can't walk here' sections.


:0 Blizz knows, Nice map and HUD btw.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 06, 2010, 04:08:46 am
I don't know from memory, but it should be close to the color definition where you changed the white part.
Title: Re: [XP] Blizz-ABS
Post by: Taiine on October 06, 2010, 04:28:20 am
The area for color is script 2 _minimap_autotile (line 824 and down)
yet only color controls are for the floor/walls.
    c1 = Color.new(191, 191, 191)
    c2 = Color.new(255, 255, 255)
Past that are all the controls for placing the tiles for the map. Looks like it must be controlled in the 3rd one somewhere.


@OracleGames  Thanks. <3 Zhub. Just wish I could get an exp bar with it and sort out why the image for the mini map vanishes if the maps open on map change.
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 06, 2010, 11:23:27 am
under

def create_passable_floor


you should see

self.bitmap.fill_rect(0, 0, 8*w, 8*h, Color.new(0, 0, 0, 128))


just change the color at the end of that.
Title: Re: [XP] Blizz-ABS
Post by: Taiine on October 06, 2010, 11:35:33 am
Alright thanks. :3 After fiddling with it, I found with my zhub map image it looked better with transparency set to 0
Hmm.. can you turn off the big map but keep the small?
Title: Re: [XP] Blizz-ABS
Post by: Dooz on October 12, 2010, 02:51:59 pm
Hi, I'm new on the forum. I downloaded Blizz 2.79 abs,and i have a problem:
(http://i51.tinypic.com/ak7lv4.png)


( I don't speak english, I'm using the google translate.)
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on October 12, 2010, 03:42:27 pm
Quote from: Dooz on October 12, 2010, 02:51:59 pm
Hi, I'm new on the forum. I downloaded Blizz 2.79 abs,and i have a problem:
(http://i51.tinypic.com/ak7lv4.png)


( I don't speak english, I'm using the google translate.)


English:
Place the scripts separated and in the order sugested (123) above "main", you should also take a few minutes to read the manual ;) very helpful.

Español:
Inserta los scripts separados en 3 partes como sugieren los archivos de texto, arriba de "main", deberias de paso tomarte unos minutitos para leer el manual, ahi viene todo lo k necesitas saber.
Title: Re: [XP] Blizz-ABS
Post by: Dooz on October 12, 2010, 04:45:32 pm
I have already done that,and i think i know what is problem,this:
Spoiler: ShowHide
(http://i55.tinypic.com/muc3gx.png)



And i don't speak Spanish, I speak Polish and Norwegian.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 12, 2010, 04:47:43 pm
Either you didn't paste the script properly and you have a duplicate of that script somewhere or one of the other scripts that you are using has defined Game_System#init_blizzabs_later as well. The latter is highly unlikely so you should check your scripts.
Title: Re: [XP] Blizz-ABS
Post by: Dooz on October 12, 2010, 05:26:19 pm
I pasted part 2 instead for part 3,but i have another problem:
Spoiler: ShowHide
(http://i51.tinypic.com/sg5o36.png)

Spoiler: ShowHide
(http://i52.tinypic.com/23wmct5.png)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 12, 2010, 06:28:43 pm
Don't run Blizz-ABS with old savegames. Run a new game.
Title: Re: [XP] Blizz-ABS
Post by: Dooz on October 12, 2010, 06:38:05 pm
That is new game.

EDIT: Okay,it's working, but I had to modify the default controls.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 13, 2010, 12:31:57 pm
Please don't doublepost, use the edit/modify button instead.
Also, put images into spoilers.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on October 15, 2010, 06:00:42 am
I got this error after using projectile skill on a wall/object
Spoiler: ShowHide
(http://img541.imageshack.us/img541/1947/39303304.jpg)

in the line 305
Spoiler: ShowHide
(http://img196.imageshack.us/img196/6748/13679840.jpg)

what should I do to fix this? (sorry if my english is bad)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 15, 2010, 06:20:19 am
Did you change your map's tileset? If you change the tileset to a smaller one for a map, then old mapping data might remain on that map with tile IDs that don't exist anymore. First try to see if it happens on every map. Then try editing and saving the maps that have that problem. Just a small edit so you can save it is enough. This should make RMXP remove all non-existing tiles from the map.
Title: Re: [XP] Blizz-ABS
Post by: SFJake on October 15, 2010, 06:41:04 pm
I'm sorry to spout such a question that is probably quite dumb compared to many others, but fact is I have absolutely no clue what to do and how to do it, regardless of how simple to do it.

I just started with RPG Maker XP, because of this thing. All I wanted was add weapon animations (sword) to my character when he attacks. He can attack and everything, there is just no sword.

I tried following the manual, I tried using Chronicles of Sir Lag-a-Lot to see how its done, but to no avail, I can use the same exact sprites and nothing works.

Maybe I'm missing some logic, some simple things, but no explanation and google search shed any light. I just don't understand it, thats all I can say, and would really like some help here.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 15, 2010, 07:36:28 pm
Turning on the option for attack animations would help. *points to config app*
Title: Re: [XP] Blizz-ABS
Post by: SFJake on October 15, 2010, 07:47:53 pm
Quote from: Blizzard on October 15, 2010, 07:36:28 pm
Turning on the option for attack animations would help. *points to config app*


Oh god.

Can't believe I missed that.

Thank you!
Title: Re: [XP] Blizz-ABS
Post by: Taiine on October 15, 2010, 11:43:35 pm
Posting this here cause I am STILL unable to make new posts cause of that CP error thing...

I have this as a common event to drain SP (energy in my game) when you run. (I also set this to parallel and it still gives the same issue bellow)
Spoiler: ShowHide
(http://img526.imageshack.us/img526/590/69098169.png)

Now all and all it works fine! When running it drains, when walking it increases.
Until you drain the bar completely, once fully drained to 0, it will not regen at all, it will remain at zero.

It has to do with the variable that tells it if SP is below 3 disable running, otherwise allow running. I know this as I tested it with out that snip of code. With out that, player can run all over and SP bar will drain and increase when they stop... but with noting to disable running, the SP bar can be fully empty and player can still run, though if they stop, the SP bar starts to refill again.

But with the small snip that tells it to disable running, the SP bar stoops refilling after it gets to zero.

I'm unsure what is causing this. It ONLY stops increasing once you fully drain the SP bar with the turn off running branch is present.

Additionally, did something change in the last build? When I add the branches to check if an arrow key is also being pressed before it starts doing the drain (so you don't drain energy while standing in place) I get
Spoiler: ShowHide
(http://img844.imageshack.us/img844/7989/35251268.png)


thats with using call script
Input.pressed?(Input::Key['Arrow Up'])
and so on. But it gives that error. It use to work! I have a demo of another game that uses the last version of the battle system and it also uses the same means and it don't throw an error back.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on October 16, 2010, 01:03:19 am
Quote from: Blizzard on October 15, 2010, 06:20:19 am
Did you change your map's tileset? If you change the tileset to a smaller one for a map, then old mapping data might remain on that map with tile IDs that don't exist anymore. First try to see if it happens on every map. Then try editing and saving the maps that have that problem. Just a small edit so you can save it is enough. This should make RMXP remove all non-existing tiles from the map.


problem solved ^^

and one more thing,
when my character is running and I press the jump button, my character can go through the wall and end up in the next room

#------------#      #------------#
#            #      #            #
#            #      #            #
#  x>>>>>>>> # jump #>>X         #
#            #      #            #
#            #      #            #
#------------#      #------------#

is this a bug?
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on October 16, 2010, 02:03:21 am
Quote from: LiTTleDRAgo on October 16, 2010, 01:03:19 am
Quote from: Blizzard on October 15, 2010, 06:20:19 am
Did you change your map's tileset? If you change the tileset to a smaller one for a map, then old mapping data might remain on that map with tile IDs that don't exist anymore. First try to see if it happens on every map. Then try editing and saving the maps that have that problem. Just a small edit so you can save it is enough. This should make RMXP remove all non-existing tiles from the map.


problem solved ^^

and one more thing,
when my character is running and I press the jump button, my character can go through the wall and end up in the next room

#------------#      #------------#
#            #      #            #
#            #      #            #
#  x>>>>>>>> # jump #>>X         #
#            #      #            #
#            #      #            #
#------------#      #------------#

is this a bug?


If I remember correctly (it's been a while since I've used Blizz-ABS,) you can set a terrain tag as the "wall" tag in the configuration. Just make sure that all of your wall tiles are marked with that tag.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on October 16, 2010, 04:04:51 am
You can indeed.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 16, 2010, 05:00:36 am
Quote from: Taiine on October 15, 2010, 11:43:35 pm
Posting this here cause I am STILL unable to make new posts cause of that CP error thing...


As I already said, you should contact your ISP about that.
BTW, you can post in any topic and ask the post to be split off as its own topic. Just keep in mind that you might have problems then editing that post.
Title: Re: [XP] Blizz-ABS
Post by: Taiine on October 16, 2010, 05:23:19 pm
O have called them, told them about this. They told me that they hadn't done any recent changed to their system and that their ip's are not not listed or blocked by their spam blockers. This is the only site I have this issue on. :( I even asked if they could assign my router to a new range of IP's.. they did what they could, yet I still can't post.

This is very frustrating.

....and I'd still like help with my question. >.>;;
Title: Re: [XP] Blizz-ABS
Post by: [Luke] on October 16, 2010, 06:10:48 pm
Quote from: Taiine on October 15, 2010, 11:43:35 pm
Additionally, did something change in the last build? When I add the branches to check if an arrow key is also being pressed before it starts doing the drain (so you don't drain energy while standing in place) I get
Spoiler: ShowHide
(http://img844.imageshack.us/img844/7989/35251268.png)


thats with using call script
Input.pressed?(Input::Key['Arrow Up'])
and so on. But it gives that error. It use to work! I have a demo of another game that uses the last version of the battle system and it also uses the same means and it don't throw an error back.

Probably it occurs because you call that in events while not having "Key['key_name']" hash declared. Use the default RMXP Input::UP, or whatever the default pattern for the Up button is. Same style as Input::B, Input::C etc.
Title: Re: [XP] Blizz-ABS
Post by: Taiine on October 16, 2010, 08:34:17 pm
Okay I see what it is. It DID get changed. It use to be
Input.pressed?(KEY)
now it's
Input.press?(KEY)

so
Input.pressed?(Input::Key['Arrow Up'])
is now
Input.press?(Input::Key['Arrow Up'])
Simple over look... now that part works.

So all that's left is to sort out why when sp is low it refuses to regen only when the disable run is added to it.
Title: Re: [XP] Blizz-ABS
Post by: Magus on October 18, 2010, 02:34:21 pm
psyche.  The system is actually working very well. (no one views this topic very much, huh xD)

Anyway, I've been very curious of your combo system for a while now, Winkio. So xD
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on October 21, 2010, 04:17:57 am
Blizz/Winkio there is something wrong with the "$game_system.x = (value)" commands in the newest version, some of them freeze my game:

$game_system.running_button = false
$game_system.sneaking_button = false
$game_system.jumping_button = false
$game_system.blizzabs = false
$game_system.hud = false

They disable the stuff i want to but still freeze my screen, tried the exact same commands with an older BABS version (another project) and worked just fine ;(

EDIT: I inserted the same old version of BABS in my new project and still didnt work, it makes no sense T_T
Title: Re: [XP] Blizz-ABS
Post by: The Niche on October 21, 2010, 03:03:17 pm
Conclusion: One of the scripts in your original project is making your old version work and your new version not work. Does the new version work with a blank project?
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on October 21, 2010, 03:28:54 pm
QuoteConclusion: One of the scripts in your original project is making your old version work and your new version not work. Does the new version work with a blank project?


That's what i thought, but when i try to apply the commands in a new fresh project (Any BABS version), it doesn`t work either =S. Copied everything from the project that made it work, scripts, databases into a different project and it doesnt work, the only difference between the older game (the one that works) and the newer is the RPGXP version that created them, thats all i can think about.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on October 21, 2010, 04:04:52 pm
Well there's your problem. You've gone and updated xp.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 21, 2010, 04:10:32 pm
Either get that script call fix (either by Zeriab or by Juan) or don't put them in the same line.

So don't use this:

something = false


but this:

something =
false

Title: Re: [XP] Blizz-ABS
Post by: OracleGames on October 21, 2010, 04:20:00 pm
Code:
Quote
something =
false


Problem fixed! *-* (kisses blizz hand).
I still not understand why it works that way but as long as it does im happy *o*.
Title: Re: [XP] Blizz-ABS
Post by: ritox on October 26, 2010, 10:11:23 am
i got a problem with the sprites, when i attack it looks like this:

Spoiler: ShowHide
http://img153.imageshack.us/i/namnls1.png/

Spoiler: ShowHide
http://img638.imageshack.us/i/namnlsi.png/
Title: Re: [XP] Blizz-ABS
Post by: G_G on October 28, 2010, 12:00:17 pm
Hey was wondering if anyone could upload the latest version to sendspace. For some reason I can't download it.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on October 28, 2010, 12:53:50 pm
@game_guy here (http://www.sendspace.com/file/u5n0g1)
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on November 03, 2010, 08:20:52 pm
is there a way to turn off the AI Triggers via a call script but not remove them cause i want to make like a run away system where when you press a key your allies will return to you and not attack the enemy allowing the group to try and escape, this way they aren't trying to get killed while you run away.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on November 04, 2010, 06:07:11 am
Isnt there a regroup button already I think i remember seeing it before but I never used it so I am not sure if it is what you are looking for
Title: Re: [XP] Blizz-ABS
Post by: johnkapid on November 04, 2010, 06:41:25 am
Well, I know this isn't the right topic to post but...
I can't attack or damage the enemy and the enemy won't move at all. I'm using RMX-OS with it and everything else works fine. l just don't know where to post this. Sorry.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on November 04, 2010, 06:42:36 am
are you using the Blizz-ABS extenstion
Title: Re: [XP] Blizz-ABS
Post by: johnkapid on November 04, 2010, 06:21:57 pm
Yes I did and even added it to the server extentions as I am told.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on November 05, 2010, 05:37:14 pm
Quote from: nathmatt on November 04, 2010, 06:07:11 am
Isnt there a regroup button already I think i remember seeing it before but I never used it so I am not sure if it is what you are looking for


i think what your talking about is the call script to regroup the Caterpillar so if you want to bring all your characters together on the same space, you use that call script, not exactly what i'm after as the problem with it is that after the characters come together, they'll bugger off again if you've set your AI Triggers with an attack nearest enemy trigger
Title: Re: [XP] Blizz-ABS
Post by: luv_kitty12 on November 05, 2010, 06:01:14 pm
Umm I am having a little trouble here...so I would really appreciate if someone helps me out. ^^

I am trying to make a bow and arrow weapon, but even though I used the script editor tool to make the script, add a possible hotkey item as said in the manual, and made sure the character had it, for some reason it still gives me the buzzer sound. I don't really know what I am doing wrong since other weapons work fine, and I am trying this on a new project so there are no other scripts conflicting with it. I would really appreciate some advice here and I am sorry if the question is pretty old already---I did read the manual but I still can't get it to work for some reason.

Thank you in advance. <3
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on November 05, 2010, 06:03:58 pm
Did you put the arrow in hotkeys and hit the corresponding button?
Title: Re: [XP] Blizz-ABS
Post by: luv_kitty12 on November 06, 2010, 03:41:51 am
Umm, I thought it should be the same button for attack 'K'. Anyways, yes, I think I did. I did put the arrow in the hotkey number 1 and hit button K. Or should it work some way else? I don't really get the hotkeys thing, sorry. ^^;
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on November 06, 2010, 10:53:34 am
Befire you hit K, you have to hit 1 to activate the arrow.
Title: Re: [XP] Blizz-ABS
Post by: luv_kitty12 on November 06, 2010, 11:48:12 am
Hmm that did activate the hotkey but it still gives me the buzzer sound. D:
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on November 06, 2010, 01:01:05 pm
Upload a demo and I'll take a look at it for you.
Title: Re: [XP] Blizz-ABS
Post by: luv_kitty12 on November 06, 2010, 01:13:28 pm
Here goes: http://bb.xieke.com/files/Project2.exe (http://bb.xieke.com/files/Project2.exe)

It's only a new project I am testing on to make sure it works before I implement it in my own game. The consumable item is Potion. Not exactly the suitable item for this but it is just a test.

Thank you in advance!
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on November 06, 2010, 03:06:32 pm
I didn't see this reported yet but in the config app with 2.8 version of the script, when you're setting up a combo and you use the 'Input Window' option, selecting 'Down' will display 'Left' in the Action Events box and vice versa...
Screen: ShowHide

(http://img200.imageshack.us/img200/7244/abscomboscreen.png)

Also, I don't know what I'm doing wrong but I can't get combos to work, I tried having an Input Window where the player presses Left, Right, Attack then a skill would be used and it didn't seem to do anything, even a simple thing like jump down 2 steps didn't seem to work and I set an animation on the combo to see if something would work but all I could see was the frame of the animation and the I could hear the sound that should play, but no combo.
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on November 06, 2010, 03:22:37 pm
Quote from: luv_kitty12 on November 06, 2010, 01:13:28 pm
Here goes: http://bb.xieke.com/files/Project2.exe (http://bb.xieke.com/files/Project2.exe)

It's only a new project I am testing on to make sure it works before I implement it in my own game. The consumable item is Potion. Not exactly the suitable item for this but it is just a test.

Thank you in advance!

It works fine for me. Make sure you hit the number key of the hotkey it is in.
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on November 06, 2010, 03:43:06 pm
Quote from: luv_kitty12 on November 06, 2010, 01:13:28 pm
Here goes: http://bb.xieke.com/files/Project2.exe (http://bb.xieke.com/files/Project2.exe)

It's only a new project I am testing on to make sure it works before I implement it in my own game. The consumable item is Potion. Not exactly the suitable item for this but it is just a test.

Thank you in advance!


I just tried it, and it worked fine apart from freezing because you do not have a graphic matching that item. Once you add the correct arrow item and graphic, you shouldn't have that problem. Make sure you have your ammo as your selected item before attacking.
Title: Re: [XP] Blizz-ABS
Post by: luv_kitty12 on November 06, 2010, 04:26:49 pm
Hey, thanks! That solved it. :D I really appreciate the help, thank you!
Title: Re: [XP] Blizz-ABS
Post by: sirSLR on November 06, 2010, 04:45:35 pm
ok few questions

1) how to make different beams? i know i need to make something with graphic but i cant figure it out

2) how to make overdrive script independent of blizz-abs? i know it is possible bt i cant make it show witouth blizz hud

3) enemies wount use beam or shooting skills i placed them to do. all they do is normal attack and homing

thx for any help.
Title: Re: [XP] Blizz-ABS
Post by: luv_kitty12 on November 08, 2010, 04:54:58 pm
I am sorry I am asking yet another question in such a short time. ^^ But I think it's rather a simple one. I got the weapon to work perfectly fine, however it attacks all the enemies around the player. I know it has to do with the range since I read the manual. But I have the weapon's type Bow and Arrow, range 6 so I thought it would only attack the first enemy it hits? How can I fix this, please?

Thank you!
Title: Re: [XP] Blizz-ABS
Post by: Kira on November 12, 2010, 03:04:53 pm
I also have a question.
I am using Blizz-ABS Config v2.79, and it's working great so far.
However, when trying to edit weapons, I am unable to set the Animation Frames because the button is greyed out. :uhm:

There should be a link to a screenshot somewhere below.
http://img689.imageshack.us/img689/2566/screenshotnx.png (http://img689.imageshack.us/img689/2566/screenshotnx.png)

Can somebody please tell me what might be causing this?
Thanks in advance! :)

(I'm sorry if this has already been asked, but this thread has 196 pages, and it will take some time to read it all.)
Title: Re: [XP] Blizz-ABS
Post by: Lost King on November 12, 2010, 04:03:05 pm
I'm assuming the problem is coming from you not having enabled Actor Action Sprites in the Animations and Sprite Control tab seeing as when I just opened it to fiddle around and find your program, disabling the Action Sprites made the Animation Frames option gray out.

If you don't feel like making a bunch of custom sprites for attacking and whatnot you can still use the default animations from RMXP which will always play as long as they're tagged on a weapon in the database. I haven't used Animation Frames but I'm assuming they're mainly for making custom movements with your character for different weapons.
Title: Re: [XP] Blizz-ABS
Post by: [Luke] on November 12, 2010, 04:23:59 pm
How to make an enemy stand still until it sees, hears or percieves the player?
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on November 12, 2010, 04:38:58 pm
Quote from: Hellfire Dragon on November 06, 2010, 03:06:32 pm
I didn't see this reported yet but in the config app with 2.8 version of the script, when you're setting up a combo and you use the 'Input Window' option, selecting 'Down' will display 'Left' in the Action Events box and vice versa...
Screen: ShowHide

(http://img200.imageshack.us/img200/7244/abscomboscreen.png)

Also, I don't know what I'm doing wrong but I can't get combos to work, I tried having an Input Window where the player presses Left, Right, Attack then a skill would be used and it didn't seem to do anything, even a simple thing like jump down 2 steps didn't seem to work and I set an animation on the combo to see if something would work but all I could see was the frame of the animation and the I could hear the sound that should play, but no combo.


Anyone know what's wrong here?
Title: Re: [XP] Blizz-ABS
Post by: Kira on November 12, 2010, 05:36:59 pm
Quote from: Lost King on November 12, 2010, 04:03:05 pm
you can still use the default animations from RMXP which will always play as long as they're tagged on a weapon in the database.


Thanks! Got it to work now.  :)
Title: Re: [XP] Blizz-ABS
Post by: sirSLR on November 12, 2010, 07:11:33 pm
Quote from: sirSLR on November 06, 2010, 04:45:35 pm
ok few questions

1) how to make different beams? i know i need to make something with graphic but i cant figure it out

2) how to make overdrive script independent of blizz-abs? i know it is possible bt i cant make it show witouth blizz hud

3) enemies wount use beam or shooting skills i placed them to do. all they do is normal attack and homing

thx for any help.



please aneyone???
Title: Re: [XP] Blizz-ABS
Post by: Kira on November 12, 2010, 07:36:32 pm
Ran into another problem, this time with items dropped by enemies.
I have set up the script so enemies drop items and gold. They do, but I can't pick it up.
When I have an enemy drop both an item and gold, I can pick up the item just by walking over it.
But I can not pick up the gold in any way.

When I have an enemy drop only an item or gold, I can not pick any of them up.

Any suggestions?
Thanks in advance for your reply.
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on November 22, 2010, 11:47:52 am
Quote from: sirSLR on November 06, 2010, 04:45:35 pm
ok few questions

1) how to make different beams? i know i need to make something with graphic but i cant figure it out

2) how to make overdrive script independent of blizz-abs? i know it is possible bt i cant make it show witouth blizz hud

3) enemies wount use beam or shooting skills i placed them to do. all they do is normal attack and homing

thx for any help.

for 1, simply find the answer in the Manual
for 2, IDK never heard someone ever do that in blizz abs o-o
for 3,~Manual~ its or you didnt set them to have these skills, or its the skills arent set to be Beam, or shooting.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on December 03, 2010, 12:40:19 am
hay, does any know when Blizz-ABS will be updated again, it's been like over 4 months and in the past i've missed crap loads of versions in that same amount of time

i'm just asking as i'm really getting annoyed with my game, i have 10 different skills types, the basic ones (the ones than change depending if your attack one or all enemies) and extra ones with modified charge times but other benefits/drawbacks (like you can have a skill which is far more powerful than any other skill but takes longer to charge) and since the sprites don't work, i'm always mashing the skill cast key because i can't tell when he charge up is done or even if the charge is canceled after you get hit, i think the sprite problem might be from the change Blizzard made to the sprites back in 2.7, at least that's the only thing can seems to fit, they worked in 2.6 (yet charge skills freeze the game so that's out of the question)
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 03, 2010, 12:44:25 am
Hopefully over my winter break, so basically some time 2-5 weeks from now.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on December 03, 2010, 12:50:26 am
well i guess that's better than nothing -_-', i really want the sprites to work cause without them i just have Aria standing there and you see the sword slash.......though then again i should really make the sprites also but with the change to the system i've no idea how they'll look in game
Title: Re: [XP] Blizz-ABS
Post by: Dixie on December 04, 2010, 05:33:21 pm
Can anyone identify the game and Isometric? environment mod in that last picture under example games in the first post?

i.e. This one:
(http://img695.imageshack.us/img695/6406/battle2.th.png)

Thanks
Title: Re: [XP] Blizz-ABS
Post by: Ryex on December 04, 2010, 06:54:59 pm
http://forum.chaos-project.com/index.php/topic,3693.0.html (http://forum.chaos-project.com/index.php/topic,3693.0.html)

it really is a pretty awesome Demo
Title: Re: [XP] Blizz-ABS
Post by: wingish on December 04, 2010, 07:20:18 pm
How would I get rid of the dark background of the hud and replace it with a picture?
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on December 05, 2010, 02:22:18 pm
Does anyone know which parts of the script controls different animations per attack? Specifically, which part controls the randomness in which the animations are shown?

I am trying to indirectly make the appearance of combos, since the current combo system doesn't do true combos per button press.
Title: Re: [XP] Blizz-ABS
Post by: Ryex on December 05, 2010, 03:25:45 pm
dude, look at the script database Blizz himself made an addon that dose exactly that.
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 05, 2010, 04:09:05 pm
Quote from: sirsniffy on December 05, 2010, 02:22:18 pm
I am trying to indirectly make the appearance of combos, since the current combo system doesn't do true combos per button press.


Yes it does.
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on December 05, 2010, 04:15:50 pm
Quote from: winkio on December 05, 2010, 04:09:05 pm
Quote from: sirsniffy on December 05, 2010, 02:22:18 pm
I am trying to indirectly make the appearance of combos, since the current combo system doesn't do true combos per button press.


Yes it does.
I am trying to indirectly do it with attack animations and not the combo system. Right now, multiple animations for attacks are randomized. How can I get them NON-randomized. I want them to be sequential with button presses. I am not sure the combo system can do that, and if it can, I don't know how. I am not a scripter, but I can tinker with things if I know where to look inside the script.
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 05, 2010, 04:33:47 pm
There isn't any scripting required.  Open up the config app, make the combo, set the animation.  Done.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 05, 2010, 04:45:10 pm
Quote from: sirsniffy on December 05, 2010, 04:15:50 pm
I am trying to indirectly do it with attack animations and not the combo system. Right now, multiple animations for attacks are randomized. How can I get them NON-randomized. I want them to be sequential with button presses. I am not sure the combo system can do that, and if it can, I don't know how. I am not a scripter, but I can tinker with things if I know where to look inside the script.


This is exactly one of the reasons why the combo system was made in the first place.
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on December 05, 2010, 08:39:57 pm
Quote from: winkio on December 05, 2010, 04:33:47 pm
There isn't any scripting required.  Open up the config app, make the combo, set the animation.  Done.
Okay, I did it, and nothing happened. Do I have to set it as a skill to be able to use it?
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 05, 2010, 08:44:38 pm
I think that since you want to use it as an attack, you should set a weapon to use it.  You should also read the manual, because it will help answer obvious questions.
Title: Re: [XP] Blizz-ABS
Post by: sirsniffy on December 05, 2010, 09:17:31 pm
Will do! I think I am completely missing something. Thanks!
Title: Re: [XP] Blizz-ABS
Post by: Kira on December 08, 2010, 05:30:22 pm
Quote from: Kira on November 12, 2010, 07:36:32 pm
Ran into another problem, this time with items dropped by enemies.
I have set up the script so enemies drop items and gold. They do, but I can't pick it up.
When I have an enemy drop both an item and gold, I can pick up the item just by walking over it.
But I can not pick up the gold in any way.

When I have an enemy drop only an item or gold, I can not pick any of them up.


Whoever can help me fix this will get a cookie. :V:
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 16, 2010, 07:53:44 am
Help Me I Got This Problem!

see this thing won't get into the game and keep saying Script part 2 line 578: SyntaxError occurred

P.S: I'm New To All These Forums. So How Do I Post a Picture? I Keep Clicking insert Picture and some img words appeared

I'm An Extreme Noob At This. So, Pls Help Me Out
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on December 16, 2010, 12:53:32 pm
Quote from: megaman30796 on December 16, 2010, 07:53:44 am
Help Me I Got This Problem!

see this thing won't get into the game and keep saying Script part 2 line 578: SyntaxError occurred

P.S: I'm New To All These Forums. So How Do I Post a Picture? I Keep Clicking insert Picture and some img words appeared

I'm An Extreme Noob At This. So, Pls Help Me Out


Make sure you've properly copied and pasted all three parts of the script, that you're using the latest version, and that you properly configured part one. Also make sure that you aren't using any other scripts that might conflict with Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 16, 2010, 08:10:45 pm
there is no other scripts...............i copied and paste everything.........but it says that line have an error


the line is:   # unfreeze all actor's actions
                 $BlizzABS.battlers.each {|actor| actor.freeze_action = false}
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 16, 2010, 08:13:41 pm
i just use control+a and the com selected all and i ctrl+c and i pasted it in rpg maker xp
Title: Re: [XP] Blizz-ABS
Post by: Sasquatch927 on December 16, 2010, 08:37:42 pm
Hey, I have a minor problem with this script. It's not a big deal but I'd like to have it.

Whenever I use any kind of skill or item on myself, it wont play the hit animation on me. In the example game "chronicles of sir lag-a-lot"
I've used the healing item on Lag-a-lot and it shows the hit animation on him.

Like I've said, it's not really that big of a problem, it don't crash the game or anything so this problem can actually wait a little while.

About the combo system, it rocks my world. I just have a hard time understanding the event commands in the acton tab. I understand most of them very well, There's just a few things I don't understand. I'll list what I don't understand below:

The "Battler" action is greyed out in the actions list. I wanna know how to get it un-grey and what the tab does.

The "Input Window" looks really neat. I want to know the use of the ID modifier.
I'm guessing the keys mean that you input a button to continue on with the rest of the action in the combo, and that the frames modifys how long you have to make the input? One thing I don't understand with the input keys is the "other" option. I'm not so sure what the trigger exactly does but im thinking that held means the action will continue as long as the imput button or buttons are held in.
I think pressed is selfexplanitory. Now released, I'm guessing this means I can continue the actions if I'm holding the input key, but then release it before the frame time runs out. By the way, sorry if this is alot of stuff I need help with to understand, I did look at the manual
and learned alot from it, but only to a certian point.

I hardly understand the variable command. If it's "game", do I need to input the number of the variable ID? If it's "combo", do I use the ID of the Combo? If I do use the Id of the combo, how do I use numbers to effect the combo? I'm guessing that the "Character" means that the character that's using the combo in the first place, I think I do understand that much atleast.

The conditional branch I think I'll understand whenever all the others I don't know are explained to me.

The freeze input I'm not sure what this means.

Waiting for move completion I'm not so sure about.

ANd abort combo could mean that the combo will drop if I don't fulfill some of the conditions like the button input.

Like  I said, I'm soooo sorry for taking up all this room on the page. If I can get a demo or explaination of what all these things means, That'd be wonderful. Better yet, If someone put together some kind of Blizz config and used every possible feature of the combo systems actions, I can just study how all the combos were put in and learn it all that way. either that or a game demo that uses them as well.

Like I've said 100 times lol. I'm so sorry. seeing as how I have many questions on this topic alone, post a reply if you want to help me with the first problem  I had with the animation. If you're helping with explaining the combo system to me, then please send me a message instead of posting on here because that's alot to be helped with and I don't want to crowd up this topic too much.

To anyone who helps, I really greatly appreciate it. Thanks for anyone who was patient enough to sit and read all of my problems =)
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 16, 2010, 11:50:57 pm
Check out the manual.  Section 5.3 specifically.
Title: Re: [XP] Blizz-ABS
Post by: Sasquatch927 on December 17, 2010, 12:20:35 am
Hey thanks. That helped me alot. Where the combo system was explained in 3.6, I didn't know there was another section that explained the commands. Sorry for me not seeing that in the first place.
Title: Re: [XP] Blizz-ABS
Post by: Lost King on December 17, 2010, 03:46:25 am
Hey, I've been trying to make a combo that sets the character's speed to 6 and then have them dash forward 3 spaces and attack, but for some reason the speed change is implemented and then immediately canceled after only one step, and since I'm using an increased pixel movement, it's only noticeable for a quarter of a square. I'm not sure if there's some sort of work around for this, but if someone could take a look into it, it'd be appreciated.
Title: Re: [XP] Blizz-ABS
Post by: [Luke] on December 17, 2010, 06:24:12 am
I suggest making additional topic for the combo system. Since there is no demo or tutorial, I'd like to see your ideas for combos, as the possibilities are quite huge.
So, practical questions:

This many so far.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on December 17, 2010, 11:15:27 am
Quote from: [Luke] on December 17, 2010, 06:24:12 am
I suggest making additional topic for the combo system. Since there is no demo or tutorial, I'd like to see your ideas for combos, as the possibilities are quite huge.
So, practical questions:

  • How to implement "slow" or "haste" state that changes the battler's movement?

  • How to, in a combo, insert condition "Battler is facing another battler"?

  • How to make a "reflex" state that influences the battler's attack/item/skill penalty?


This many so far.


One: Change movement speed.
Two: Don't know, good question.
Three: Not sure, but there's probably a way through messing around with frame penalties. You may have to duplicate your weapons, items and skills to do this, I haven't played around with combos much yet.
Title: Re: [XP] Blizz-ABS
Post by: Sasquatch927 on December 17, 2010, 02:10:43 pm
I use the auto-target script so I don't have to deal with the selection screen. This works when I use skills that attack one or all enemies in an area, but there's a problem...

If I target someone with a move that executes a combo that has those multi target or homing target skills, it still calls for the selection screen on those particular skills. Is it possible that the skills can still execute without calling the selection screen if it's in the middle of a combo?
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 17, 2010, 11:53:38 pm
i have another question...

I Made A Transfer Player Event And I Only Want It Activated After All The Opponents In That Area. How Do I Do It...:

I Want The Player To Be able To Reach Certain Areas Only After Defeating The Boss.
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on December 17, 2010, 11:59:11 pm
 $game_map.battlers.size == 0
can be used in a conditional branch to determine if there are no more battlers on a map.
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 18, 2010, 12:07:31 am
Thanks! I'll Try It Out!
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 18, 2010, 12:24:28 am
hmmmm...1 more question.....

How Do I Make NPCs That Are Against The Enemy?
eg:guards
Title: Re: [XP] Blizz-ABS
Post by: Lost King on December 18, 2010, 04:34:17 am
In the Config program use the Alignment Group tab, I'm pretty sure it comes default with a Guard type and an Enemy type, so when you're making events for Guards and enemies, just be sure to add the correct group in the name, pretty sure it's with \g['Group # here'].
Title: Re: [XP] Blizz-ABS
Post by: Sasquatch927 on December 18, 2010, 06:59:13 am
Quote from: Sasquatch927 on December 17, 2010, 02:10:43 pm
I use the auto-target script so I don't have to deal with the selection screen. This works when I use skills that attack one or all enemies in an area, but there's a problem...

If I target someone with a move that executes a combo that has those multi target or homing target skills, it still calls for the selection screen on those particular skills. Is it possible that the skills can still execute without calling the selection screen if it's in the middle of a combo?


I'm updating this post =)
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 18, 2010, 07:48:23 am
Lost King, I Checked Out The Config And I Don't Know Hoe To Group Them...........Please Explain What You just Posted.......I Dont understand
Title: Re: [XP] Blizz-ABS
Post by: Lost King on December 18, 2010, 12:37:34 pm
Section 3.1 of the Manual does a much better job at explaining how Alignment Groups work than I could.
Title: Re: [XP] Blizz-ABS
Post by: [Luke] on December 18, 2010, 01:07:27 pm
Quote from: The Niche on December 17, 2010, 11:15:27 am
One: Change movement speed.
Two: Don't know, good question.
Three: Not sure, but there's probably a way through messing around with frame penalties. You may have to duplicate your weapons, items and skills to do this, I haven't played around with combos much yet.

1: More details please. How to connect a state with the movement speed? My current idea is to alias the movement speed in Game_Battler and change the value if one of the specific states is applied.
2: Yeah, tell me about it :D
3: Umm... I'm gonna repeat step 1 and alias the method that checks the penalty database.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on December 18, 2010, 03:52:07 pm
Quote from: [Luke] on December 18, 2010, 01:07:27 pm
Quote from: The Niche on December 17, 2010, 11:15:27 am
One: Change movement speed.
Two: Don't know, good question.
Three: Not sure, but there's probably a way through messing around with frame penalties. You may have to duplicate your weapons, items and skills to do this, I haven't played around with combos much yet.

1: More details please. How to connect a state with the movement speed? My current idea is to alias the movement speed in Game_Battler and change the value if one of the specific states is applied.
2: Yeah, tell me about it :D
3: Umm... I'm gonna repeat step 1 and alias the method that checks the penalty database.


Woops, I thought you could edit states in the editor. Pity.
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 20, 2010, 09:29:40 am
i'll be asking a lot of questions for some time coz im a total noob at this......

My next question is how do i make the opponent to trans in mid battle?

P.S: I Know how 2 make opp 2 trans....i just want to know how 2 make him trans at 50%HP or any amount..
Title: Re: [XP] Blizz-ABS
Post by: The Niche on December 20, 2010, 10:34:32 am
I think that may be possible with battle events. Otherwise, make a skill, make sure it does nothing. Link it to a common event, which should have a command for setting opacity for "this event". Go to the enemy's entry in the database and edit its battle events so that when it has 50% hp, it uses that skill, with a full probability rating.
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 20, 2010, 09:31:17 pm
Another Problem......i make the opponent a skill but he never uses it in battle :stupid:
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on December 20, 2010, 11:57:32 pm
Quote from: megaman30796 on December 20, 2010, 09:31:17 pm
Another Problem......i make the opponent a skill but he never uses it in battle :stupid:


Make sure you have the skill set up properly in the script and that the conditions are correct.
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 21, 2010, 09:13:14 pm
everything is fine...i gave that skill to my ally and he can use it without a problem.....only the opponent won't use it


i tried not giving him the attack command then he will spam his power....

i even gave him a homing attack and took out the attack command and he didnt even use it
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 21, 2010, 09:15:23 pm
i even checked out the config and everything's fine.
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 22, 2010, 10:49:50 pm
---Another Question---

i wanna make a common event and make the opponent 2 use a skill in the custom event but idk how


i even tried forced action
Title: Re: [XP] Blizz-ABS
Post by: sirSLR on December 23, 2010, 02:46:56 am
i have almoast the same proble.
when i am using character i can use his skill..
but when that character is support
he never uses that skill. and that skill can't be used by enemy eather....why
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 23, 2010, 07:58:56 am
my support will use only melee skills....same as the enemy..they don't use ranged attacks
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 23, 2010, 08:16:04 am
http://www.youtube.com/watch?v=mQwViGmy8Ao&feature=player_embedded

Blizz-ABS Is Nothig Compared To This...........Look At The Effects And The Boss Battles
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 23, 2010, 09:16:24 am
http://forum.chaos-project.com/index.php/topic,1922.0.html
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on December 23, 2010, 09:23:57 am
Quote from: megaman30796 on December 23, 2010, 08:16:04 am
http://www.youtube.com/watch?v=mQwViGmy8Ao&feature=player_embedded

Blizz-ABS Is Nothig Compared To This...........Look At The Effects And The Boss Battles


*Ahem* Customized Blizz-ABS
http://www.youtube.com/watch?v=XI65tcMfkao&feature=related
http://www.youtube.com/watch?v=ypGzah7lhiU
Boss: ShowHide

This screen shot displays the 'Boss HUD' add on for the BlizzABS... also the 'dodge' skill but that's not as impressive. Also, the boss can burrow underground and is unhittable when he does so... also not that impressive.
(http://i597.photobucket.com/albums/tt56/LECommissions/4.png)
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 25, 2010, 06:50:12 am
Blizzard, like your ABS but I've Tried The XAS Abs Demo......The Boss Battles And Battle Are Fantastic......Could You Make The Battles Like That?

Blizzard, I Think Your ABS Is Better Than Most Of The ABS but I Still Think XAS Abs Battle Effects,Boss Powers And The Hud Is Still Better......Anyway, Yours Is More Userfriendly
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on December 25, 2010, 08:00:38 am
Quote from: megaman30796 on December 25, 2010, 06:50:12 am
Blizzard, like your ABS but I've Tried The XAS Abs Demo......The Boss Battles And Battle Are Fantastic......Could You Make The Battles Like That?

Blizzard, I Think Your ABS Is Better Than Most Of The ABS but I Still Think XAS Abs Battle Effects,Boss Powers And The Hud Is Still Better......Anyway, Yours Is More Userfriendly


if you want to talk about XAS, you should go to this thread :
http://forum.chaos-project.com/index.php/topic,1922.0.html

Edit : Sorry I read your sentence wrong,
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 25, 2010, 09:28:32 am
im not gonna talk about XAS.I'm Not Interested In XAS(just Fascinated By Their Boss Battles). I'm Suggesting Some Ideas 4 Blizz-ABS To Use. I Tried To Make Awesome Bosses Using Blizz ABS By Applying Forced Actions But It The Bosses Sometime Get A Knockback Which Causes Their Movement Route 2 Be Interrupted.

Yeah Blizz-ABS is Userfriendly.....XAS Needs Someone Who Actually Knows RGSS Scripting(Which I Don't) And It's Seriously Complicated.

EDIT: I Still Prefer Blizz-ABS(It's Still Have Many Unique Functions) But I Just Wanna Know If Blizz-ABS Can Create The Effects And Bosses Like XAS.

If It Can Create Something Like That, Teach Me How To Do It.

EDIT 2: ...

No double posting within 24 hours, just use the modify button - winkio
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on December 26, 2010, 06:01:35 pm
Quote from: megaman30796 on December 25, 2010, 09:32:32 am
I Still Prefer Blizz-ABS(It's Still Have Many Unique Functions) But I Just Wanna Know If Blizz-ABS Can Create The Effects And Bosses Like XAS.

If It Can Create Something Like That, Teach Me How To Do It. :plz: :knight: :stupid:



Could you be a little more specific? Through the use of plug-ins and combos I think you should be able to accomplish whatever effects you're looking for. Also, don't double (or in this case, triple) post within 24 hours; the edit button is your friend.
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 27, 2010, 06:35:41 am
im sorry about triple posting........idk that you're not allowed 2 post more than once every 24hrs

i tried to make the opponent a skill that triggers a common event. i used move route and it moved around the map as told but when it makes its second round, it started moving a bit out of route.

another question is when i use forced actions, it needs 2 state an opponent 2 attack but when that opponent is not in range, it won't shoot. i want it 2 shoot no eventhough there is nobody in the target area

this is a problem:
my decrease animation size by 50% is glitched and it won't decrease(it was able 2 decrease the size b4 but when i turned on my pc the next day, the thing won't work)i even tried 2 regenerate script and the script has a 'true' over the animation size thing
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 28, 2010, 02:04:38 am
how did u made the boss hp to be displayed, RoseSkye?
Title: Re: [XP] Blizz-ABS
Post by: The Niche on December 28, 2010, 01:59:30 pm
A) the double posting again, there really is no need for it, this is a stickied topic.
B) Good question.
C) I'm getting the "attempted to divide by zero" error with the configuration app. I'm using the latest version of the app.
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 28, 2010, 03:09:38 pm
Quote from: The Niche on December 28, 2010, 01:59:30 pm
C) I'm getting the "attempted to divide by zero" error with the configuration app.


where/when
Title: Re: [XP] Blizz-ABS
Post by: The Niche on December 28, 2010, 03:10:15 pm
Quote from: winkio on December 28, 2010, 03:09:38 pm
Quote from: The Niche on December 28, 2010, 01:59:30 pm
C) I'm getting the "attempted to divide by zero" error with the configuration app.


where/when


When trying to generate a script.
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 28, 2010, 03:12:53 pm
Does it happen with the default configuration?  If not, recreate your config step by step generating the script each time until it errors, then you can tell me what made it error.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 28, 2010, 03:28:46 pm
I have a better way. It might take some time to recreate the config. Instead you can take your config and start resetting setting by setting. When the error stops, you just reset the part of the config that was causing the problem.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on December 28, 2010, 07:09:39 pm
Quote from: Blizzard on December 28, 2010, 03:28:46 pm
I have a better way. It might take some time to recreate the config. Instead you can take your config and start resetting setting by setting. When the error stops, you just reset the part of the config that was causing the problem.


You just saved me so much effort, thanks.
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 28, 2010, 07:50:02 pm
i did not double post!!!!!!!!!!! its on a different date!!!!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 28, 2010, 07:52:52 pm
Actually the difference between your two posts is 20 hours. Everybody just edits their posts. I don't understand why you are making such a hype over nothing instead of just editing your posts in the future. I, personally, usually only double post if it's been a week or more.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on December 29, 2010, 09:44:38 pm
Ok, got it. For the range on one of my weapons, I had it set as 9.8 tiles. Well, now I know.
Title: Re: [XP] Blizz-ABS
Post by: Noob on December 29, 2010, 10:22:11 pm
Hey, I'm a real noob. I know virtually nothing about RGSS scripting. I have a couple questions about Blizz-ABS.
1. How do you recover all (party, NOT enemies)!? there seem to be a lot of ways to make this happen for enemies, but none for allies. I ended up having to make a room where you were given items that healed you completely, and you couldn't leave the room if you had the items in your inventory. Not a very efficient solution. Is there a simple script command that I just missed or skipped over accidentally in the tutorial that could allow the party to recover all instantly?
2.  I have a couple popular games that I put up for download from the internet with maybe 1000+ ppl playing one and maybe 200-400+ playing the other (it's newer). I made them with default RMXP, no scripts added, default battle systems. After discovering chaosproject and RMX-OS, I've been working to convert them both to MMORPG format. I know that if I had to convert all the battles and bosses in my games into Blizz-ABS format enemies, it would take a very very very very long time and wouldn't be worth it at all. But I still would want to have PvP battles, team PvP, team PvM, etc. In a game with RMX-OS, is it possible to have PvP battles without Blizz-ABS or the Blizz-ABS for RMX-OS installed, and without having to do any extensive or hard RGSS scripting?
Thanks very much! :)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on December 29, 2010, 10:26:54 pm
1. Use an event command

2. RMX-OS doesn't require Blizz-ABS...
If you want PvP, then you're gonna need to get it scripted.
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 30, 2010, 12:04:38 am
use commands on an event that says 'recover all...' on the 3rd tab

EDIT: is there any script that allows me 2 move while im attacking and not move while im defending....?

by Blizz: FFS, use the edit button! You've been told several times now!
Title: Re: [XP] Blizz-ABS
Post by: [Luke] on December 30, 2010, 06:41:32 am
Set the "Turn" key to the same key as "defend".
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on December 31, 2010, 02:54:23 am
i'll try it out

GREAT! IT WORKED!!
Title: Re: [XP] Blizz-ABS
Post by: Noob on December 31, 2010, 02:07:28 pm
Hey, about the first question that I asked earlier, sorry, I should have been more specific. The very first thing I did b4 i even asked the question was try the recover all event command, but when I triggered it ingame with one actor knocked out and the otoher at low HP & SP, nothing happened. Other suggestions?
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on January 03, 2011, 05:53:12 pm
it seems like dropped items aren't working properly in the latest version of blizz abs, the icon for the dropped item appears, but it can't be picked up, and it doesn't show on the minimap. I am not using any additional scripts, only the latest version of blizz abs.

EDIT: Fuck it all, I created a new map and now it works <.< I am so confused..
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 04, 2011, 11:41:57 pm
it's kinda situational.  Don't worry, I've gathered all the data, and I'm working on fixing it.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on January 05, 2011, 08:00:22 am
=D Nice, though I stumbled upon another thing that confuses me in the manual, on page 5.4. Event Reference, it says that I can create drop events by putting \drop[ID] in the event name, however in 4.3. Controlling Maps -> 4.3.3. Dropped Object-like events it says simply add \drop[TIME] in the event's name. Care to elaborate?

(I figured out that \drop[TIME] is the correct one, you should probably remove the other one from the manual or correct it.)

EDIT: Winkio, this is just a tiny request that I hope you could work into a future version of blizz abs, which would let me make cool puzzles for The Eternal Saga, can you enable the option to disallow jumping over events (with spriteset)? That would be so awesome for pushing crate puzzles ^^ I know one way of solving this is to in certain rooms disable jumping completely, but then I cant combine jumping puzzles with crate puzzles D=
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 05, 2011, 10:56:13 am
yeah, the manual has a lot of mistakes, but thanks for pointing that one out :)

the event no jump tag is actually something I've planned, but at least I know it will be used now.
Title: Re: [XP] Blizz-ABS
Post by: Noob on January 05, 2011, 05:53:13 pm
When i use this with RMX-OS i have the following two problems:
1.i can't fite other players.
2.if somebody gets gameover them logs back on, their screen just stays @ gameover, in effect, they lose their account.
Plz help.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on January 05, 2011, 06:22:36 pm
Quote from: winkio on January 05, 2011, 10:56:13 am
yeah, the manual has a lot of mistakes, but thanks for pointing that one out :)

the event no jump tag is actually something I've planned, but at least I know it will be used now.

Awesome Winkio ^^ (Also, function for enable/disable it for certain events)
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on January 05, 2011, 06:45:10 pm
Quote from: Noob on January 05, 2011, 05:53:13 pm
When i use this with RMX-OS i have the following two problems:
1.i can't fite other players.
2.if somebody gets gameover them logs back on, their screen just stays @ gameover, in effect, they lose their account.
Plz help.

1. Turn PvP on.
2. Turn auto gameover off in Blizz-ABS.
Also, this isn't really the right thread to post that in.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 05, 2011, 10:06:20 pm
updated to 2.81.

We got ya force action workin
We got ya \nojump tag up
We got ya repair movement workin
We got more new stuff comin

On a side note, theres a new CRLS + Blizz-ABS plugin that's already up on the CRLS page, so download it if you need it.

EDIT: Oops, accidentally uploaded the old manual, hopefully there weren't too many people that will have to redownload.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on January 06, 2011, 12:06:52 am
I love you.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on January 06, 2011, 06:31:27 pm
One thing that really bugs me in blizz abs, I don't think I ever have used a version of blizz abs where charge skills work for enemies. Which is really annoying cause it removes many of the fun boss fight possibilities. Would love to see a fix for this.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 07, 2011, 12:04:04 pm
Updated to v2.82:
Fixed bug with Sprite Change commands.
Added the ability to manually create events on the map in-game via script call.
Fixed attack Forced Actions.
Added pathfinding ability for player.
Made combo Skill and Item commands work as force actions.
Fixed bug with Input Window command in config app.
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on January 07, 2011, 12:53:04 pm
Great job Winkio! Keep up the good work. The event creation is complicated, but will be very useful once you make the editor.
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on January 07, 2011, 11:29:45 pm
wow! 2 updates in a short time.....good job ,winkio! :D 'lv up'


Great Job With The Manual...It's Way More Specific Than Version 2.8


Is It The Script Or Just My Computer.....There r random chinese words in the new script that causes it 2 crash....
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 08, 2011, 04:55:12 am
Suggestion: This was actually my initial idea on how to make event creation work well. You should be able to use the command list from a common event. That way people don't have to manually code an event with a script call. Just copy the whole command list into a newly created map event.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 08, 2011, 07:01:37 am
I notice an error at application

Spoiler: ShowHide
(http://img214.imageshack.us/img214/4158/63258137.jpg)


I set it to animation 101 but when I click OK it became animation 102

Spoiler: ShowHide
(http://img411.imageshack.us/img411/3652/30833663.jpg)



edit : ah, my bad, I should have posting this at thread bug and suggestion instead of here
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 08, 2011, 09:44:28 am
I had to remove the code that caused actors/enemies to be forced back with status changes because of errors and such.

Edit: I also had to change;
skill ? char.use_skill(object, forced) : char.use_item(object, forced)

because it errored out when I used trigger commands to emulate a 'monster catch' event.

'wrong number of arguments(2 for 1)'
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 08, 2011, 10:57:25 am
Quote from: LiTTleDRAgo on January 08, 2011, 07:01:37 am
I notice an error at application

Spoiler: ShowHide
(http://img214.imageshack.us/img214/4158/63258137.jpg)


I set it to animation 101 but when I click OK it became animation 102

Spoiler: ShowHide
(http://img411.imageshack.us/img411/3652/30833663.jpg)



edit : ah, my bad, I should have posting this at thread bug and suggestion instead of here


It doesn't matter which topic you post it in.  I'll fix it soon.

Quote from: RoseSkye on January 08, 2011, 09:44:28 am
I had to remove the code that caused actors/enemies to be forced back with status changes because of errors and such.


line number/part?  Or is this code that you made?

Quote from: RoseSkye on January 08, 2011, 09:44:28 am
Edit: I also had to change;
skill ? char.use_skill(object, forced) : char.use_item(object, forced)

because it errored out when I used trigger commands to emulate a 'monster catch' event.

'wrong number of arguments(2 for 1)'


Are you using CRLS?  If so, did you download the new CRLS+Blizz-ABS plugin from the CRLS page?
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 08, 2011, 11:06:33 am
Quote from: winkio on January 08, 2011, 10:57:25 am
Quote from: LiTTleDRAgo on January 08, 2011, 07:01:37 am
I notice an error at application

Spoiler: ShowHide
(http://img214.imageshack.us/img214/4158/63258137.jpg)


I set it to animation 101 but when I click OK it became animation 102

Spoiler: ShowHide
(http://img411.imageshack.us/img411/3652/30833663.jpg)



edit : ah, my bad, I should have posting this at thread bug and suggestion instead of here


It doesn't matter which topic you post it in.  I'll fix it soon.

Quote from: RoseSkye on January 08, 2011, 09:44:28 am
I had to remove the code that caused actors/enemies to be forced back with status changes because of errors and such.


line number/part?  Or is this code that you made?

Quote from: RoseSkye on January 08, 2011, 09:44:28 am
Edit: I also had to change;
skill ? char.use_skill(object, forced) : char.use_item(object, forced)

because it errored out when I used trigger commands to emulate a 'monster catch' event.

'wrong number of arguments(2 for 1)'


Are you using CRLS?  If so, did you download the new CRLS+Blizz-ABS plugin from the CRLS page?


I forgot which line.. one sec. Ah, it was because I didn't set the knockback hehe.
CRLS? I don't know what you're talking about. Speaking of using something... the new blizzabs is incompatible with your uh... the script that adds a delay bar/time cooldown.

Well, now that I put the original unedited script in there is a new error when I use trigger events.
Pt 3, Line 909;       
if skill.plus_state_set.any? {|s| $data_states.slip_damage}
        @battler.last_slip_attackers.push(_battler)
      end
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 08, 2011, 11:14:34 am
oops that line should be

if skill.plus_state_set.any? {|s| $data_states[s].slip_damage}


And you're right about the cooldown times script, let me update that.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 08, 2011, 11:21:27 am
Now with that fixed the error is;
skill ? char.use_skill(object, forced) : char.use_item(object, forced)

and it only happens with a trigger comment event.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 08, 2011, 11:53:33 am
is it from the trigger, or from the event code after the trigger?
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 08, 2011, 12:23:21 pm
Quote from: winkio on January 08, 2011, 11:53:33 am
is it from the trigger, or from the event code after the trigger?


It's from the trigger itself. (I guess) The event code after the trigger worked with the previous installment of B-ABS
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 08, 2011, 12:25:25 pm
Alright, I'll look into it.  I updated the recharge times plugin too.

EDIT: hmm, I just tested in my own project, and I have an enemy with a skill trigger that works fine.  What's the error message you get, and are there any force_actions in the rest of the event code?
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 08, 2011, 01:14:13 pm
Quote from: winkio on January 08, 2011, 12:25:25 pm
Alright, I'll look into it.  I updated the recharge times plugin too.

EDIT: hmm, I just tested in my own project, and I have an enemy with a skill trigger that works fine.  What's the error message you get, and are there any force_actions in the rest of the event code?


Actually, yes... I forgot to remove it.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 08, 2011, 01:16:50 pm
so, is there still a problem, or problem solved?
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 08, 2011, 01:17:53 pm
Quote from: winkio on January 08, 2011, 01:16:50 pm
so, is there still a problem, or problem solved?

No problem... so, I'm guessing I cant use force actions anymore?
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 08, 2011, 01:25:38 pm
no, force actions work, that's one of the things I just recently updated (and tested, they work for me).  What's the script call you are using?
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 08, 2011, 01:28:36 pm
Quote from: winkio on January 08, 2011, 01:25:38 pm
no, force actions work, that's one of the things I just recently updated (and tested, they work for me).  What's the script call you are using?

$BlizzABS.actor_force_action(0, 
ENEMIES, TROOP, SKILL, 191)
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 08, 2011, 01:32:50 pm
Okay, the same exact script call (with the skill id changed, of course), works for me.  So, info I need:

1.  What the error message says
2.  Skill 191 type (One Enemy vs. All enemies, shooting, homing, direct, etc.)
3.  Any add-ons that come below Blizz-ABS
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 08, 2011, 01:39:04 pm
Quote from: winkio on January 08, 2011, 01:32:50 pm
Okay, the same exact script call (with the skill id changed, of course), works for me.  So, info I need:

1.  What the error message says
2.  Skill 191 type (One Enemy vs. All enemies, shooting, homing, direct, etc.)
3.  Any add-ons that come below Blizz-ABS


I figured that script was causing the error. I just didn't want it to be the one. It was the active action display script which is now incompatible with the B-ABS's force action call. Ah well, no biggie.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 08, 2011, 01:50:04 pm
If you are talking about the script by littledrago, here's how to fix it:

delete the lines 91-145 and replace with this:

  alias use_skill_activeinfo_earlier use_skill
 def use_skill(skill, forced = false)
   result = use_skill_activeinfo_earlier(skill, forced)
   if result && @battler.is_a?(Game_Actor) &&
       $game_switches[ACT_SWITCH]
     draw_skl(skill.name)
   end
   return result
 end
 
 alias use_item_activeinfo_earlier use_item
 def use_item(item, forced = false)
   result = use_item_activeinfo_earlier(item, forced)
   if result && @battler.is_a?(Game_Actor) &&
       $game_switches[ACT_SWITCH]
     draw_item(item.name)
   end
   return result
 end


If it's a different script, send it to me and I'll do a quick edit.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 08, 2011, 02:31:03 pm
now there is another error
line 95: NameError
uninitialized constant Map_Battler::ACT_SWITCH

the line;        $game_switches[ACT_SWITCH]
Title: Re: [XP] Blizz-ABS
Post by: ForeverZer0 on January 08, 2011, 03:13:20 pm
Either ACT_SWITCH is not yet defined, or you are not using the proper scope operator for it.
For instance, if ACT_SWITCH is in the BlizzCFG module, it would have to BlizzCFG::ACT_SWITCH. You may need more than one operator, depending on where it is at, such as BlizzCFG::Options::ACT_SWITCH.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 08, 2011, 03:51:53 pm
make sure line 89 is

include ZetsuDrago


Perhaps you deleted it when you copy/pasted the fix?

lines 88-91 should look like this after the fix is applied
class Map_Battler
  include ZetsuDrago
 
  alias use_skill_activeinfo_earlier use_skill
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 08, 2011, 07:36:49 pm
Quote from: winkio on January 08, 2011, 01:50:04 pm
If you are talking about the script by littledrago, here's how to fix it:

delete the lines 91-145 and replace with this:

  alias use_skill_activeinfo_earlier use_skill
 def use_skill(skill, forced = false)
   result = use_skill_activeinfo_earlier(skill, forced)
   if result && @battler.is_a?(Game_Actor) &&
       $game_switches[ACT_SWITCH]
     draw_skl(skill.name)
   end
   return result
 end
 
 alias use_item_activeinfo_earlier use_item
 def use_item(item, forced = false)
   result = use_item_activeinfo_earlier(item, forced)
   if result && @battler.is_a?(Game_Actor) &&
       $game_switches[ACT_SWITCH]
     draw_item(item.name)
   end
   return result
 end


If it's a different script, send it to me and I'll do a quick edit.



the result was this..

(http://img585.imageshack.us/img585/2057/31781763.jpg)


------------------
and, when I using an Item I get this error (without the active action script, just RTP and Blizz ABS)

(http://img411.imageshack.us/img411/645/93654917.jpg)



ah, one more thing, I noticed that I get this error :
http://forum.chaos-project.com/index.php/topic,111.msg129782.html#msg129782
after I upgrading to 2.82
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 08, 2011, 11:26:02 pm
I think you copy/pasted the script wrong, because the lines aren't matching up.  Also, STCMS works fine, I tested it.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 09, 2011, 03:24:13 am
Quote from: winkio on January 08, 2011, 11:26:02 pm
I think you copy/pasted the script wrong, because the lines aren't matching up.  Also, STCMS works fine, I tested it.


nope, well I remove some of header script, like licenses, version history, etc
(but that's not important to the script, right?)

probably because I use hermes? since the error is usually appears when message cutscene
if so I'll post hermes here (I'll delete that later)

edit : it seems that the script is too large

edit2 : I tested it in empty project with v2.82 and worked smoothly

also I'm just reminding you
Quote from: LiTTleDRAgo on January 08, 2011, 07:36:49 pm
and, when I using an Item I get this error (without the active action script, just RTP and Blizz ABS)

(http://img411.imageshack.us/img411/645/93654917.jpg)


When I use potion in empty project I get that error


ah, one more thing before I forget
when you release updated Blizz abs could you change this too?

Quote#==============================================================================
# BlizzABS
#------------------------------------------------------------------------------
#  This is the master control, configuration, utility and battle process
#  module for Blizz-ABS.
#==============================================================================

module BlizzABS
 
 # version of Blizz-ABS
 VERSION = 2.7
 # edition of Blizz-ABS
 EDITION = 'Normal'
 # constants to help the user when using the special commands
 PARTY = false
 TROOP = false
 INCREASE = 0


Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 09, 2011, 05:27:37 am
Quote from: winkio on January 08, 2011, 11:26:02 pm
I think you copy/pasted the script wrong, because the lines aren't matching up.  Also, STCMS works fine, I tested it.


Post your edited AA script and if it errors out with yours we'll know.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 09, 2011, 10:54:58 am
See, I already tested it with a blank project with just Blizz-ABS and this, so I know it doesn't error.  But here's my edited version of the script anyways

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Active Action Info for Blizz ABS
# Version: 1.27
# Author : LiTTleDRAgo
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

module ZetsuDrago
 
  ACT_HUD_X = 200           # This is for x position
  ACT_HUD_Y = 400           # This is for y position
  ACT_TIME = 2                 
  ACT_SE = "001-System01"       # Sound Effect when receiving an item
  ACT_SWITCH = 8               # Switch to enable Active Action Info
 
end
#==============================================================================
# Config End
#==============================================================================
class Game_Temp 
    attr_accessor :act_hud ; attr_accessor :act_text_zoom
    attr_accessor :act_text; attr_accessor :act_start
    alias_method  :drago_act_initialize, :initialize
   
def initialize   
  drago_act_initialize 
    @act_hud, @act_text_zoom = [], []
    @act_hud[1...13] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
    @act_text_zoom[1], @act_text_zoom[2] = 1.00, 1.00
    @act_text,@act_start = "", false   
end   
end

class Game_System
  attr_accessor :mpit; alias_method  :drago25_init, :initialize
  def initialize;drago25_init; @mpit = []; mpit[1...6] = 0, 0, 1, 1, 0, 0; end
end

class Interpreter

  alias_method :drago25_command126, :command_126
  alias_method :drago25_command127, :command_127
  alias_method :drago25_command128, :command_128
  alias_method :drago25_command125, :command_125

  def command_126; drago25_command126; $game_system.mpit[5] = 1; parsys; end
  def command_127; drago25_command127; $game_system.mpit[5] = 2; parsys; end
  def command_128; drago25_command128; $game_system.mpit[5] = 3; parsys; end
  def command_125; drago25_command125; $game_system.mpit[5] = 4
    $game_system.mpit[4] = operate_value(@parameters[0], @parameters[1], @parameters[2])
  end   
   
  def parsys
   $game_system.mpit[3], @param = @parameters[0], @parameters; $ref = true
   $game_system.mpit[4] = operate_value (@param[1], @param[2], @param[3])
  end
end 

class Game_Map
  attr_reader   :map_id 
 
  def mpitnm
    $mpitnm = load_data("Data/Items.rxdata")
    $mpitnm[$game_system.mpit[3]].name; end; def mpwpnm
    $mpwpnm = load_data("Data/Weapons.rxdata")
    $mpwpnm[$game_system.mpit[3]].name; end; def mparnm
    $mparnm = load_data("Data/Armors.rxdata")
    $mparnm[$game_system.mpit[3]].name
  end 
 
end

class Window_Base < Window 
  include ZetsuDrago
  def draw_mpitem(x,y)   
    dev, @gam, @map = "Got  "+$game_system.mpit[4].to_s, $game_system, $game_map
    $game_temp.act_text = dev + "  x  " + @map.mpitnm.to_s if @gam.mpit[5] == 1
    $game_temp.act_text = dev + "  x  " + @map.mpwpnm.to_s if @gam.mpit[5] == 2
    $game_temp.act_text = dev + "  x  " + @map.mparnm.to_s if @gam.mpit[5] == 3
    $game_temp.act_text = dev+"  "+$data_system.words.gold if @gam.mpit[5] == 4
    if @gam.mpit[5] != 0 && $game_switches[ACT_SWITCH] && $game_system.mpit[4] > 0
      $game_temp.act_hud[13],$game_temp.act_start = 20,true
      Audio.se_play("Audio/SE/" + ACT_SE , 70, 100) rescue nil
    end
  end
end

if $BlizzABS && BlizzABS::VERSION >= 2.82
class Map_Battler
  include ZetsuDrago
 
  alias use_skill_activeinfo_earlier use_skill
  def use_skill(skill, forced = false)
    result = use_skill_activeinfo_earlier(skill, forced)
    if result && @battler.is_a?(Game_Actor) &&
        $game_switches[ACT_SWITCH]
      draw_skl(skill.name)
    end
    return result
  end
 
  alias use_item_activeinfo_earlier use_item
  def use_item(item, forced = false)
    result = use_item_activeinfo_earlier(item, forced)
    if result && @battler.is_a?(Game_Actor) &&
        $game_switches[ACT_SWITCH]
      draw_item(item.name)
    end
    return result
  end
 
  def draw_skl(value)
    $game_temp.act_text = value
    $game_temp.act_hud[13], $game_temp.act_start = 20, true
  end
   
  def draw_item(value)
    $game_temp.act_text = "Use  "+ value
    $game_temp.act_hud[13], $game_temp.act_start = 20, true
  end
end
end

class Bitmap
  def draw_hemming_text(x, y, w, h, t, a = 0)
    original_color = self.font.color.dup;  self.font.color = Color.new(0,0,0,255)
    self.draw_text(x , y , w, h, t, a);    self.draw_text(x , y+2, w, h, t, a)   
    self.draw_text(x+2, y+2, w, h, t, a);  self.draw_text(x+2, y , w, h, t, a)   
    self.font.color = original_color;      self.draw_text(x+1, y+1, w, h, t, a)
  end
end

class Act < Sprite
  include ZetsuDrago
  def initialize
     @viewport = Viewport.new(0, 0, 640, 480)
     @viewport.z = 99999     
     super(@viewport)   
     @hud1, @hud2, @hud3, @text = Sprite.new, Sprite.new, Sprite.new, Sprite.new
     @hud1.bitmap = RPG::Cache.picture("AF_Lay1")
     @hud2.bitmap = RPG::Cache.picture("AF_Lay2")
     @hud3.bitmap = RPG::Cache.picture("AF_Lay3")
     @text.bitmap = Bitmap.new(120,40); @time = ACT_TIME; hudposition   
     @hud1.z, @hud2.z, @hud3.z, @text.z  = 9000, 9000, 9003, 9002   
     @text.bitmap.font.name, @text.bitmap.font.size = "Georgia", 20
     @text.bitmap.font.bold = @text.bitmap.font.italic = true
     @text.bitmap.font.color.set(250, 250, 250, 220)
   end   
   
  def dispose       
    [@hud1, @hud2, @hud3, @text, @viewport].each {|s| s.dispose if s != nil}
  end
 
  def refresh
     @temp.act_start = false; @text.bitmap.clear
     @xhud[9], @xhud[10], @xhud[11], @xhud[12] = 100, 100, 100, 100
     @xhud[1], @xhud[2], @zoom[1], @xhud[7]  = 100, -100, 1.50, 0
     @text.bitmap.draw_hemming_text(0, 0, 120, 40, @temp.act_text.to_s,1)
     @time -= 1; @time = 0 if @time < 0
  end
   
  def update
    hudposition   
    @xhud[13] -= 1 if @xhud[13] > 0   
    if @xhud[13] > 0
      @xhud[9] += 10 if @xhud[9] < 255;       @xhud[10] += 10 if @xhud[9] < 255
      @xhud[11] += 10 if @xhud[9] < 255;      @xhud[12] += 10 if @xhud[9] < 255
      @xhud[1] -= 10 if @xhud[1] > 0;         @xhud[2] += 10 if @xhud[1] > 0
      @xhud[1] = @xhud[2] = 0 if @xhud[1] < 0;@zoom[1] -= 0.1 if @zoom[1] > 1.00
      @zoom[1] = 1.00 if @zoom[1] < 1.00;     @zoom[2] = 1.00 if @zoom[1] < 1.00
      @xhud[4] = 0 if @zoom[1] < 1.00
    else
      if @time == 0
        @xhud[9] -= 10 if @xhud[9] > 0;     @xhud[10] -= 10 if @xhud[9] > 0
        @xhud[11] -= 10 if @xhud[9] > 0;    @xhud[12] -= 10 if @xhud[9] > 0
        @xhud[1] -= 10 if @xhud[1] < 100;   @xhud[2] += 10 if @xhud[1] < 100
        @xhud[1] = @xhud[2] = 100 if @xhud[1] > 100
      end         
    end 
    refresh if @temp.act_start == true
  end 

  def hudposition
    @hud1.ox, @temp  = -ACT_HUD_X + $game_temp.act_hud[1], $game_temp
    @hud1.oy, @xhud = -ACT_HUD_Y + @temp.act_hud[5], $game_temp.act_hud
    @hud2.ox, @zoom = -ACT_HUD_X - 50 + @xhud[2], $game_temp.act_text_zoom       
    @hud2.oy = -ACT_HUD_Y - 20 + @xhud[6]; @hud3.ox = -ACT_HUD_X - 80 + @xhud[3]
    @hud3.oy = -ACT_HUD_Y + 20 + @xhud[7]; @text.ox = -ACT_HUD_X - 50 + @xhud[4]
    @text.oy = -ACT_HUD_Y + 5 + @xhud[8]
    @hud1.opacity, @hud2.opacity = @xhud[9], @xhud[10]
    @hud3.opacity, @text.opacity = @xhud[11], @xhud[12]
    @text.zoom_x, @text.zoom_y = @zoom[1], @zoom[2]   
  end
end

class Mpitem < Window_Base
  def initialize
    super(0, 0, 250, 100)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0; self.contents.clear; refresh
  end
 
  def refresh; draw_mpitem(10,0); @gam.mpit[5] = 0; end
end

class Scene_Map   
  alias_method :drago_act_main, :main
  alias_method :drago25_update, :update
 
  def main 
    @act = Act.new; @mpit = Mpitem.new
    @mpit.visible, @mpit.contents_opacity = true, $game_system.mpit[6]
    drago_act_main;[@act, @mpit].each {|s| s.dispose if s != nil}
    @mpit = @act = nil
  end   
 
  def update
    drago25_update
    @act.update if @act != nil; @mpit.refresh if $ref == true
    @mpit.x, @mpit.y, $ref = 200, 480, false if $ref == true
    $game_system.mpit[1], $game_system.mpit[2]= @mpit.x, @mpit.y
    @mpit.contents_opacity, @mpit.visible= $game_system.mpit[6], true
    @mpit.y -= 8 if @mpit.y > 380; @mpit.y = 380 if @mpit.y >= 380
    $game_system.mpit[6] -= 3
  end
end
Title: Re: [XP] Blizz-ABS
Post by: MetalRenard on January 09, 2011, 11:18:07 am
Hey there!
This is some awesome stuff...!

I have a problem, i can't get status changes to work.
This is the error:
(http://img53.xooimage.com/files/1/c/0/jnm-error-244d553.png)

What am I doing wrong?
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 09, 2011, 11:21:43 am
That was a typo on my part, just change the [i] on that line to [s].
Title: Re: [XP] Blizz-ABS
Post by: MetalRenard on January 09, 2011, 11:25:32 am
Hahaha! ^^

Thank you for the quick reply, it's very much appreciated!
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 09, 2011, 04:13:54 pm
@winkio

I asked for it because your last post was so vague. 91-145 could have been anywhere (especially with script edits).
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 09, 2011, 05:11:07 pm
those line numbers corresponded to the most recent script posted in his topic.  I'm not mad or anything, I'm just saying that's where I got them, and I don't really understand the confusion...
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 09, 2011, 07:39:21 pm
Quote from: winkio on January 09, 2011, 10:54:58 am
See, I already tested it with a blank project with just Blizz-ABS and this, so I know it doesn't error.  But here's my edited version of the script anyways

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Active Action Info for Blizz ABS
# Version: 1.27
# Author : LiTTleDRAgo
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

module ZetsuDrago
 
  ACT_HUD_X = 200           # This is for x position
  ACT_HUD_Y = 400           # This is for y position
  ACT_TIME = 2                 
  ACT_SE = "001-System01"       # Sound Effect when receiving an item
  ACT_SWITCH = 8               # Switch to enable Active Action Info
 
end
#==============================================================================
# Config End
#==============================================================================
class Game_Temp 
    attr_accessor :act_hud ; attr_accessor :act_text_zoom
    attr_accessor :act_text; attr_accessor :act_start
    alias_method  :drago_act_initialize, :initialize
   
def initialize   
  drago_act_initialize 
    @act_hud, @act_text_zoom = [], []
    @act_hud[1...13] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
    @act_text_zoom[1], @act_text_zoom[2] = 1.00, 1.00
    @act_text,@act_start = "", false   
end   
end

class Game_System
  attr_accessor :mpit; alias_method  :drago25_init, :initialize
  def initialize;drago25_init; @mpit = []; mpit[1...6] = 0, 0, 1, 1, 0, 0; end
end

class Interpreter

  alias_method :drago25_command126, :command_126
  alias_method :drago25_command127, :command_127
  alias_method :drago25_command128, :command_128
  alias_method :drago25_command125, :command_125

  def command_126; drago25_command126; $game_system.mpit[5] = 1; parsys; end
  def command_127; drago25_command127; $game_system.mpit[5] = 2; parsys; end
  def command_128; drago25_command128; $game_system.mpit[5] = 3; parsys; end
  def command_125; drago25_command125; $game_system.mpit[5] = 4
    $game_system.mpit[4] = operate_value(@parameters[0], @parameters[1], @parameters[2])
  end   
   
  def parsys
   $game_system.mpit[3], @param = @parameters[0], @parameters; $ref = true
   $game_system.mpit[4] = operate_value (@param[1], @param[2], @param[3])
  end
end 

class Game_Map
  attr_reader   :map_id 
 
  def mpitnm
    $mpitnm = load_data("Data/Items.rxdata")
    $mpitnm[$game_system.mpit[3]].name; end; def mpwpnm
    $mpwpnm = load_data("Data/Weapons.rxdata")
    $mpwpnm[$game_system.mpit[3]].name; end; def mparnm
    $mparnm = load_data("Data/Armors.rxdata")
    $mparnm[$game_system.mpit[3]].name
  end 
 
end

class Window_Base < Window 
  include ZetsuDrago
  def draw_mpitem(x,y)   
    dev, @gam, @map = "Got  "+$game_system.mpit[4].to_s, $game_system, $game_map
    $game_temp.act_text = dev + "  x  " + @map.mpitnm.to_s if @gam.mpit[5] == 1
    $game_temp.act_text = dev + "  x  " + @map.mpwpnm.to_s if @gam.mpit[5] == 2
    $game_temp.act_text = dev + "  x  " + @map.mparnm.to_s if @gam.mpit[5] == 3
    $game_temp.act_text = dev+"  "+$data_system.words.gold if @gam.mpit[5] == 4
    if @gam.mpit[5] != 0 && $game_switches[ACT_SWITCH] && $game_system.mpit[4] > 0
      $game_temp.act_hud[13],$game_temp.act_start = 20,true
      Audio.se_play("Audio/SE/" + ACT_SE , 70, 100) rescue nil
    end
  end
end

if $BlizzABS && BlizzABS::VERSION >= 2.82
class Map_Battler
  include ZetsuDrago
 
  alias use_skill_activeinfo_earlier use_skill
  def use_skill(skill, forced = false)
    result = use_skill_activeinfo_earlier(skill, forced)
    if result && @battler.is_a?(Game_Actor) &&
        $game_switches[ACT_SWITCH]
      draw_skl(skill.name)
    end
    return result
  end
 
  alias use_item_activeinfo_earlier use_item
  def use_item(item, forced = false)
    result = use_item_activeinfo_earlier(item, forced)
    if result && @battler.is_a?(Game_Actor) &&
        $game_switches[ACT_SWITCH]
      draw_item(item.name)
    end
    return result
  end
 
  def draw_skl(value)
    $game_temp.act_text = value
    $game_temp.act_hud[13], $game_temp.act_start = 20, true
  end
   
  def draw_item(value)
    $game_temp.act_text = "Use  "+ value
    $game_temp.act_hud[13], $game_temp.act_start = 20, true
  end
end
end

class Bitmap
  def draw_hemming_text(x, y, w, h, t, a = 0)
    original_color = self.font.color.dup;  self.font.color = Color.new(0,0,0,255)
    self.draw_text(x , y , w, h, t, a);    self.draw_text(x , y+2, w, h, t, a)   
    self.draw_text(x+2, y+2, w, h, t, a);  self.draw_text(x+2, y , w, h, t, a)   
    self.font.color = original_color;      self.draw_text(x+1, y+1, w, h, t, a)
  end
end

class Act < Sprite
  include ZetsuDrago
  def initialize
     @viewport = Viewport.new(0, 0, 640, 480)
     @viewport.z = 99999     
     super(@viewport)   
     @hud1, @hud2, @hud3, @text = Sprite.new, Sprite.new, Sprite.new, Sprite.new
     @hud1.bitmap = RPG::Cache.picture("AF_Lay1")
     @hud2.bitmap = RPG::Cache.picture("AF_Lay2")
     @hud3.bitmap = RPG::Cache.picture("AF_Lay3")
     @text.bitmap = Bitmap.new(120,40); @time = ACT_TIME; hudposition   
     @hud1.z, @hud2.z, @hud3.z, @text.z  = 9000, 9000, 9003, 9002   
     @text.bitmap.font.name, @text.bitmap.font.size = "Georgia", 20
     @text.bitmap.font.bold = @text.bitmap.font.italic = true
     @text.bitmap.font.color.set(250, 250, 250, 220)
   end   
   
  def dispose       
    [@hud1, @hud2, @hud3, @text, @viewport].each {|s| s.dispose if s != nil}
  end
 
  def refresh
     @temp.act_start = false; @text.bitmap.clear
     @xhud[9], @xhud[10], @xhud[11], @xhud[12] = 100, 100, 100, 100
     @xhud[1], @xhud[2], @zoom[1], @xhud[7]  = 100, -100, 1.50, 0
     @text.bitmap.draw_hemming_text(0, 0, 120, 40, @temp.act_text.to_s,1)
     @time -= 1; @time = 0 if @time < 0
  end
   
  def update
    hudposition   
    @xhud[13] -= 1 if @xhud[13] > 0   
    if @xhud[13] > 0
      @xhud[9] += 10 if @xhud[9] < 255;       @xhud[10] += 10 if @xhud[9] < 255
      @xhud[11] += 10 if @xhud[9] < 255;      @xhud[12] += 10 if @xhud[9] < 255
      @xhud[1] -= 10 if @xhud[1] > 0;         @xhud[2] += 10 if @xhud[1] > 0
      @xhud[1] = @xhud[2] = 0 if @xhud[1] < 0;@zoom[1] -= 0.1 if @zoom[1] > 1.00
      @zoom[1] = 1.00 if @zoom[1] < 1.00;     @zoom[2] = 1.00 if @zoom[1] < 1.00
      @xhud[4] = 0 if @zoom[1] < 1.00
    else
      if @time == 0
        @xhud[9] -= 10 if @xhud[9] > 0;     @xhud[10] -= 10 if @xhud[9] > 0
        @xhud[11] -= 10 if @xhud[9] > 0;    @xhud[12] -= 10 if @xhud[9] > 0
        @xhud[1] -= 10 if @xhud[1] < 100;   @xhud[2] += 10 if @xhud[1] < 100
        @xhud[1] = @xhud[2] = 100 if @xhud[1] > 100
      end         
    end 
    refresh if @temp.act_start == true
  end 

  def hudposition
    @hud1.ox, @temp  = -ACT_HUD_X + $game_temp.act_hud[1], $game_temp
    @hud1.oy, @xhud = -ACT_HUD_Y + @temp.act_hud[5], $game_temp.act_hud
    @hud2.ox, @zoom = -ACT_HUD_X - 50 + @xhud[2], $game_temp.act_text_zoom       
    @hud2.oy = -ACT_HUD_Y - 20 + @xhud[6]; @hud3.ox = -ACT_HUD_X - 80 + @xhud[3]
    @hud3.oy = -ACT_HUD_Y + 20 + @xhud[7]; @text.ox = -ACT_HUD_X - 50 + @xhud[4]
    @text.oy = -ACT_HUD_Y + 5 + @xhud[8]
    @hud1.opacity, @hud2.opacity = @xhud[9], @xhud[10]
    @hud3.opacity, @text.opacity = @xhud[11], @xhud[12]
    @text.zoom_x, @text.zoom_y = @zoom[1], @zoom[2]   
  end
end

class Mpitem < Window_Base
  def initialize
    super(0, 0, 250, 100)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0; self.contents.clear; refresh
  end
 
  def refresh; draw_mpitem(10,0); @gam.mpit[5] = 0; end
end

class Scene_Map   
  alias_method :drago_act_main, :main
  alias_method :drago25_update, :update
 
  def main 
    @act = Act.new; @mpit = Mpitem.new
    @mpit.visible, @mpit.contents_opacity = true, $game_system.mpit[6]
    drago_act_main;[@act, @mpit].each {|s| s.dispose if s != nil}
    @mpit = @act = nil
  end   
 
  def update
    drago25_update
    @act.update if @act != nil; @mpit.refresh if $ref == true
    @mpit.x, @mpit.y, $ref = 200, 480, false if $ref == true
    $game_system.mpit[1], $game_system.mpit[2]= @mpit.x, @mpit.y
    @mpit.contents_opacity, @mpit.visible= $game_system.mpit[6], true
    @mpit.y -= 8 if @mpit.y > 380; @mpit.y = 380 if @mpit.y >= 380
    $game_system.mpit[6] -= 3
  end
end



probably because my other scripts  :???:
oh well I'll check that later,
anyways I'll update my script with yours, thanks winkio
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 09, 2011, 09:38:40 pm
When using items that heals + gives positive status effects (or status effects in general) I get this error;

'BlizzABS pt. 3' Line 954: NameError occured
undefined local variable for method `_battler' for #<Game_Player:0xa48e620>
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 09, 2011, 10:02:58 pm
argh.  So while I was making 2.81, I had a soft crash, and lost all my progress, but I thought I got everything back.  Apparently not.  Just comment out lines 954-959 for now.
Title: Re: [XP] Blizz-ABS
Post by: Jaar on January 09, 2011, 10:45:24 pm
Hey,

I'm encountering a slight inconvenience rather then an error, and I was wondering if there was a way around it.

I'm trying to modify the battle system (With events, not scripts) so that when you encounter an enemy, it takes you to a new map for use as a battle ground. There, your allies appear and you proceed with the battle. Kind of like Star Ocean, if you've ever played it. I've gotten pretty much all the basic functions down, and it works like a charm. Blizz ABS definitely is the most customizable ABS I've ever seen.

However, my problem occurs with the caterpillar system. I want the allies to completely disappear when outside of the "Battle maps." I've used the script call function to turn it off, which makes them stop following you, but instead they just freeze in a big lump of character sprites.
(http://i577.photobucket.com/albums/ss216/jaarroho/SpriteMash.png)

So yeah. Basically, is there an option that completely disables the caterpillar system, sprite train and all, for the maps I choose? Am I simply overlooking something- I've read through the manual and all. Or am I just retarded?  :^_^':

That being said, I have to congratulate you and Blizzard for making this system. I've never seen a battle system- ABS or CBS- that allows such customization. I can literally make any battle system I want with this. Though it isn't as flashy as the other ABSs, like XAS, it defiantly makes up for it in functionality and ease of use. So yeah. Thumbs up man ^^.

'Tis all! Hope this isn't a tl;dr lol.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 09, 2011, 11:20:51 pm
I'm pretty sure if you turn the caterpillar off before you enter the map, everything will be disabled.  But I'll make some script calls for the next version that enable/disable it instantly.
Title: Re: [XP] Blizz-ABS
Post by: Jaar on January 09, 2011, 11:41:13 pm
Naw...didn't seem to work... ah well. I'll just make due and wait for the next update ^^. Thanks for tryin' to help, though!
Title: Re: [XP] Blizz-ABS
Post by: Relogas on January 10, 2011, 02:27:13 pm
This script is amazing! I've used it since blizzard made the last updates to it and now I've rediscovered it. I've used it for many porjects before but I want to create a game with many puzzles... but for that I need thinks like: moving platforms, carrying items, tools like bombs, hooks that can move you across cliffs... thinks that http://xasabs.wordpress.com/ (http://xasabs.wordpress.com/) do feature but kind of lack in Blizz-abs I know that this is a Action Battle System and no Action Puzzle/Adventure system but wouldn't it be cool if we had something like that?
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on January 10, 2011, 02:29:22 pm
Quote from: Relogas on January 10, 2011, 02:27:13 pm
This script is amazing! I've used it since blizzard made the last updates to it and now I've rediscovered it. I've used it for many porjects before but I want to create a game with many puzzles... but for that I need thinks like: moving platforms, carrying items, tools like bombs, hooks that can move you across cliffs... thinks that http://xasabs.wordpress.com/ (http://xasabs.wordpress.com/) do feature but kind of lack in Blizz-abs I know that this is a Action Battle System and no Action Puzzle/Adventure system but wouldn't it be cool if we had something like that?


Creating features like that would be perfectly doable, even with Blizz-ABS in its current state. You'd just have to be a little creative with your eventing. The only exception would be carrying items, which I don't think is possible without a plug-in.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 10, 2011, 04:15:55 pm
Quote from: Relogas on January 10, 2011, 02:27:13 pm
This script is amazing! I've used it since blizzard made the last updates to it and now I've rediscovered it. I've used it for many porjects before but I want to create a game with many puzzles... but for that I need thinks like: moving platforms, carrying items, tools like bombs, hooks that can move you across cliffs... thinks that http://xasabs.wordpress.com/ (http://xasabs.wordpress.com/) do feature but kind of lack in Blizz-abs I know that this is a Action Battle System and no Action Puzzle/Adventure system but wouldn't it be cool if we had something like that?


What you want is not the moving platforms, or the bombs, or the hookshot.  What you want is a premade template that you can just fill in the details and stamp your name on.  XAS offers that template, as well as the framework needed to create your own content.  Blizz-ABS offers no such template, and never will.  The tools that Blizz-ABS offers to create your own content, however, are far superior.
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 10, 2011, 06:58:19 pm
Can you release the source for the config again? Unless I'm passing over and over it again.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 10, 2011, 08:29:22 pm
I was kinda putting that off until I redid the animation engine and added in the extra skill and item sprites.
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on January 10, 2011, 10:25:50 pm
the new update don't work????


the scripts r bugged and it has some chinese words in the script that causes it 2 crash...
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on January 11, 2011, 12:38:29 am
Quote from: megaman30796 on January 10, 2011, 10:25:50 pm
the new update don't work????


the scripts r bugged and it has some chinese words in the script that causes it 2 crash...


Are you sure? As neither Blizz nor winkio speak Chinese, at least to my knowledge, and even if they did, I find it highly doubtful that there would be any Chinese in Blizz-ABS at all. Are you sure it's not a different script that's causing trouble?
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 11, 2011, 12:41:16 am
could be that you forgot to unzip it, or the file might have been corrupted.  Try redownloading and unziping.
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 11, 2011, 12:55:14 am
Quote from: winkio on January 10, 2011, 08:29:22 pm
I was kinda putting that off until I redid the animation engine and added in the extra skill and item sprites.


Thats fine. Is there anyway you could at least PM me the code to read the rmxp data? Thats basically what I needed.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 11, 2011, 01:11:23 am
Can't you just get it from Blizz's script development pack?
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 11, 2011, 01:55:28 am
Yea see that seriously would have been helpful to know it was in there. xD Thanks wink and thanks Blizz.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 11, 2011, 03:05:52 am
It shows Japanese letters only when you have the Japanese DLL running.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 11, 2011, 09:05:23 pm
now I got it, I got this error

(http://img585.imageshack.us/img585/2057/31781763.jpg)

because Easy Overdrive System script
http://forum.chaos-project.com/index.php?topic=2992.0

Title: Re: [XP] Blizz-ABS
Post by: winkio on January 11, 2011, 09:27:48 pm
right, I'll go update that.  Thanks for letting me know.

EDIT: Updated.
Title: Re: [XP] Blizz-ABS
Post by: Spaceman McConaughey on January 11, 2011, 10:43:34 pm
Quote from: megaman30796 on January 10, 2011, 10:25:50 pm
the new update don't work????


the scripts r bugged and it has some chinese words in the script that causes it 2 crash...


Pirate? Yar?
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on January 11, 2011, 11:11:35 pm
Quote from: Tuggernuts on January 11, 2011, 10:43:34 pm
Quote from: megaman30796 on January 10, 2011, 10:25:50 pm
the new update don't work????


the scripts r bugged and it has some chinese words in the script that causes it 2 crash...


Pirate? Yar?

Quote from: Blizzard on January 11, 2011, 03:05:52 am
It shows Japanese letters only when you have the Japanese DLL running.


That probably means you're running RGSS102J.dll. :c

Use the English one instead.

http://forum.chaos-project.com/index.php/topic,8140.msg129687.html#msg129687

Well, uhh, always be safe in handling it. But yeah. xD
Title: Re: [XP] Blizz-ABS
Post by: X-Law on January 12, 2011, 09:05:49 am
Hey
I got an error/glitch. When i put this in an event (or common event)
(http://img138.imageshack.us/img138/8189/codedr.png)
After disposing everything the game just get freezed. Well it's more like the control get deactivated cuz the fps keeps in 40 and the idle animation keep playing.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 12, 2011, 09:36:57 am
http://forum.chaos-project.com/index.php?topic=938.0
Title: Re: [XP] Blizz-ABS
Post by: X-Law on January 12, 2011, 10:21:50 am
Thank you. I completely forgot about that  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 15, 2011, 06:13:02 am
I want to ask, is there possible to disable move button in map?
I didn't find that in manual

The manual says: ShowHide
(http://img340.imageshack.us/img340/260/39683062.jpg)


what I really want is something like $game_system.move_button = false
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on January 15, 2011, 07:04:13 am
no seriously...there r chinese words all over the script.

i think the download is bugged.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on January 15, 2011, 03:09:20 pm
Quote from: megaman30796 on January 15, 2011, 07:04:13 am
no seriously...there r chinese words all over the script.

i think the download is bugged.


Are you basing this off of what you're seeing in the Script Editor or what you're seeing in Notepad?

I downloaded this package after you and I don't have any random Chinese jargon anywhere.

Check the .txt files that are included in the Download package (Part 1, Part 2, Part 3.txt). Check if there's Chinese symbols there.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on January 15, 2011, 05:46:40 pm
Quote from: Sin86 on July 28, 2010, 10:00:06 pm
Every time I try to use a skill, I hit the J button and everything happens all at once, I'm really really confused with this combo system.  :???:


I know, I posted this a long time ago but even today, I still do not know how this is all done. I read the tutorial and I'm still confused and I even tried making combos themselves but I still can't figure out how to execute the combos. Tried searching around, couldn't find much.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 16, 2011, 07:51:47 am
notice a little error in app
it's nothing major, I just want to report it
Spoiler: ShowHide
(http://img263.imageshack.us/img263/8830/10224646.jpg)


also I want to ask how to disable / enable input in map (from my case is just move button)
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 17, 2011, 02:08:34 am
Small bug. Not sure if you intended it this way or not.

I created an event flawlessly. Nice job on that by the way. Now the reason I've always wanted that feature was to have enemies summon their own allies to help. However even though I set the name to "ENMY ALLY \e[1]" the event is indeed not a Blizz-ABS battler. If you could or if you plan on it, fix that so it does.

Nice job winkio!
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 17, 2011, 02:18:00 am
Yeah, I realized that after I posted it.  It creates the event, but it doesn't do the Blizz-ABS setup like when the map is first loaded, so none of the tags do anything.  It'll be fixed next version :)
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 17, 2011, 11:23:41 am
Did anyone comment on the lack of a search function in the new help file?
Title: Re: [XP] Blizz-ABS
Post by: The Niche on January 17, 2011, 12:33:45 pm
I'm pretty sure it's there, just hard to find. Or maybe that's something else, can't remember.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 17, 2011, 12:46:55 pm
nope, I compiled it wrong, Rose is right.  It looks like htm2chm is acting up again...
Title: Re: [XP] Blizz-ABS
Post by: The Niche on January 17, 2011, 01:57:28 pm
Woops...that must've been xp I was thinking of.
Title: Re: [XP] Blizz-ABS
Post by: Futendra on January 17, 2011, 04:27:03 pm
Quote from: RoseSkye on January 09, 2011, 09:38:40 pm
When using items that heals + gives positive status effects (or status effects in general) I get this error;

'BlizzABS pt. 3' Line 954: NameError occured
undefined local variable for method `_battler' for #<Game_Player:0xa48e620>
change _battler to @battler, in both lines
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 17, 2011, 05:11:32 pm
That doesn't fix it, that just makes the battler think it's attacking itself.  Keep them commented.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 17, 2011, 05:12:57 pm
Quote from: winkio on January 17, 2011, 05:11:32 pm
That doesn't fix it, that just makes the battler think it's attacking itself.  Keep them commented.


Did you think I'd be stupid enough to take advice from Futendra?
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 17, 2011, 05:13:48 pm
Nope, that was directed at Futendra, not at you.
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on January 18, 2011, 08:30:49 am
does mode 7 work with blizz abs?
Title: Re: [XP] Blizz-ABS
Post by: The Niche on January 18, 2011, 10:17:50 am
There's a plugin for it somewhere.
Title: Re: [XP] Blizz-ABS
Post by: Futendra on January 18, 2011, 11:28:52 am
Quote from: winkio on January 17, 2011, 05:11:32 pm
That doesn't fix it, that just makes the battler think it's attacking itself.  Keep them commented.


Wait I got it fixed with something similar to that, I'll check it up if I have time
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 18, 2011, 11:59:31 pm
Wink, I hate to say it... but... without force action the Blizz ABS becomes really limited. I can't do anything custom anymore because everytime I use force action there is a syntax error which I assume is because you made the skills use force action on top of the force action that I script call.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 19, 2011, 12:09:01 am
no, shouldn't be...  Let me test it, what's your script call?

EDIT: Syntax error probably means the script call got split up at a weird place in the event code.  Make sure it's not splitting on square brackets [] or other dumb stuff like that.

EDIT: On another note, 2.83 is up.  New features:
Fixed bug with Manual Event Creation where event name tags would not process.
Added last_hit_by and last_action accessors
Added Multi-Body Enemies.
Added Custom Event Size using pixel movement
Added \cspr tag to center the sprite and hitbox of events.
Completed Combat Memory system, which keeps track of last attackers and targets.
Added experience modes to give exp only to the actor that made the kill, or the entire party, or both.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 19, 2011, 02:39:46 am
there are error in script
      if item.plus_state_set.any? {|s| $data_states[i].slip_damage}
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 19, 2011, 09:03:31 am
Quote from: LiTTleDRAgo on January 19, 2011, 02:39:46 am
there are error in script
      if item.plus_state_set.any? {|s| $data_states[i].slip_damage}



fixed and reuploaded.  For anyone that already downloaded, change it to
      if item.plus_state_set.any? {|s| $data_states[s].slip_damage}
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 19, 2011, 09:08:37 am
Quote from: winkio on January 19, 2011, 12:09:01 am
no, shouldn't be...  Let me test it, what's your script call?

EDIT: Syntax error probably means the script call got split up at a weird place in the event code.  Make sure it's not splitting on square brackets [] or other dumb stuff like that.

EDIT: On another note, 2.83 is up.  New features:
Fixed bug with Manual Event Creation where event name tags would not process.
Added last_hit_by and last_action accessors
Added Multi-Body Enemies.
Added Custom Event Size using pixel movement
Added \cspr tag to center the sprite and hitbox of events.
Completed Combat Memory system, which keeps track of last attackers and targets.
Added experience modes to give exp only to the actor that made the kill, or the entire party, or both.


This is the same force action code I used with previous versions nothing has changed.
$BlizzABS.enemy_force_action(2, ACTORS, 0, SKILL, 11)

Title: Re: [XP] Blizz-ABS
Post by: winkio on January 19, 2011, 09:12:35 am
All I can say is that I copypasted, changed the enemy ID to match my game, and it worked.  Demo me if you can.  And does everyone have problems with force actions, or is it just Rose?
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 19, 2011, 09:36:10 am
It's F-Zero's add ons. I had it with v. 1.80 and it worked fine though.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 19, 2011, 03:05:21 pm
Are the addons above or below Blizz-ABS?  Also, could you give me line numbers or which addons error?
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 19, 2011, 03:06:59 pm
Quote from: winkio on January 19, 2011, 03:05:21 pm
Are the addons above or below Blizz-ABS?  Also, could you give me line numbers or which addons error?

Above (like ToA). The range conditions were causing the error (which was the only reason I used it).
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 19, 2011, 03:10:56 pm
really?  I just put it in and turned on range conditions, and my force actions still work.  What's the error message?
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on January 19, 2011, 03:21:53 pm
Ah, I had to put it below the B-ABS.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 20, 2011, 10:27:48 pm
when I use a beam type skill and opened hotkey menu I get error saying sprite disposed

Quote
    if @dmg_update
      # update damage sprites
      $BlizzABS.cache.damages.each {|dmg| dmg.update}
      # iterate through all beam sprites
      $BlizzABS.cache.beams.each {|beam|
          # decrease counter
          beam[1] -= 1
          # set new opacity
          beam[0].opacity = beam[1] * 15}
    end
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 22, 2011, 02:47:53 pm
It has come to my attention that I messed up the enemy AI for shooting skills and attacks.  This will be fixed in the next version.

@drago: thanks, I'll fix that.

EDIT: @drago: the problem is actually somewhat complicated, so for 2.84, I'm just putting in a fix that deletes the beam sprite when you enter a menu.  I'm not going to put that much effort into fixing it because eventually beam sprites will be just like any other skill sprites, and then we won't have this issue.

EDIT: v2.84 is out:
Title: Re: [XP] Blizz-ABS
Post by: ShadowSaber on January 22, 2011, 11:51:40 pm
about projectile weapon (bow and arrow type) why we must equip the ammunition first?

could you make that simply reduce the ammunition without equipping it first?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 23, 2011, 04:06:52 am
Oh my god, your game can read minds? Wow, that's amazing! It automatically knows which ammo you want to use, you don't even have to equip it! How did you do that?
Title: Re: [XP] Blizz-ABS
Post by: ForeverZer0 on January 23, 2011, 04:48:40 am
It's easy to do if you are using this (http://forum.chaos-project.com/index.php/topic,8342.0.html).
Title: Re: [XP] Blizz-ABS
Post by: stripe103 on January 23, 2011, 05:19:01 am
Now I don't think you are very nice to him.. He is new.. And by the sounds of it, new to the whole game making world as well.
Still, I'd like to know how he want a feature like that to work.
Title: Re: [XP] Blizz-ABS
Post by: ShadowSaber on January 23, 2011, 05:38:58 am
Quote from: Blizzard on January 23, 2011, 04:06:52 am
Oh my god, your game can read minds? Wow, that's amazing! It automatically knows which ammo you want to use, you don't even have to equip it! How did you do that?


you're mean...

is that sarcasm?  :P

Quote from: stripe103 on January 23, 2011, 05:19:01 am
Now I don't think you are very nice to him.. He is new.. And by the sounds of it, new to the whole game making world as well.
Still, I'd like to know how he want a feature like that to work.


hmm, I'm pretty bad for explaining things,

maybe like this


Quoteweapon : gun

item :
normal bullet
exploding bullet
freezing bullet

if all the bullet didn't exist player cannot attack
if only normal bullet exist, player will use normal bullet
if only exploding bullet exist, player will use exploding bullet

if all three bullet exist, player will use normal bullet unless player switch it to another bullet
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 23, 2011, 05:46:26 am
Quote from: ShadowSaber on January 23, 2011, 05:38:58 am
is that sarcasm?  :P


I'll be honest with you. Yes.

Quote from: ShadowSaber on January 23, 2011, 05:38:58 am
Quoteweapon : gun

item :
normal bullet
exploding bullet
freezing bullet

if all the bullet didn't exist player cannot attack
if only normal bullet exist, player will use normal bullet
if only exploding bullet exist, player will use exploding bullet

if all three bullet exist, player will use normal bullet unless player switch it to another bullet


[/quote]

Now, that explanation is a whole lot better. You will need a custom script for that (a plugin) because this isn't really something that should be part of the base system. Best you post a script request. This isn't difficulty to do if you know Blizz-ABS or have at least some scripting knowledge.
Title: Re: [XP] Blizz-ABS
Post by: ShadowSaber on January 23, 2011, 07:06:28 am
Quote from: Blizzard on January 23, 2011, 05:46:26 amI'll be honest with you. Yes.


XD

Quote from: Blizzard on January 23, 2011, 05:46:26 am
Now, that explanation is a whole lot better. You will need a custom script for that (a plugin) because this isn't really something that should be part of the base system. Best you post a script request. This isn't difficulty to do if you know Blizz-ABS or have at least some scripting knowledge.


then I'll request it in request section  :haha:

Out of Topic: ShowHide
btw, I logged out everytime I close firefox  :???:
It's kind of annoying
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 23, 2011, 07:16:36 am
Firefox should have cookies enabled so you stay logged in. Also, in the login screen check the box that says "stay logged in forever".
Title: Re: [XP] Blizz-ABS
Post by: Futendra on January 23, 2011, 08:03:28 am
Blizzard, If you use RMX-OS with this, are the enemies general? do other people see you attacking the enemies? and can you help them attack the enemy etc? or does every player has hes own unique enemies on the map?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 23, 2011, 09:35:21 am
Every player has their own enemies. That's why you are supposed to use the Blizz-ABS Controller for RMX-OS if you want enemies that are shared among players. *facepalm*
Title: Re: [XP] Blizz-ABS
Post by: Rose Guardian on January 23, 2011, 11:30:14 am
Hi, I know you don't use RPG Maker any more Blizz but I would like to request a something for the next version of your action battle system or add on what ever would be easier.  Could you add a boss system where you can call a boss in the script with an event and can give him multipile HP bars like in the action battle system vampire abs that is for RMVX by the way to your abs for RMXP?  I appolygize if it already has been done but if it has been done with your abs could you tell me how or give me a link to the add on if it exists.  Thank you.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on January 23, 2011, 01:27:50 pm
winkio handles Blizz-ABS now, so asking requests for Blizzard is, as you probably have guessed, not worth it... Well, let's see...

I don't really think you need a script or anything to launch a boss. I mean, all you need to do is make the boss yet another enemy in the Database, and when you want it to be to appear, just rename the event via a Call Script with \e[ID# OF BOSS] in it. The manual has a section with script references, and if you look at 5.5.4, there's a call script function where you can rename the event. o.o

$game_map.rename_event(EVENT_ID, 'NEW_NAME')


Now, I'm unsure about the multiple HP Bar things, that's probably more suited for an add-on (And it sounds a lot like Kingdom Hearts anyway :V: ).

But yeah, you can launch a boss that way. The manual has a lot of wonderful things inside it. xD
Title: Re: [XP] Blizz-ABS
Post by: Futendra on January 23, 2011, 04:15:33 pm
Quote from: Blizzard on January 23, 2011, 09:35:21 am
Every player has their own enemies. That's why you are supposed to use the Blizz-ABS Controller for RMX-OS if you want enemies that are shared among players. *facepalm*
I use the controller, and every player has hes own enemies, so what do u mean, deleting the controller makes them general? Or having it??
Title: Re: [XP] Blizz-ABS
Post by: The Niche on January 23, 2011, 04:20:56 pm
Quote from: Futendra on January 23, 2011, 04:15:33 pm
Quote from: Blizzard on January 23, 2011, 09:35:21 am
Every player has their own enemies. That's why you are supposed to use the Blizz-ABS Controller for RMX-OS if you want enemies that are shared among players. *facepalm*
I use the controller, and every player has hes own enemies, so what do u mean, deleting the controller makes them general? Or having it??


Read what he said again. In fact, read the bolded part.
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 24, 2011, 09:09:58 pm
Couple of glitches.

First, I made a small plug-in to allow for more then four party members. Now the caterpillar draws it just fine. So I have 6 members and it'll have all six out until I press the switch leader button then it forces it to go to four members and it removes the other two.

Second, its probably me somewhere along the lines, but I'm using the default skills, no modifications, no configuration other then I changed Heal's range to 10 squares. I set the key to slot 1. Then I pressed 1 and it showed the skill was equipped. It won't let me us it. I have members in range and I know for a fact they need healing. Even if they didn't I did and it just kept playing the buzzer noise. Like I said its probably me somewhere.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 24, 2011, 09:18:48 pm
now I get new problem

Spoiler: ShowHide
(http://img210.imageshack.us/img210/5932/59149726.jpg)


when I create something like secret passage using an event, player can go through it

Spoiler: ShowHide
(http://img703.imageshack.us/img703/4441/93980291.jpg)


is this a bug?


Quote from: game_guy on January 24, 2011, 09:09:58 pm
Couple of glitches.

First, I made a small plug-in to allow for more then four party members. Now the caterpillar draws it just fine. So I have 6 members and it'll have all six out until I press the switch leader button then it forces it to go to four members and it removes the other two.


is plugin really needed for more than 4 party members?

Spoiler: ShowHide
(http://img696.imageshack.us/img696/500/37418095.jpg)
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 24, 2011, 09:35:25 pm
@drago: hm, that's wierd, looks like the passability for tile events got messed up.  I'll fix that.
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on January 25, 2011, 02:02:52 am
i got that problem as well with an enemy that doesn't do anything(dummy) and i used multi body.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 25, 2011, 02:54:15 am
@G_G: Make sure the option LiTTleDRAgo is set right and your plugin works properly first. As for the skill, do you get a buzzer sound? Did you set the scope and occasion in the database? Did you set the type in the config? Do you have enough SP to use the skill? Are all other conditions met that you can use the skill? If it's a healing skill, you should be at least able to heal yourself so maybe your scope or occasion isn't right.
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 25, 2011, 08:29:14 am
@Drago: Well the plugin was neccessary mostly for the menu. All I had to do was change one line in game_party for it to allow more then 4 actors. And the option for MAX_PARTY is for the caterpillar. That doesn't control the actual Game_Party mod that you need to allow adding of more than 4 actors.
@Blizz: The default heal skill has occasion set to always, has scope set to one ally. SP is set to 80. Heres my skills config.
  module Skills
   
   def self.type(id)
     return [DIRECT, EXPLNone]
   end
   
   def self.combo(id)
     return 0
   end
   
   def self.projectile_speed(id)
     return 5
   end
   
   def self.knockback(id)
     return 1
   end
   
   def self.range(id)
     case id
     when 1 then return 5.0 # Heal
     end
     return 1.0
   end
   
   def self.penalty(id)
     case id
     when 1 then return 10 # Heal
     end
     return 24
   end
   
   def self.frames(id)
     return [3, 3, 3, 3]
   end
   
   def self.charge(id)
     return [CHARGENone, 0]
   end
   
   def self.charge_frames(id)
     return [3, 3, 3, 3]
   end
   
   def self.trap(id)
     return 10
   end
   
   def self.summon(id)
     return [SUMMONPet, 0, 0]
   end
   
 end


Character I'm using it with has 570 SP and less then their max HP.  Maybe it has something to do with this.
    def update_skill
     # continue input update if skill should be used
     return false if !self.check_skill_condition?
     # if skill not usable or skill use process not executed and no selection
     if $game_player.battler.skill == 0 ||
         !$game_player.use_skill($data_skills[$game_player.battler.skill]) &&
         $game_temp.select_data == nil
       # play buzzer, can't use
       $game_system.se_play($data_system.buzzer_se)
     end
     # stop input update
     return true
   end


Whats this game temp data thing?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 25, 2011, 09:01:22 am
I store the selection data in $game_temp.select_data. I forgot what I put in there, but if I remember right, it holds the sprites of possible target and the object (skill or item from the database) that will be used in the action and something else (can't remember anymore from memory right now). If it is nil, it means that the current action (skill and item only actually) have not triggered the selection sequence and need to be executed immediately. Basically use_skill calls BlizzABS::Processor#skillitem_process which sets $game_temp.select_data if the skill/item has a scope that calls the selection screen.
You should check what's going on inside Map_Battler#use_skill and BlizzABS::Processor#skillitem_process by using a few debug prints. I'm pretty sure that your Battler#skill_can_use? returns false and that's why you can't use it.
Title: Re: [XP] Blizz-ABS
Post by: G_G on January 26, 2011, 03:37:16 pm
I printed skill_can_use? result and effect.
skill return trues
result and effect both return false
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 26, 2011, 06:16:39 pm
Then check BlizzABS#skillitem_process. Add a couple of prints to see which way the code goes.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on January 29, 2011, 08:09:18 am
There is a huge increase in lag when I upgraded from v2.79 to v2.84 (The latest) Happens in in maps with 60x60 size, and roughly 20-30 events. Had no lag in maps of that size before.
(Stricly speaking the fps fell from average 39 to average 30, but the game goes notably slower)
Title: Re: [XP] Blizz-ABS
Post by: megaman30796 on January 29, 2011, 08:50:18 am
i dont know why but my game shows that it have only 19 fps but it runs at normal speed.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 29, 2011, 01:00:42 pm
Quote from: Kagutsuchi on January 29, 2011, 08:09:18 am
There is a huge increase in lag when I upgraded from v2.79 to v2.84 (The latest) Happens in in maps with 60x60 size, and roughly 20-30 events. Had no lag in maps of that size before.
(Stricly speaking the fps fell from average 39 to average 30, but the game goes notably slower)


Hm, I have a test map that's 80x60 with 30 events, and I get a solid 39-40 fps when I load it and walk around, but while engaging enemies, I do notice a slowdown to around 33 fps.  I'll look into it when I get the time.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on January 29, 2011, 02:34:36 pm
I do notice a bit of lag when not fighting enemies too, but it is most notable when fighting. Thanks for looking into it ^^
(Eternal Saga is progressing nicely, wouldn't surprise me if I get something to upload around the end of February)
Title: Re: [XP] Blizz-ABS
Post by: Noob on January 29, 2011, 02:37:10 pm
I'm using RMX-OS with Blizz-ABS, and the minimap works, character switching works, and when i go to an enemy I can even see the lifebar but it doesn't move and doesn't attack me and i can't attack it. Also I can't attack other player even though pvp=true. Help please.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 29, 2011, 04:17:58 pm
Quote from: Blizzard on January 22, 2011, 04:41:34 pm
the controller is not fully functional yet and a few functionality problems still remain. I will see if I can find some time in the next few days to test and fix those remaining problems.

Title: Re: [XP] Blizz-ABS
Post by: Noob on January 29, 2011, 04:22:17 pm
Sorry. I got it to work perfectly locally so I thought i might be able to accomplish that globally as well. sorry.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on January 30, 2011, 09:48:50 am
I get this error message for some of the condtion commands, here it is.


Script 'Blizz ABS Part 2' line (number here, see below): NoMethodError occurred.
Undefined method `(command here, see below)' for true:TrueClass

Next to undefined method, the commands would be >, >=, <, <=.

As for numbers, it's a different line for a different command. Here they are.

1254 for >
1257 for >=
1260 for <
1263 for <=

Also, 1258 and 1261 say <= but 1258 is suppose to be < because it says less than. Also if both of those 2 lines say <= I don't get the 1260 error, in fact no message is shown at all but the condition still isn't being met. When I change it to <, I do get the error. If the commands are == or !=. I get no error either.

This is all in Blizz ABS version 2.84. Also, the latest version of Tons is installed too.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 30, 2011, 11:49:08 am
you can't use <, <=, >, or >= with true/false values.  Besides that, you are right that I made a mistake on line 1258, thanks for pointing that out.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 30, 2011, 12:30:47 pm
What is X < true? Almost true? Barely true? Less than true? :V
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on January 30, 2011, 01:37:55 pm
Quote from: Blizzard on January 30, 2011, 12:30:47 pm
What is X < true? Almost true? Barely true? Less than true? :V

Obviously, it means the truth is greater than X, and since 'x' represents one of the game's variables, it looks like it couldn't handle the truth! :V:
Title: Re: [XP] Blizz-ABS
Post by: EZ Destroyer on February 01, 2011, 11:02:08 pm
why cant the opponents summon monsters and cant use guided attacks?
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on February 04, 2011, 06:28:04 pm
Quote from: Starrodkirby86 on January 30, 2011, 01:37:55 pm
Quote from: Blizzard on January 30, 2011, 12:30:47 pm
What is X < true? Almost true? Barely true? Less than true? :V

Obviously, it means the truth is greater than X, and since 'x' represents one of the game's variables, it looks like it couldn't handle the truth! :V:

You know ruby got a very sophisticated way of handling ethical questions.

Also, got a problem with custom event triggers :\

When I am standing still in the rock's path of the rock nothing happens :( It is only if I am moving towards the rock and I touch the rock that the event runs.
Spoiler: ShowHide
(http://img585.imageshack.us/img585/5818/helpqq.png)

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 04, 2011, 07:27:24 pm
That's why you use event touch only.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on February 05, 2011, 06:30:24 am
Thanks blizz :) Though I ran into the problem that the event will only trigger one time, but I solved that by making a duplicate event page and some self switches.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on February 05, 2011, 08:52:07 am
Many of the users of BLIZZ are from spanish countries... exist a translate of the manual right know??... Because im creating one... if you want it i can put it here.... ok???
Title: Re: [XP] Blizz-ABS
Post by: sasofrass on February 06, 2011, 12:06:07 pm
Hey I have a question if you don't mind..

I am trying to make an intro for my game and I would like the HP and MP hud to be shut off when I make it, so I do $game_system.hud = false

When I call that script, everything freezes and all my events stop running and I can not move.

I am not sure what to do, any help?
Title: Re: [XP] Blizz-ABS
Post by: G_G on February 06, 2011, 12:09:46 pm
Quote from: elmangakac on February 05, 2011, 08:52:07 am
Many of the users of BLIZZ are from spanish countries... exist a translate of the manual right know??... Because im creating one... if you want it i can put it here.... ok???


And you have proof of this where?

Quote from: sasofrass on February 06, 2011, 12:06:07 pm
Hey I have a question if you don't mind..

I am trying to make an intro for my game and I would like the HP and MP hud to be shut off when I make it, so I do $game_system.hud = false

When I call that script, everything freezes and all my events stop running and I can not move.

I am not sure what to do, any help?


Try this http://forum.chaos-project.com/index.php/topic,938.0.html
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 06, 2011, 01:31:08 pm
Quote from: game_guy on February 06, 2011, 12:09:46 pm
Quote from: elmangakac on February 05, 2011, 08:52:07 am
Many of the users of BLIZZ are from spanish countries... exist a translate of the manual right know??... Because im creating one... if you want it i can put it here.... ok???


And you have proof of this where?


Feel free to create a translation of the manual if you want, but you would have to find some Spanish RMXP site to post it on, since this one here is English only.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 06, 2011, 02:15:50 pm
Also keep in mind that it would be good if you kept the translated manual up to date.
winkio can send you all the html files of the manual if you want.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on February 07, 2011, 06:25:47 pm
yay, new Blizz-ABS Version, nice new stuff but all will be useless if the spirtes won't work (cause if they don't then i'm going back to v2.6 to when they did work)

1st, let me thank you Winko for upgrading the Config program which means now i have make a new config file!........sarcasm

2nd, with the even creation, when you go to create the event command, in [CODE, INDENT, [PARAMETERS]]
, what is CODE? in the help file you've used the same text as you used when explaining how to make the Move Command, is Code supposed to be the number used in Interpreter 2 in that huge ass Switch Case statement? what i would suggest is either adding to the original help file or make a new one explaining what CODE and PARAMETERS as i only know what's in Interpreter because i was messing with it trying to make a script

also, while i'm making suggestions, with the knock back, i might have missed it but if it's not there, maybe a call script that can change the knock back settings, that way you can create a status called Endure which stops knockbacks

EDIT: also is there a way to get the id of a newly created event using the create event system, i have a system in Nexis Core for warpping my enemies which just changes the event location and i need the event id to do this (i can store it in a variable for use)
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 08, 2011, 02:05:50 am
Quote from: Memor-X on February 07, 2011, 06:25:47 pm
2nd, with the even creation, when you go to create the event command, in [CODE, INDENT, [PARAMETERS]]
, what is CODE? in the help file you've used the same text as you used when explaining how to make the Move Command, is Code supposed to be the number used in Interpreter 2 in that huge ass Switch Case statement? what i would suggest is either adding to the original help file or make a new one explaining what CODE and PARAMETERS as i only know what's in Interpreter because i was messing with it trying to make a script


Right, it's the numeric codes from Interpreter.  There's too many to make a detailed list of them, but as you can read at the top of section 4.5:
Quote from: the manualThese tools may be too complex for anything but simple use in their current state, due to the long script call and large amount of reference material necessary, but in future versions, the plan is to include an external event editor with the same interface as RMXP that will automatically generate the necessary script calls.



Quote from: Memor-X on February 07, 2011, 06:25:47 pm
EDIT: also is there a way to get the id of a newly created event using the create event system, i have a system in Nexis Core for warpping my enemies which just changes the event location and i need the event id to do this (i can store it in a variable for use)


The script call to create the event returns the ID, as stated in section 4.5.1 of the manual.


As for the knockback, it's global right now, but it wouldn't be hard for someone to make a plugin that allowed further customization.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on February 08, 2011, 08:16:28 pm
ahhh thanks, that'll really help, and there is a way to get around that long script call, just make a new class with a new script call like Blizz.ce1 and put the actual create event call script in that (with as amny lines as you want), it's what i've done with the Map Stats script i got from Creation Asylum, i made a new class called M, and put all call script in functions with at most 4 letters long
Title: Re: [XP] Blizz-ABS
Post by: sasofrass on February 10, 2011, 06:54:15 pm
Quote from: game_guy on February 06, 2011, 12:09:46 pm

Quote from: sasofrass on February 06, 2011, 12:06:07 pm
Hey I have a question if you don't mind..

I am trying to make an intro for my game and I would like the HP and MP hud to be shut off when I make it, so I do $game_system.hud = false

When I call that script, everything freezes and all my events stop running and I can not move.

I am not sure what to do, any help?


Try this http://forum.chaos-project.com/index.php/topic,938.0.html


Thanks :D

Hey I have a suggestion, maybe if someone knows how to do this, it'd be really cool.

HP amount inside the HP Bar:
Spoiler: ShowHide
(http://i795.photobucket.com/albums/yy236/pureiiipker/hp.png)

Basically it has the amount / total. This is not a percentage, but the actual number!

The opacity is 80%, just so it doesn't cover the entire health bar so you can not see it, and the text has a black border around it.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 11, 2011, 02:37:01 am
There's an endless amount of graphical modifications that can be made to Blizz-ABS.  Just make them as a custom add-on unique for your game, there's no reason to pollute the core system.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 11, 2011, 02:44:23 am
What do you think about removing a few extra features from the core system and release them as plugins instead? I'm sure Blizz-ABS has come to the point where it would be productive to do this for a few things.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 11, 2011, 02:47:24 am
Yeah, I could see that happening.  My strategy (when I get the time) is to add all the features and fix as many bugs as possible by 2.95, then use 2.96-2.99 to completely rewrite most of the system to support plugins better, so that after 3.0, all modifications can be done with plugins, meaning 3.0 will be the last version :).
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on February 11, 2011, 03:14:08 am
3.x because I bet there will be more bugs :P
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 11, 2011, 03:42:40 am
I expect that it will go up to 3.1 due to bug fixes and maybe some conceptual fixes.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on February 12, 2011, 02:05:27 am
can someone help me with this? : http://forum.chaos-project.com/index.php/topic,8498.0.html

I really don't know what to do






Edit : the problem is already solved

Edit 2 : discover a new problem, when the player defeats the enemy, FPS rate dropped and the game becomes lagg
(I already tried removing some addon & some scripts)
the map is 60 x 40 with only 6 enemies

when battle is not lagg at all, but when one of enemies defeated, it start to lagg

abseal and autokill already set to true, what do i do wrong?
Title: Re: [XP] Blizz-ABS
Post by: Futendra on February 12, 2011, 05:34:44 am
Quote from: LiTTleDRAgo on February 12, 2011, 02:05:27 am
can someone help me with this? : http://forum.chaos-project.com/index.php/topic,8498.0.html

I really don't know what to do






Edit : the problem is already solved

Edit 2 : discover a new problem, when the player defeats the enemy, FPS rate dropped and the game becomes lagg
(I already tried removing some addon & some scripts)
the map is 60 x 40 with only 6 enemies

when battle is not lagg at all, but when one of enemies defeated, it start to lagg

abseal and autokill already set to true, what do i do wrong?


Maybe it is cus of a battle sound system that is kinda messy?
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on February 13, 2011, 07:27:06 pm
I got a question.

Is there any way you can make any enemy shoot an attack at you but you can counter it and have it strike them and that way they can be stunned or attacked?
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on February 16, 2011, 08:04:22 pm
this probably isn't important, but blizz abs make steps didn't increase

Spoiler: ShowHide
(http://img17.imageshack.us/img17/8927/23661553.jpg) (http://img17.imageshack.us/i/23661553.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)


after walking a while, the steps still 0
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 16, 2011, 08:07:51 pm
fix step counter is already listed as a bug to be fixed, but thanks for reporting it again.
Title: Re: [XP] Blizz-ABS
Post by: erthia on February 18, 2011, 11:40:31 pm
I downloaded the script and the features are awesome. However, I have one problem  :(. When I have a lot of enemies on one map, enemies will just stay in place and not move or attack. I can wlak my hero to the enemy and the enemy won't do anything. I tried disabling anti-lag, but then it lags badly. Any work around besides reducing enemies??
Title: Re: [XP] Blizz-ABS
Post by: Taiine on February 19, 2011, 02:41:24 am
Are they properly tagged as enemies and have an attack assigned to them in the database?
Title: Re: [XP] Blizz-ABS
Post by: erthia on February 19, 2011, 02:45:03 am
They work for bit then they become stuck and just don't move, when I have lots of enemies on the map.

EDIT: It does it without anti-lag as well. Say 6 enemies are following me, they will follow and shoot or attack for bit, and then they will get stuck and cannot move.
Title: Re: [XP] Blizz-ABS
Post by: Selkie on February 20, 2011, 05:43:18 pm
Hello!
I'm using this Battle System (v2.84) in my new project and I'm very pleased, but I've noticed a bug when using an item.
I guess it's my own problem, but I'll report it.
Every time I use an item (from the map), after choosing the target, the game crashes and I get this screen:
(http://i56.tinypic.com/2ztaych.png)

So I simply can't use any item directly from the map. I get the same error at the same time in a blank project, having only the ABS. If it's my own problem, is there some way to solve it?

Thank you!  :D
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 21, 2011, 02:28:19 am
The bug has been reported already. Thank you.
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on February 21, 2011, 03:16:46 pm
i have a wierd probleam ive never had before. I noticed it when i made a new skill of a purple magic ball,
anyway it seems to display the character of the projectile more then ... many many time o-o
(http://img833.imageshack.us/img833/4893/weaponsfxcopycopy.png)
this happens when PNG images are located on one another more then about 30 times? plus when i use it alot the game lags as hell
why is it displaying the image so many times o-o? how can i fix it?

also i noticed there is a new auto guard system? how do I get rid of it? >>
i try healing my self and it says "guard" wtf lol.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on February 22, 2011, 12:44:19 am
@above :
what program did you use to editing that image? microsoft paint?
you should use photoshop or gimp

about the second problem, it probably something wrong with your configuration / glitch in your script
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on February 22, 2011, 08:26:02 am
uhh, I just tried it o-o, no change, in case you are right, hope its not to much to ask, can u fix these for me? o-o
http://img208.imageshack.us/g/projectileskill1.png/
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on February 22, 2011, 09:16:10 am
that's weird, your images transparency didn't change?

edit : that's blizz abs bug, I tried using that image as event and the image works fine

(http://img35.imageshack.us/img35/216/67521409.jpg)
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on February 22, 2011, 10:51:05 am
yeah thats what i meant, the picture i used has one which is event, and one which is the attack, S:
it multiplies the shotting sprite, and makes the game lag badly.
anyway i found an odd bug,

ALSO is there a way i can make the animation play even before triggering the skill on a charge?
because when it charges there is no animation playing it just waits, so i want to put like an animation of energy absorbing
and only when the charge is done the skill activates, anyway a way to make the charge time have an animation
Title: Re: [XP] Blizz-ABS
Post by: MetalRenard on February 23, 2011, 07:23:03 am
Hey I found a problem with v2.84
Sometimes I get a "Stack Level Too Deep" error and the game closes.
This happens or irregular occasions so right now I don't have an image.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 23, 2011, 07:48:09 am
http://forum.chaos-project.com/index.php/topic,23.0.html
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on February 24, 2011, 04:21:15 pm
Some bug reports:
1. Fix lag plox Q.Q
2. Trouble with event triggers again, I got two next to completely identical enemy events. They are both triggered by action button. This works just fine for one of the events, but the other event, after I have activated it one time with action button, it will start to trigger by player touch as well!
3. Enemy events that are moved by event movement can move onto areas that are marked with "No enemy terrain tag" (Dunno if this is really a bug, but it is annoying because I end up pushing some blocks in front of a door and then I cant get out)

(These are all in the latest version of blizz abs, 2.84)
Title: Re: [XP] Blizz-ABS
Post by: Runefreak on February 26, 2011, 06:14:31 pm
This is amazing :o, i don't use XP but this is still a great script.
Title: Re: [XP] Blizz-ABS
Post by: Kamel on February 27, 2011, 12:08:13 pm
Good job ! Thanks for this ABS.

I started work with RM XP and i have few questions.
I don't know how to name images, mainly I mean these with animation.
1. I want to create a skill animation for enemy attack - how I should name this image? Will it be all right: "enemy.name_atk1" or "enemy.name_skl1" ?

2. What template should I use for Fullscreen skills?

3. I am learning how to make skills and I have a problem. When I am using this skill i have this:
(http://i51.tinypic.com/30b0ehi.png)
and very quick after that is this:
(http://i52.tinypic.com/23koxw8.png)
How to get rid of this white background? Maybe should this background be clear?

4. What does mean a Projectile Speed? I have here "3".

5. Here is a Loot system, so where can i change items, which enemy drops?

Please help me... I will be greatful a lot.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on February 27, 2011, 01:58:03 pm
4: Projectile speed is how fast the projectile fired from a skill/weapon moves obviously. 1 is slowest 6 is fastest.
5: Check out tons of addons if you are interested in multiple drops per enemy
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on February 27, 2011, 08:30:05 pm
3. import the image (not copying it) or edit with photoshop
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on February 27, 2011, 09:20:54 pm
Quote from: LiTTleDRAgo on February 27, 2011, 08:30:05 pm
3. import the image (not copying it) or edit with photoshop

Yup, that's it. :)

An elaboration on that:

When you download character sets or create them yourself, go open RPG Maker and import them in the Resource Manager. There you can select what will be your transparent color, or the color you want invisible (In this case, the white).

That's one way of fixing things.

The other way is to create that transparent background yourself using Photoshop. You can also use GIMP and Paint.NET, other free alternatives. You cannot use Paint though -- it doesn't support transparencies. Anyway, a quick way of creating transparency is to use the Magic Wand tool (For hard-sprites, don't use Anti-aliasing).

Just a note that if the background is a white color --- Be careful if there's other parts of the sprite, for example the eyes, that are also the same white color, for they will be transparent as well. The background should preferably be a color that the sprite itself does not use, so when you have to make it transparent nothing else gets lost in the process.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on February 28, 2011, 01:21:32 pm
Charge skills for enemies.. sigh.. I must be doing something wrong, because regardless of what version of blizz abs I try using they never works. The enemy simply doesn't use the skill ever.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 28, 2011, 03:23:57 pm
winkioooooooooooooooooooooooooooo!!! >8U
Title: Re: [XP] Blizz-ABS
Post by: AliveDrive on February 28, 2011, 03:36:42 pm
Don't worry Blizz, every ABS has bugs.

And if someone is REALLY serious about their game, they would take it upon themselves to learn RGSS and try to to correct, and then to improve on the code.

That's not really aimed at anyone in particular, just saying.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 28, 2011, 04:23:48 pm
Quote from: AliveDrive on February 28, 2011, 03:36:42 pm
Don't worry Blizz, every ABS has bugs.

And if someone is REALLY serious about their game, they would leave the world of RMXP and go learn C++.

That's not really aimed at anyone in particular, just saying.


Fixed.
Title: Re: [XP] Blizz-ABS
Post by: Kagutsuchi on February 28, 2011, 04:26:34 pm
Quote from: Blizzard on February 28, 2011, 04:23:48 pm
Quote from: AliveDrive on February 28, 2011, 03:36:42 pm
Don't worry Blizz, every ABS has bugs.

And if someone is REALLY serious about their game, they would leave the world of RMXP and go learn C++ or Java.

That's not really aimed at anyone in particular, just saying.


Fixed.

Double fixed
Title: Re: [XP] Blizz-ABS
Post by: AliveDrive on February 28, 2011, 04:31:16 pm
ok fair enough lol
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 28, 2011, 05:13:15 pm
Quote from: Blizzard on February 28, 2011, 03:23:57 pm
winkioooooooooooooooooooooooooooo!!! >8U


hm?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 28, 2011, 05:28:06 pm
I thought you fixed the bug where enemy charge wouldn't work.

Quote from: Kagutsuchi on February 28, 2011, 04:26:34 pm
Quote from: Blizzard on February 28, 2011, 04:23:48 pm
Quote from: AliveDrive on February 28, 2011, 03:36:42 pm
Don't worry Blizz, every ABS has bugs.

And if someone is REALLY serious about their game, they would leave the world of RMXP and go learn C++.

That's not really aimed at anyone in particular, just saying.


Fixed.

Double fixed

Triple fixed. Trust me.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 28, 2011, 05:29:06 pm
I don't remember doing that.  I don't even remember changing the enemy ai at all yet...

EDIT: Yeah, it's still black in the bug/suggestion thread, which means I haven't looked at it yet.
Title: Re: [XP] Blizz-ABS
Post by: Shalaren on February 28, 2011, 09:50:01 pm
is there a way I could make weapons be general?
i mean instead of each character to have to use a different weapon sprite, itll only be "wpn_1" without the characters name, this way all characters use the same weapon sprite if they use that certain weapon?
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on March 01, 2011, 06:53:05 pm
Hello guys.... Exist a way to call the Main Menu directly (not the pre-menu) with a call script command in Blizzabs???
Title: Re: [XP] Blizz-ABS
Post by: Zexion on March 01, 2011, 07:02:54 pm
yeah it says in the manual to place the menu script below blizz abs. Like if its default menu place scene_menu under blizz abs and if its custom menu script place that under blizz abs.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on March 01, 2011, 07:15:15 pm
MMM... Understand i made it!... i want to make a custom pre-menu, but i have one more problem still... the cancel button calls the blizzabs pre-menu, but i want that only cancel the action, to call the pre- menu with other button...
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on March 01, 2011, 08:11:05 pm
here

class Scene_Menu
  alias drago_blizzabs_later main_blizzabs_later
  def main
    drago_blizzabs_later if $scene.is_a?(Scene_Menu)
  end
  def update_before_main
    if PAUSEMENU != true
      [@spriteset, $game_map, $game_system.map_interpreter, $game_system,
      $game_screen].each {|s| s.update if s != nil}
    end
    $BlizzABS.AI.update
  end
end


that probably disable pre menu
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on March 01, 2011, 08:37:20 pm
Quote from: LiTTleDRAgo on March 01, 2011, 08:11:05 pm
here

class Scene_Menu
  alias drago_blizzabs_later main_blizzabs_later
  def main
    drago_blizzabs_later if $scene.is_a?(Scene_Menu)
  end
  def update_before_main
    if PAUSEMENU != true
      [@spriteset, $game_map, $game_system.map_interpreter, $game_system,
      $game_screen].each {|s| s.update if s != nil}
    end
    $BlizzABS.AI.update
  end
end


that probably disable pre menu


Yes... Disable the Pre-Menu as well.... but what i need its kind a different thing... If the player use the Cancel button... just cancel the action but no call any main menu or pre-menu.... in that way i can call my custom pre-menu... with a different key (Like esc)....

Anyway.....thank you very much... (Levsup)
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 02, 2011, 04:03:52 am
Got to say I'm liking the event creation I have already intergrated it into my battle dome script just 1 suggestion when creating an event you should be able to create 1 like this


data = [create_event_page_condition(c_data)]
page = $BlizzABS.create_event_page(data)
$BlizzABS.create_event(0, 0, "\\e[#{enemy}]",page)
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 02, 2011, 05:16:13 pm
If all you wanted was a blank page with a condition:

page = $BlizzABS.create_event_page([])
page.condition = $BlizzABS.create_event_page_condition(data)
$BlizzABS.create_event(0, 0, "Name", page)

Title: Re: [XP] Blizz-ABS
Post by: Shalaren on March 04, 2011, 11:34:10 am
umm I want to make one of my party members be only for support, and not for battle,
by support I mean, Healing and defending, (and buffing)
what would be the right setting if I call this script?
$game_actors[ID].force_aggressive = VALUE
$game_actors[ID].force_offensive = VALUE
$game_party.actors[POS].force_aggressive = VALUE
$game_party.actors[POS].force_offensive = VALUE
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 04, 2011, 02:28:38 pm
thats just it you can't do that it errors you didn't write it to accept a page just the data to create 1 thats what i was pointing out
Title: Re: [XP] Blizz-ABS
Post by: heman on March 07, 2011, 07:28:33 am
Can anyone tell me how to active combos inside game?
Or maybe give me an example game please?

Also, does anyone have a fighting spirite generator or somthing, or maybe a guide on how to create myself?

thx.
Title: Re: [XP] Blizz-ABS
Post by: Rose Guardian on March 08, 2011, 06:15:06 pm
I'm not sure if anyone is awhere of this, but some reason when I try to hide the head during my cut scenes the game freezes? Is this going to be fixed in the next update because I really need to hide the hud during my cut scenes.
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 08, 2011, 06:16:49 pm
Either put true/false on the next line when you do the script call, or get the script call fix script.  It's a problem with RMXP, not Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: Rose Guardian on March 08, 2011, 06:19:55 pm
Quote from: winkio on March 08, 2011, 06:16:49 pm
Either put true/false on the next line when you do the script call, or get the script call fix script.  It's a problem with RMXP, not Blizz-ABS.


Actually I did do that.  This is what I put $game_system.hud = false and it still froze.
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 08, 2011, 07:14:56 pm
$game_system.hud =
false

Put false on the next line.
Title: Re: [XP] Blizz-ABS
Post by: Rose Guardian on March 08, 2011, 08:12:01 pm
Quote from: winkio on March 08, 2011, 07:14:56 pm
$game_system.hud =
false

Put false on the next line.


Eh! I was having a blonde moment! Thank you.
Title: Re: [XP] Blizz-ABS
Post by: Black Dragon on March 08, 2011, 10:56:04 pm
 A Possible Bug With Summoning Pets?
Spoiler: ShowHide
http://postimage.org/image/sw1lfp8k/
http://postimage.org/image/sw87l37o/
http://postimage.org/image/sw9v4fpg/



Thanks For Your Time,excuse Me For My Bad English.

PD:
I Got The Configuration From "Dissipate"
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 08, 2011, 11:03:01 pm
The configuration is completely fine.  The most likely cause of the error is that you have some battle related script below Blizz-ABS.  Try putting Blizz-ABS below any battle-related scripts.  If that doesn't work, send me a demo.
Title: Re: [XP] Blizz-ABS
Post by: Black Dragon on March 08, 2011, 11:16:07 pm
I Delleted All Scripts Except Blizz Abs Ones,The Error Window Dissapeared But The Summon Is Taking A Nap.

Here Is My Demo:
http://www.4shared.com/file/bQCBbNPO/Blizz_Abs_284.html

Aluxes Gold Hair Is The Gold Drop Character,I Will Change It Tomorrow.
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 08, 2011, 11:24:59 pm
You need the caterpillar option on for summon skills to do anything.
Title: Re: [XP] Blizz-ABS
Post by: Black Dragon on March 09, 2011, 12:50:01 pm
Quote from: winkio on March 08, 2011, 11:24:59 pm
You need the caterpillar option on for summon skills to do anything.



Thanks For Your Help Winkio.

PD:
The Error Window Was Caused By Easy Overdrive System,Removed The Script And The Error Dissapeared.
Probably I Was Using An Old Version Of The Script.
Title: Re: [XP] Blizz-ABS
Post by: heman on March 10, 2011, 05:15:08 am
Quote from: heman on March 07, 2011, 07:28:33 am
Can anyone tell me how to active combos inside game?
Or maybe give me an example game please?

Also, does anyone have a fighting spirite generator or somthing, or maybe a guide on how to create myself?

thx.


omg... will someone answer my question please?
Title: Re: [XP] Blizz-ABS
Post by: Black Dragon on March 10, 2011, 08:52:41 am
Search In The Manual:
3.Blizz-Abs Database Configuration/Combos.
Title: Re: [XP] Blizz-ABS
Post by: heman on March 10, 2011, 10:13:06 am
Quote from: Black Dragon on March 10, 2011, 08:52:41 am
Search In The Manual:
3.Blizz-Abs Database Configuration/Combos.



I did... its not specificaly written... its just explains me how to build combos, it doesn't explain to me how to activate them inside game.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on March 10, 2011, 01:17:20 pm
*Facepalm*

Go check the configuration application under weapons, skills or (I think) items. Now.
Title: Re: [XP] Blizz-ABS
Post by: heman on March 10, 2011, 01:57:32 pm
Quote from: The Niche on March 10, 2011, 01:17:20 pm
*Facepalm*

Go check the configuration application under weapons, skills or (I think) items. Now.


TY! thats all i needed!!!
Title: Re: [XP] Blizz-ABS
Post by: danesopeezy89 on March 11, 2011, 10:24:24 am
Ok, this may be a noob question and everyone must of asked this already but, can I suggest a few things for the battle system?
Title: Re: [XP] Blizz-ABS
Post by: Ryex on March 11, 2011, 07:58:02 pm
use the suggestion thread in the RGSS section
Title: Re: [XP] Blizz-ABS
Post by: heman on March 12, 2011, 08:29:04 am
How do i summon a monster?
I know how to summon a pet, but i dont know how to set the monster/s id to summon.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 12, 2011, 08:29:46 am
Please read the manual. It's literally all in there.
Title: Re: [XP] Blizz-ABS
Post by: heman on March 12, 2011, 08:32:59 am
Quote from: Blizzard on March 12, 2011, 08:29:46 am
Please read the manual. It's literally all in there.

its not man... i checked 10 times already
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 12, 2011, 08:43:53 am
Maybe you should read it 10 more times. Just to make sure that you haven't missed this big image which is the very first thing displayed in the sections about skills.

(http://img858.imageshack.us/img858/1132/snap664.th.png) (http://img858.imageshack.us/img858/1132/snap664.png)
Title: Re: [XP] Blizz-ABS
Post by: heman on March 12, 2011, 08:57:19 am
Quote from: Blizzard on March 12, 2011, 08:43:53 am
Maybe you should read it 10 more times. Just to make sure that you haven't missed this big image which is the very first thing displayed in the sections about skills.

(http://img858.imageshack.us/img858/1132/snap664.th.png) (http://img858.imageshack.us/img858/1132/snap664.png)



i saw this image, set time, set to monster, i even went to script and changed the id of the monster, but it doesnt seem to summon anything (im trying making a monster summon more monsters).
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on March 12, 2011, 03:06:44 pm
Hallo people.... here i am with a new question...

Exist a call script command that let me change the jump range during all the game (Example: My character starts the game with a jump range of 2, and then something in the game gives the oportunity to increase that jump range in 4) O_O

Thank you very much to all!!!
Title: Re: [XP] Blizz-ABS
Post by: The Niche on March 12, 2011, 03:10:36 pm
Haven't heard of such a thing. Umm, on another note, I just downloaded BlizzABS 2.84 and whenever I try to launch the configuration, it says the application failed to initialise. Has this come up before? I think it may be because my downloading failed on me.
Title: Re: [XP] Blizz-ABS
Post by: Black Dragon on March 12, 2011, 06:13:28 pm
Quote from: The Niche on March 12, 2011, 03:10:36 pm
Haven't heard of such a thing. Umm, on another note, I just downloaded BlizzABS 2.84 and whenever I try to launch the configuration, it says the application failed to initialise. Has this come up before? I think it may be because my downloading failed on me.


Netframework 2.0 Is Required To Use The Blizz Abs Config.
Title: Re: [XP] Blizz-ABS
Post by: ForeverZer0 on March 12, 2011, 06:19:24 pm
Microsoft's .NET Framework 2.0 (http://www.microsoft.com/downloads/info.aspx?na=41&SrcFamilyId=9655156B-356B-4A2C-857C-E62F50AE9A55&SrcDisplayLang=en&u=http%3a%2f%2fdownload.microsoft.com%2fdownload%2ff%2fe%2f8%2ffe8b935a-419e-48b1-8061-050211b250af%2fNETCFSetupv2.msi)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 12, 2011, 09:11:08 pm
Quote from: heman on March 12, 2011, 08:57:19 am
Quote from: Blizzard on March 12, 2011, 08:43:53 am
Maybe you should read it 10 more times. Just to make sure that you haven't missed this big image which is the very first thing displayed in the sections about skills.

(http://img858.imageshack.us/img858/1132/snap664.th.png) (http://img858.imageshack.us/img858/1132/snap664.png)



i saw this image, set time, set to monster, i even went to script and changed the id of the monster, but it doesnt seem to summon anything (im trying making a monster summon more monsters).


In the manual it tells you that a "Pet" is an actor that gains EXP and levels up and a "Monster" is an actor that doesn't gain EXP and level up.
Title: Re: [XP] Blizz-ABS
Post by: EZ Destroyer on March 12, 2011, 09:40:27 pm
can't the opponent summon anything?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 12, 2011, 09:41:31 pm
Enemies currently can't summon anything.
Title: Re: [XP] Blizz-ABS
Post by: heman on March 13, 2011, 12:31:55 pm
Quote from: Blizzard on March 12, 2011, 09:41:31 pm
Enemies currently can't summon anything.

oh... so thats why i cant make my opponet summon enemies...

btw blizzard... Ur back to RMXP? cuz i see you still help people.
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on March 13, 2011, 12:36:43 pm
He still helps out, but he isn't making any new scripts for RMXP.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 13, 2011, 12:50:36 pm
Quote from: EZ Destroyer on March 12, 2011, 09:40:27 pm
can't the opponent summon anything?


You could event it.
Title: Re: [XP] Blizz-ABS
Post by: heman on March 13, 2011, 12:51:40 pm
Quote from: Wizered67 on March 13, 2011, 12:36:43 pm
He still helps out, but he isn't making any new scripts for RMXP.


ahh thats too bad...

BTW i have a quastion... how can i make an enemy charge at my character (or my character at the enemy) and when he finally reach him he attacks (of course i want to make a charge step limit). i tried in combo "move toward player - 5 steps" and then attack, but when he uses the skill the enemy just rushes backwards or at the sides...

what to do?
Title: Re: [XP] Blizz-ABS
Post by: Tazero on March 13, 2011, 12:57:41 pm
Winkio, I haven't used this but it seems amazing. Just like before blizzard bailed on us :< Blizz you bitch D<
Title: Re: [XP] Blizz-ABS
Post by: The Niche on March 13, 2011, 03:22:19 pm
A little bit pissed off today, Taz?
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 13, 2011, 03:25:26 pm
Quote from: heman on March 13, 2011, 12:51:40 pm
BTW i have a quastion... how can i make an enemy charge at my character (or my character at the enemy) and when he finally reach him he attacks (of course i want to make a charge step limit). i tried in combo "move toward player - 5 steps" and then attack, but when he uses the skill the enemy just rushes backwards or at the sides...


Hm, I think the move towards player command is modified in Blizz-ABS, so you will have to use Face Player, Step Forward instead.  Sorry, it's on my list of things to fix.
Title: Re: [XP] Blizz-ABS
Post by: heman on March 14, 2011, 03:57:59 pm
Quote from: winkio on March 13, 2011, 03:25:26 pm
Quote from: heman on March 13, 2011, 12:51:40 pm
BTW i have a quastion... how can i make an enemy charge at my character (or my character at the enemy) and when he finally reach him he attacks (of course i want to make a charge step limit). i tried in combo "move toward player - 5 steps" and then attack, but when he uses the skill the enemy just rushes backwards or at the sides...


Hm, I think the move towards player command is modified in Blizz-ABS, so you will have to use Face Player, Step Forward instead.  Sorry, it's on my list of things to fix.

k... thx, il try it

edit:
doesn't work, it looks like when ever the enemy gets the command "toward player" he moves away from player, sometimes he still just rushes backwards.

i think its because that if im less then 5 steps closer to the enemy he just starts to rush backwards.
Title: Re: [XP] Blizz-ABS
Post by: heman on March 18, 2011, 05:07:26 pm
Quote from: heman on March 14, 2011, 03:57:59 pm
Quote from: winkio on March 13, 2011, 03:25:26 pm
Quote from: heman on March 13, 2011, 12:51:40 pm
BTW i have a quastion... how can i make an enemy charge at my character (or my character at the enemy) and when he finally reach him he attacks (of course i want to make a charge step limit). i tried in combo "move toward player - 5 steps" and then attack, but when he uses the skill the enemy just rushes backwards or at the sides...


Hm, I think the move towards player command is modified in Blizz-ABS, so you will have to use Face Player, Step Forward instead.  Sorry, it's on my list of things to fix.

k... thx, il try it

edit:
doesn't work, it looks like when ever the enemy gets the command "toward player" he moves away from player, sometimes he still just rushes backwards.

i think its because that if im less then 5 steps closer to the enemy he just starts to rush backwards.


answer please?
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on March 18, 2011, 05:15:53 pm
Hey Guys!!! I put some little scripts in my game..... and when the character its going to open the range (in a skill) gives me this error

?????? BABS3? 7149 ??? No method error

undefined method [] for nil:NilCLass



The line is this:

@ranges[1].color.set(255, 255, 0, (16 - Graphics.frame_count % 32).abs * 8)


Somebody know what kind of script maybe cause the issue??? (A Map script, a Misc Script, etc)


Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 18, 2011, 05:36:26 pm
I don't think you inserted all parts into your game properly or your order is not correct.
Title: Re: [XP] Blizz-ABS
Post by: heman on March 18, 2011, 06:50:46 pm
Quote from: heman on March 18, 2011, 05:07:26 pm
Quote from: heman on March 14, 2011, 03:57:59 pm
Quote from: winkio on March 13, 2011, 03:25:26 pm
Quote from: heman on March 13, 2011, 12:51:40 pm
BTW i have a quastion... how can i make an enemy charge at my character (or my character at the enemy) and when he finally reach him he attacks (of course i want to make a charge step limit). i tried in combo "move toward player - 5 steps" and then attack, but when he uses the skill the enemy just rushes backwards or at the sides...


Hm, I think the move towards player command is modified in Blizz-ABS, so you will have to use Face Player, Step Forward instead.  Sorry, it's on my list of things to fix.

k... thx, il try it

edit:
doesn't work, it looks like when ever the enemy gets the command "toward player" he moves away from player, sometimes he still just rushes backwards.

i think its because that if im less then 5 steps closer to the enemy he just starts to rush backwards.


answer please?


please?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 18, 2011, 06:55:18 pm
If you post repeatedly like that, nobody's going to answer you.
Title: Re: [XP] Blizz-ABS
Post by: heman on March 18, 2011, 07:02:09 pm
Quote from: Blizzard on March 18, 2011, 06:55:18 pm
If you post repeatedly like that, nobody's going to answer you.

did you notice the date of my first post????!!! did you?!?!  and then i reminded you to answer my post and 2 seconds later someone else is asking a quastion and you answer him immidiatly?
so yea i have to post rapid like that...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 18, 2011, 07:19:52 pm
If you have an attitude like that, why should I? You are seriously saying that I should reward obnoxious behavior like that?

Keep in mind that "rapid posting" is considered spamming and can get you banned.
Title: Re: [XP] Blizz-ABS
Post by: MindOnFire on March 19, 2011, 12:11:42 am
Quote from: heman on March 12, 2011, 08:32:59 am
Quote from: Blizzard on March 12, 2011, 08:29:46 am
Please read the manual. It's literally all in there.

its not man... i checked 10 times already


I just did this myself the other day. Blizz is right, it's in his manual (section 4.1 is all about this, I just looked myself to get the chapter number), but I'll explain it really quickly for you. Firstly, you have to set the monster up in the database (in the actual database, not in the Config App). Once you have the monster created, load up your Blizz ABS file in the config app that you saved to generate the first script and set up the monster's AI from the Enemies tab (Although this isn't necessary to do. If you don't it will use default behaivour.)

Now, all you actually need to do after this is go into the database and find the number that corresponds with that enemy (what slot it's in). For example, the first monster in the database for the game I'm working on is a Hornet, which is in slot one. You create an event for that enemy on the map which contains \e[ # ] (# being whatever number corresponds to that monster, for example, my hornet is \e[1] as part of the event name. And your monster is set up. Nothing else to it.

Hope that helps and didn't break any rules. If you can't remember all of that, like Blizz said, it's in his manual. it's all of section 4.1.

EDIT: How did you manage to post that many times while I was writing this? O_o Or did it open to the wrong page when I clicked newest post? >_>
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 19, 2011, 12:30:41 am
Quote from: heman on March 18, 2011, 06:50:46 pm
Quote from: heman on March 18, 2011, 05:07:26 pm
Quote from: heman on March 14, 2011, 03:57:59 pm
Quote from: winkio on March 13, 2011, 03:25:26 pm
Quote from: heman on March 13, 2011, 12:51:40 pm
BTW i have a quastion... how can i make an enemy charge at my character (or my character at the enemy) and when he finally reach him he attacks (of course i want to make a charge step limit). i tried in combo "move toward player - 5 steps" and then attack, but when he uses the skill the enemy just rushes backwards or at the sides...


Hm, I think the move towards player command is modified in Blizz-ABS, so you will have to use Face Player, Step Forward instead.  Sorry, it's on my list of things to fix.

k... thx, il try it

edit:
doesn't work, it looks like when ever the enemy gets the command "toward player" he moves away from player, sometimes he still just rushes backwards.

i think its because that if im less then 5 steps closer to the enemy he just starts to rush backwards.


answer please?


please?


lol at how my answer is right in that quote.  I know it works because I actually used it in the AI demo I just made a week ago.  Turn towards Player, Move Forward.  Now stop getting so worked up.
Title: Re: [XP] Blizz-ABS
Post by: heman on March 19, 2011, 04:22:56 am
Quote from: winkio on March 19, 2011, 12:30:41 am
Quote from: heman on March 18, 2011, 06:50:46 pm
Quote from: heman on March 18, 2011, 05:07:26 pm
Quote from: heman on March 14, 2011, 03:57:59 pm
Quote from: winkio on March 13, 2011, 03:25:26 pm
Quote from: heman on March 13, 2011, 12:51:40 pm
BTW i have a quastion... how can i make an enemy charge at my character (or my character at the enemy) and when he finally reach him he attacks (of course i want to make a charge step limit). i tried in combo "move toward player - 5 steps" and then attack, but when he uses the skill the enemy just rushes backwards or at the sides...


Hm, I think the move towards player command is modified in Blizz-ABS, so you will have to use Face Player, Step Forward instead.  Sorry, it's on my list of things to fix.

k... thx, il try it

edit:
doesn't work, it looks like when ever the enemy gets the command "toward player" he moves away from player, sometimes he still just rushes backwards.

i think its because that if im less then 5 steps closer to the enemy he just starts to rush backwards.


answer please?


please?


lol at how my answer is right in that quote.  I know it works because I actually used it in the AI demo I just made a week ago.  Turn towards Player, Move Forward.  Now stop getting so worked up.


k il try that again
Title: Re: [XP] Blizz-ABS
Post by: G_G on March 19, 2011, 10:20:11 am
C-C-C-COMBO BREAKER!
Title: Re: [XP] Blizz-ABS
Post by: Rajaat99 on March 23, 2011, 09:51:26 pm
I have read the manual and searched this topic. If I missed something, I apologize in advance.
I installed Blizz-ABS 2.84. Now, when I start a game, I am always in the top left hand corner of the map. This does not happen when I change maps, just when I start the game. I have searched the code and I can't find when the starting position is changed. Please help.
Title: Re: [XP] Blizz-ABS
Post by: AliveDrive on March 23, 2011, 10:48:40 pm
Do you have any events set to autorun? Could you list them here?
Title: Re: [XP] Blizz-ABS
Post by: Rajaat99 on March 23, 2011, 11:13:31 pm
No events set on autorun and the only scripts I have are RMX-OS 1.18 and Blizz-ABS 2.84.
Title: Re: [XP] Blizz-ABS
Post by: G_G on March 23, 2011, 11:23:46 pm
Reset your database. As in delete your database, then recreate it.
Title: Re: [XP] Blizz-ABS
Post by: Rajaat99 on March 24, 2011, 09:31:43 am
I uninstalled and re-installed the whole thing. As soon as I put Blizz-ABS 2.84 in the script editor, the sprite starts in the upper left corner. The only editing I did to the script was change DISABLE_DEFAULT = true to DISABLE_DEFAULT = false, so I can sign in. I placed the scripts in order and they are right above -<:::RMX-OS Main:::>-.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 24, 2011, 09:38:29 am
No, you have to delete the data in the database. Removing and then adding the scripts back into your game does nothing.
Also, have you put your scripts in the right order? http://forum.chaos-project.com/index.php/topic,23.0.html
Title: Re: [XP] Blizz-ABS
Post by: Rajaat99 on March 24, 2011, 07:13:02 pm
I'm sorry, I didn't explain well enough. I deleted RMX-OS 1.18 and installed a fresh copy. It worked fine, until I installed Blizz-ABS 2.84. According to the order system in the link you provided, they were in the correct place. I placed them in order, part 1, 2, and 3. I placed them after (RMX-OS) Options and (RMX-OS) Script and before -<:::RMX-OS Main:::>-. I have no other scripts.
I do want to thank you for your help and assistance.
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on March 24, 2011, 07:23:01 pm
Delete your MySQL database.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 25, 2011, 02:28:50 am
Do you have the Blizz-ABS Controller for RMX-OS script and server extension? You need that as well so Blizz-ABS and RMX-OS can work together.
And make sure that you really delete your MySQL database. Open up the MySQL management software, delete all tables and then run the SQL script again from the Database folder.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on March 25, 2011, 04:33:48 pm
 :^_^': Hello evrybody

I have a 2 little question with skills in Blizz-abs... im going to start with the most "difficult"

1-FIRST QUESTION

Well, when the character use a range skill, the button works in this way...

-Skill Button ---- Open the range circle and let choose the target...
-Directional ---- Select the target
-Attack/Action Button ---- Execute the skill

right???

well... how i can modify the script to work in the next way???

-Skill Button ---- Open the range circle and let choose the target...
-Directional ---- Select the target
-Skill Button (Again) ---- Execute the skill

2-SECOND QUESTION

What kind of parameter i have to edit to do that a skill change the state in enemy only in a 35% of possibilites??

Thats all... ^_^

Thank you very much for the attentioN!
Title: Re: [XP] Blizz-ABS
Post by: izlude1984 on March 25, 2011, 10:44:26 pm
$game_system.hud = true/false

event stopping bug


Quoted directly from the manual:


If this feature is being used, the HUD can be turned off/on during the game. To do so it is ncessary to use an event Call Script command with one or more of the following syntaxes:

$game_system.hud = true/false




In my first event that runs in the game, the introductory event, before anything at all happens, I have the event "Script" with the following syntax in it:

$game_system.hud = false





What happens next is, the game starts, the hud disappears... and then nothing. The music doesnt play, the text doesnt scroll, nothing.

:( Halp


Am I supposed to be adding a code under it with some sort of "end" or something? I put "End" below the above code and tried that but it gives me a syntax error and crashes the game.
Title: Re: [XP] Blizz-ABS
Post by: ForeverZer0 on March 25, 2011, 10:48:20 pm
Its a bug with RMXP, not BABS. In the script call, put the false on its own line, like this:
$game_system.hud =
false


You will have to do that in script calls that return a false value. There are script fixes for it, but this is the simplest way to do it.
Title: Re: [XP] Blizz-ABS
Post by: izlude1984 on March 25, 2011, 10:50:08 pm
Damn Zero, you are on me like hotcakes in a well rounded breakfast! Thank you for both of the super fast responses!

:^_^':
Title: Re: [XP] Blizz-ABS
Post by: sasofrass on March 26, 2011, 12:42:33 am
My event touch is broken with ABS 2.84

Error is this:

Script 'ABS 2' line 1351: RunetimeError occured.

2


all it is, is a rock is moving left to right, if it touches you (even if the event is empty) with event touch enabled, I get this error.
Title: Re: [XP] Blizz-ABS
Post by: Rajaat99 on March 27, 2011, 04:38:17 pm
Thank you, Blizzard and game_guy. It works.
Title: Re: [XP] Blizz-ABS---ANyone running into these issues?
Post by: nopenguins2kayak on March 27, 2011, 05:37:26 pm
I'm getting an ABS Script errors whenever I try to use an item from the active map (ie: not the menu screen)... it looks sumethin like this:
 Script 'Blizz ABS 3' line 581: NoMethodError occurred    ----    undefined method 'item_number' for #<Map_Actor:0x974xb68>


wow... I looked in the new manual to see if I was missing something obvious, but couldn't get a clue... I JUST started using v2.84 of the ABS, and never had the issue before... any ideas? Thanx in advance to anyone who can help!
Title: Re: [XP] Blizz-ABS
Post by: AliveDrive on March 27, 2011, 05:56:11 pm
When you use ANY item in field?

Or just specific items?
Title: Re: [XP] Blizz-ABS
Post by: nopenguins2kayak on March 27, 2011, 06:04:23 pm
Any item... Healing/Mana potions, boosts, consumable or no, I get this...
Title: Re: [XP] Blizz-ABS
Post by: nopenguins2kayak on March 27, 2011, 10:41:58 pm
Also noticed that this only happens when I assign the target as "One Ally"... if I have it target "User" it works just fine... If I can answer this question, it might help to solve the issue I've been having with AI triggers...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 28, 2011, 02:34:40 am
I fixed that item_number problem and reuploaded Blizz-ABS. Download it again.
Title: Re: [XP] Blizz-ABS
Post by: nopenguins2kayak on March 28, 2011, 10:56:51 am
Ah! So it wasn't me! Awesome! Thanks so much for the help Blizz... ever onward! I'm sure we'll be speaking again!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 28, 2011, 11:15:35 am
I'm not so sure since I have retired from RMXP almost a year ago. xD
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on March 29, 2011, 09:52:01 pm
Quote from: Blizzard on March 28, 2011, 11:15:35 am
I'm not so sure since I have retired from RMXP almost a year ago. xD


I was there on that fated day. *Takes his hat off and bows head* RIP.
Title: Re: [XP] Blizz-ABS
Post by: OracleGames on March 31, 2011, 05:32:23 pm
When you use a skill or item in BABS, what happens first, Combo Action Events or Common Events (Database)?

EDIT: Planning to make combos that use diferent keys everytime you use them (like in God Of War 2), but i don't see any random operand option like the one in the database, so can they work together or not? =).

PS: Are you angry or something?
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 02, 2011, 07:20:29 pm
Common Events before Combos, and you can make a random value using the rand(int) script function.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on April 03, 2011, 05:41:38 am
This might be a dumb question, but then again, i'm next a idiot when it comes to scripting.
What i want to know is how can i make a weapon that needs to be reloaded after a certain number of attacks.
I want to make a gunner, but no gun in the world has infinite ammo.
Though to 'replicate' this, i should have it consume items. But the reloading part is what i want to know.

And don't tell me it can't be done as i've seen it done on 'weaker' systems, mainly Mr. Moe's... A affiliate of mine made a game using it way back... and that game had re-loadable gun
Title: Re: [XP] Blizz-ABS
Post by: The Niche on April 03, 2011, 12:37:04 pm
Quote from: DesPKP on April 03, 2011, 05:41:38 am
This might be a dumb question, but then again, i'm next a idiot when it comes to scripting.
What i want to know is how can i make a weapon that needs to be reloaded after a certain number of attacks.
I want to make a gunner, but no gun in the world has infinite ammo.
Though to 'replicate' this, i should have it consume items. But the reloading part is what i want to know.

And don't tell me it can't be done as i've seen it done on 'weaker' systems, mainly Mr. Moe's... A affiliate of mine made a game using it way back... and that game had re-loadable gun


Check the event system requests, I believe Sub asked for this before.
Title: Re: [XP] Blizz-ABS
Post by: Kira on April 05, 2011, 10:16:44 am
Quote from: Kira on December 08, 2010, 05:30:22 pm
Quote from: Kira on November 12, 2010, 07:36:32 pm
Ran into another problem, this time with items dropped by enemies.
I have set up the script so enemies drop items and gold. They do, but I can't pick it up.
When I have an enemy drop both an item and gold, I can pick up the item just by walking over it.
But I can not pick up the gold in any way.

When I have an enemy drop only an item or gold, I can not pick any of them up.


Whoever can help me fix this will get a cookie. :V:


Maybe if I put it this way:

Whoever is willing to help me will not be violently raped.
...To death.
And such.  :O.o:



:V:
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on April 05, 2011, 12:58:45 pm
I found a small little bug, but it isn't too important. I made a ghost monster that had less than the normal opacity, but when it respawned after being killed, it had normal opacity.
Title: Re: [XP] Blizz-ABS
Post by: Rajaat99 on April 08, 2011, 06:34:13 pm
I'm having a problem with enemies not attacking. I created the event and labeled it \e[1] and it just stands there. Furthermore, I am unable to attack it, even though a weapon is equipped and I press the heck out the attack button. Please help and thank you.
Title: Re: [XP] Blizz-ABS
Post by: The Niche on April 08, 2011, 06:39:34 pm
I think you may need to put something else in the event's name. Just a theory, but my enemy events are always called Ghost \e[1] and such.
Title: Re: [XP] Blizz-ABS
Post by: Rajaat99 on April 08, 2011, 06:46:20 pm
Quote from: The Niche on April 08, 2011, 06:39:34 pm
I think you may need to put something else in the event's name. Just a theory, but my enemy events are always called Ghost \e[1] and such.


Thanks for the quick reply, but that doesn't seem to be the problem.
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 08, 2011, 07:00:23 pm
it's fine to just keep it \e[1].  Perhaps you used the wrong slash, or made a mistake in the brackets?
Title: Re: [XP] Blizz-ABS
Post by: Rajaat99 on April 08, 2011, 07:20:56 pm
That's not it either. I deleted and reloaded the script and it made no difference. I also made sure that my scripts were in the right order, according to http://forum.chaos-project.com/index.php/topic,23.0.html.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 09, 2011, 03:25:52 am
You inserted all 3 parts, did you?
Title: Re: [XP] Blizz-ABS
Post by: Rajaat99 on April 09, 2011, 06:26:40 pm
Quote from: Blizzard on April 09, 2011, 03:25:52 am
You inserted all 3 parts, did you?

Yes sir. I also deleted and re-created my database, just in case.
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 09, 2011, 08:21:47 pm
upload a demo
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on April 09, 2011, 09:10:19 pm
Whenever I'm using a different EXP mode other than shared, I get an error when someone not in my party kills an enemy...

(http://i499.photobucket.com/albums/rr358/kevin7571/Error-2.png)

It's kind of frustrating when I have shared exp on because two enemy groups could kill one another, and I get experience because I'm nearby.
Title: Re: [XP] Blizz-ABS
Post by: Rajaat99 on April 09, 2011, 10:20:15 pm
Quote from: winkio on April 09, 2011, 08:21:47 pm
upload a demo


Ok.
Spoiler: ShowHide
http://www.mediafire.com/?417n4yo6i0gzxmb
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 09, 2011, 10:36:11 pm
hm, everything looks setup right from the Blizz-ABS side, it must be something related to RMX-OS or the controller.
Title: Re: [XP] Blizz-ABS
Post by: Holyrapid on April 10, 2011, 03:23:51 am
Quote from: DesPKP on April 03, 2011, 05:41:38 am
This might be a dumb question, but then again, i'm next a idiot when it comes to scripting.
What i want to know is how can i make a weapon that needs to be reloaded after a certain number of attacks.
I want to make a gunner, but no gun in the world has infinite ammo.
Though to 'replicate' this, i should have it consume items. But the reloading part is what i want to know.

And don't tell me it can't be done as i've seen it done on 'weaker' systems, mainly Mr. Moe's... A affiliate of mine made a game using it way back... and that game had re-loadable gun


Regarding this, i didn't find anything similar in the event database... So, can someone help me? Also, i'd like it to be customizable, since different weapons have different clip sizes.
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 10, 2011, 03:38:14 am
Could easily be evented.

You'll need 2 items for this. 1 the ammo, 2 the ammo box. Have a parallel process and have it check the Shift button for example for the reload. Check to see if ammo is zero, then check to see if you have 1 or more ammo box. Then have it take one ammo box away and add 6 ammo for example. Something along those lines.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 10, 2011, 04:22:36 am
Quote from: Rajaat99 on April 09, 2011, 10:20:15 pm
Quote from: winkio on April 09, 2011, 08:21:47 pm
upload a demo


Ok.
Spoiler: ShowHide
http://www.mediafire.com/?417n4yo6i0gzxmb



Have you added the Blizz-ABS Controller for RMX-OS plugin and server extension?
Title: Re: [XP] Blizz-ABS
Post by: The Niche on April 10, 2011, 04:45:43 am
Quote from: DesPKP on April 10, 2011, 03:23:51 am
Quote from: DesPKP on April 03, 2011, 05:41:38 am
This might be a dumb question, but then again, i'm next a idiot when it comes to scripting.
What i want to know is how can i make a weapon that needs to be reloaded after a certain number of attacks.
I want to make a gunner, but no gun in the world has infinite ammo.
Though to 'replicate' this, i should have it consume items. But the reloading part is what i want to know.

And don't tell me it can't be done as i've seen it done on 'weaker' systems, mainly Mr. Moe's... A affiliate of mine made a game using it way back... and that game had re-loadable gun


Regarding this, i didn't find anything similar in the event database... So, can someone help me? Also, i'd like it to be customizable, since different weapons have different clip sizes.


Sorry, I meant script requests.
Title: Re: [XP] Blizz-ABS
Post by: Rajaat99 on April 10, 2011, 09:18:17 am
Quote from: Blizzard on April 10, 2011, 04:22:36 am
Have you added the Blizz-ABS Controller for RMX-OS plugin and server extension?


OK, the enemy wasn't attacking because I spelled the extension name wrong in the cfg.ini file. Sorry, my stupid mistake. So, the enemy now attacks me, however, I still can't attack it.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on April 10, 2011, 06:56:51 pm
Hello... A new question...

Exist a way that the Hotkey HUD only can see in screen if are enemies in the map...but the action moves like attacking or defending still working always??? O_O?

Thanks to all!!
Title: Re: [XP] Blizz-ABS
Post by: raXor on April 11, 2011, 10:41:06 am
I am Italian so there may be grammatical errors, do not kill me for this   :^_^':

I have a problem ... the hero always walks even when stationary and do not understand why  :O.o: (I tried in some way, but I could not help me ...) as well as enemies can go anywhere (I also tried with the terrain tag), the same happens to the heroes, but only during the run ... I do not know how ... Help me!  :'(
Title: Re: [XP] Blizz-ABS
Post by: WinterVisage on April 12, 2011, 01:08:47 am
I know this has probably been answered before, but I've searched the forums and came up with nothing. I was wondering if it was possible to set up sprites to be 8-way instead of 4-way. 4-way sprites in an 8-way system just look awkward IMO...
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 12, 2011, 02:24:25 am
It's planned to be an addonn.  But I don't understand why it seems odd - after all, the Zelda games all combined 4-directional sprites with 8-directional movement, and they looked great.
Title: Re: [XP] Blizz-ABS
Post by: WinterVisage on April 12, 2011, 10:30:51 am
Let me rephrase the odd :P What I'm planning to make looks awkward with only 4 directions. Zelda can pull it off because Zelda is just badass :P And thanks for the information!
Title: Re: [XP] Blizz-ABS
Post by: raXor on April 12, 2011, 01:15:31 pm
UP! Please! I need your help...  :wacko:
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 12, 2011, 01:18:35 pm
Quote from: raXor on April 11, 2011, 10:41:06 am
I have a problem ... the hero always walks even when stationary and do not understand why  :O.o: (I tried in some way, but I could not help me ...) as well as enemies can go anywhere (I also tried with the terrain tag), the same happens to the heroes, but only during the run ... I do not know how ... Help me!  :'(


The hero animating in place can be solved by removing the IDs from 'Animated IDs' in the config.
Could you explain what you mean by 'going anywhere'?  Also, what is your pixel movement rate?
Title: Re: [XP] Blizz-ABS
Post by: raXor on April 12, 2011, 03:33:14 pm
I solved all the problems  :haha: ... except that the hero (only when running) can go anywhere without counting the passibility of tilesets  :<_<: ... Running, for example, the hero can easily go in the water or through trees and walls ... go anywhere in fact. :facepalm: Help me!  :???:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 12, 2011, 03:34:45 pm
You haven't set up your passability properly or you have turn on your hero's "Through" flag which allows him to go through anything.
Title: Re: [XP] Blizz-ABS
Post by: raXor on April 12, 2011, 03:41:10 pm
Quote from: Blizzard on April 12, 2011, 03:34:45 pm
You haven't set up your passability properly or you have turn on your hero's "Through" flag which allows him to go through anything.


everything is set correctly ... also because the tileset and the heroes are the default ... My "pixel moviment rate" is 3 ... Maybe it's a bug I just me ... I hope not!  :'(
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on April 13, 2011, 02:08:56 am
Hello... I check the manual and i dont see one thing... (if its there... Sorry)....

Is that a way to do that the enemie active the action withuot die... And only when the player hit with a CRITICAL HIT??

Example:

The player hit the enemy with a critical hit and the enemie moves 6 tiles away from the player but...without die...

???


Thanks To All
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 13, 2011, 02:11:39 am
no, there's no critical hit trigger yet.  Sorry.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on April 13, 2011, 11:30:18 pm
Quote from: winkio on April 13, 2011, 02:11:39 am
no, there's no critical hit trigger yet.  Sorry.


Ok...Thanks anyway to all ^_^
Title: Re: [XP] Blizz-ABS
Post by: raXor on April 14, 2011, 11:34:27 am
qualcuno sa risolvere il mio problema??  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 14, 2011, 11:36:12 am
try using a different key for running.
Title: Re: [XP] Blizz-ABS
Post by: PhoenixFire on April 14, 2011, 12:25:14 pm
Not sure if this is the place to post this or not...


Blizz ABS 2 encountered a runtime error on line 1351. Line 1351 is: var=0


Blizz ABS 2 is just the second part of the script, and that's how i named it. I get this error when I encounter an enemy, on the second map that has enemies in it, third map overall.
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 14, 2011, 12:33:20 pm
I don't see how that's possible, it's just initializing a variable, check the line number
Title: Re: [XP] Blizz-ABS
Post by: PhoenixFire on April 14, 2011, 12:52:33 pm
Script 'Blizz BAS2' line 1351: RuntimeError occurred

2
Title: Re: [XP] Blizz-ABS
Post by: The Niche on April 14, 2011, 01:06:04 pm
Erm, post the line?
Title: Re: [XP] Blizz-ABS
Post by: PhoenixFire on April 14, 2011, 01:20:13 pm
Quote from: DigitalSoul on April 14, 2011, 12:25:14 pm

Blizz ABS 2 encountered a runtime error on line 1351.

Line 1351 is: var=0

Title: Re: [XP] Blizz-ABS
Post by: winkio on April 14, 2011, 01:35:47 pm
I'm not joking when I say that's impossible.  try re-downloading/re-copying the script.
Title: Re: [XP] Blizz-ABS
Post by: PhoenixFire on April 14, 2011, 01:57:24 pm
Well, I did some troubleshooting, and I narrowed it down.. It only happens when I try to fight enemies other than ghosts.... I made a new test map, threw in a cheat to transport me there, and, I just skipped the map with the issues... The "new" creature on the new map, gave no issues, and, the first map, populated with only ghosts, gives no problems.. I'm gonna try to edit the enemies and see what happens from there... But even still, an enemy type shouldn't affect initializing a variable... That's practically impossible...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 14, 2011, 02:08:55 pm
Best you make a demo and post it.
Title: Re: [XP] Blizz-ABS
Post by: PhoenixFire on April 14, 2011, 02:11:42 pm
If the problem is what I think it is, I'll just change some enemy stats and such, and see if that affects it. If not, I'll probably have a demo posted up tomorrow
Title: Re: [XP] Blizz-ABS
Post by: raXor on April 14, 2011, 02:22:11 pm
Quote from: winkio on April 14, 2011, 11:36:12 am
try using a different key for running.


Thank you Winkio, now it works!  ;)
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 14, 2011, 02:25:17 pm
Yeah, RMXP has this thing where when debugging, holding down a certain key (I think it's ctrl) allows you to move through any tiles.  It won't affect normal gameplay though (when the game is run through the exe not the RMXP editor).
Title: Re: [XP] Blizz-ABS
Post by: PhoenixFire on April 16, 2011, 10:05:28 am
Okay, so, my issue with the crash error is solved, however, the battle-scenes are still the same as what RMXP uses by defaukt, and, I can't for the life of me figure out how to make it work.. As in, the fighting styke of zelda, with the battle taking place on the map instead of a cutscene.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 16, 2011, 10:14:37 am
You don't call the battle scene. You don't create troops at all. You just put events on the maps and name them properly. Blizz-ABS doesn't change the battle scene, it changes the map scene.
Title: Re: [XP] Blizz-ABS
Post by: PhoenixFire on April 16, 2011, 10:30:09 am
oh...  :facepalm:

-feels stupid-

how the hell did I miss that in the manual?  :roll:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 16, 2011, 10:49:35 am
Lol, it's an Action Battle System that takes place on the map. xD
Title: Re: [XP] Blizz-ABS
Post by: PhoenixFire on April 16, 2011, 11:08:14 am
Alright, I'm just gonna read through the manual again... I mean, I'm a little more coherent this time, compared to when I started to read through it...
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on April 17, 2011, 12:56:45 am
Hello! Im making a event system that let the actor rest (recovering HP) if the player hold pressed the R key... The problem is that if my character sleep i still can move it around the place... Exist a call script command that stop all the movement of the character (im using Blizzabs Controls) ????
Title: Re: [XP] Blizz-ABS
Post by: ForeverZer0 on April 17, 2011, 01:13:25 am
What's wrong with the Wait command?
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on April 17, 2011, 05:15:10 pm
Even if i used the actor can move T_T
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on April 17, 2011, 05:58:36 pm
How about just adding a state with the restriction "can't move" to the actor
Title: Re: [XP] Blizz-ABS
Post by: G_G on April 17, 2011, 05:59:45 pm
Holy hell, haven't seen HD here for awhile :O
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on April 17, 2011, 09:25:50 pm
Quote from: Hellfire Dragon on April 17, 2011, 05:58:36 pm
How about just adding a state with the restriction "can't move" to the actor


Um!!! Sounds good...Pretty Smart uh??? Im going to try it ^^
Title: Re: [XP] Blizz-ABS
Post by: ForeverZer0 on April 18, 2011, 12:23:47 am
If the wait command is in an Autorun event the player can't move.
Title: Re: [XP] Blizz-ABS
Post by: elmangakac on April 18, 2011, 02:31:25 pm
Works with the state and the restriction... Thanks to all again ^_^
Title: Re: [XP] Blizz-ABS
Post by: karldaylo on April 20, 2011, 01:18:20 am
im havin problem on droping item...

im usin the 2.84th version... im assured that the drop item box was already ticked, and copied the generated script(and pasted it on my game)

but then no items dropped on enemies :/

thank you for any help

EDITED: and i would like to know if its posible to nullify some action scripts (like the jump/run/turn buttons) i dont want to include those in my game :D thanks again

PS: i have a question, is there a shortcut button for the hotkeys menu.... i dont want to also to include menu to my game :P
im a freakin choosy on what i want or not on my game..... but as the creator... the player must respect whats featured or not into it XD.. thanks again and again
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2011, 02:33:08 am
1. Have you made your enemies drop stuff? Try giving them an item to drop and set the probability to 100% and then see what happens.

2. The jump/run/turn/etc. actions can all be disabled by simply disabling the appropriate button at the beginning of the game. Refer to the manual for the proper script calls.

3. Same as 2. Also, you might want to activate the option called "Direct Hotkeys" in that case.
Title: Re: [XP] Blizz-ABS
Post by: karldaylo on April 20, 2011, 08:45:29 am
wow... lol, actually its my fiirst time using the rpg maker (which is probably idiotic since,, i had a confidence makin agame, within an engine i never learned on how to use it XD... plus the confidence of adding scripts thats advance as like this XD)

THANKS IT WORKED :D
Title: Re: [XP] Blizz-ABS
Post by: flynnmichael81 on April 20, 2011, 11:34:09 am
Hi, this is my first time posting on these forums although I have been scanning them for a few weeks. Before I post, what is probably a beginners error, I want to say....

Thanks for all the amazing scripts! I played around with rpgmaker a few years ago but wasn't too impressed. This site has really made it interesting for me so thanks again.

Ok.. my problem: I am using Blizz-ABS in combination with auto-targeting and mouse control (have checked order with the master sheet) everything works fantastically until an 'enemy' is killed that has an evented script because it then plays that script.

e.g. A guard is killed by a monster. The guard has a simple text event attached to him that normally enables the player to chat with him. When he dies the text is displayed.
Spoiler: ShowHide
(http://img689.imageshack.us/img689/1893/unledsb.png)
image of issue


EDIT: My bad... didn't quite get what I was supposed to do with the the custom triggers, was putting them as a script call :P

Damn... I so wanted my first post here not to make me look dull XD
Title: Re: [XP] Blizz-ABS
Post by: karldaylo on April 20, 2011, 10:14:12 pm
how bout this(not recommend but it may help you :D)

put a conditional branch:
@Conditional Branch: The A button is being pressed
@>Text: Message here...
@>
: Else
@>
:Branch End
@>


EDITED: mr Bizzard, theres a bit discompatibility within blizzabs and mouse controller that you created... you can try it... the problem happens in hotkey selection menu.. is ther anyway to disable mouse temporarily ... only when the hotkeywindow is open?
thanks

Title: Re: [XP] Blizz-ABS
Post by: Melvin on May 04, 2011, 04:28:24 pm
Goood work Blizz! This ABS is the best!
I have some problems but generally is ok!
Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on May 06, 2011, 07:00:39 pm
Is it possible to use the player's coordinates for the create event function?
Because, whenever I try, I always get the "Syntax Error" message.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 06, 2011, 07:23:59 pm
yes it is.  The syntax error means your code is incorrect.  Maybe you are missing a parenthesis or something?
Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on May 06, 2011, 07:36:23 pm
Probably. I'm horrible with RGSS.
Anyways, if you wouldn't mind helping me, here's the code itself:
Spoiler: ShowHide
$BlizzABS.create_event
($game_player.x,
$game_player.y - 4 , 'Rock',
[[[false, false, false,
false, 0, 0, 0, 0, ''], [0, 'rock',
0, 2, 0, 255, 0], 0, 1, 1,
[false, true, [[2, []], [15, [20]],
[3, []]]], true, false, false, false,
false, 0, [[121, 0, [5, 5, 0]], [121,
0, [5, 5, 1]]]]])
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 06, 2011, 07:53:08 pm
The first parenthesis needs to be on the same line as create_event.  If you are doing this from the event script call, that's not going to work because the box is too small, so you need to make a module for calls of this length, like this:

Module CrEv
  def ev1
    YOUR CODE HERE
  end
  def ev2
    DIFFERENT EVENT CREATION CODE HERE
  end
end


Then call CrEv.ev1 from the event so it will fit.

Alternatively, you can use the move route script call, because it won't mess things up like the normal event script call does.
Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on May 06, 2011, 08:22:42 pm
Alright, I seem to be getting another error now.
I've put the script in:
Spoiler: ShowHide
module CrEv
 
 def ev1
   $BlizzABS.create_event($game_player.x, $game_player.y - 4, 'My Event', [[[false, false, false,false,3, 0, 12, 0, ''], [0, 'rock', 180, 2, 0, 255, 0], 1, 4, 2, [false, false,[[2, []], [15, [20]], [3, []]]], false, false, false, false, false, 0,[[121, 0, [5, 5, 0]], [121, 0, [5, 5, 1]]]]])  
 end  
end


But now, I get an error saying: "undefined method 'ev1' for CrEv:Module"

EDIT:
Nevermind, I found a way for it to work with the event script call.
Title: Re: [XP] Blizz-ABS
Post by: mcgluszak on May 07, 2011, 01:25:52 pm
module CrEv
 def CrEv.ev1
   $BlizzABS.create_event($game_player.x, $game_player.y - 4, 'My Event', [[[false, false, false,false,3, 0, 12, 0, ''], [0, 'rock', 180, 2, 0, 255, 0], 1, 4, 2, [false, false,[[2, []], [15, [20]], [3, []]]], false, false, false, false, false, 0,[[121, 0, [5, 5, 0]], [121, 0, [5, 5, 1]]]]])  
 end  
end
Now it should work.  :)

Edit:
QuoteNevermind, I found a way for it to work with the event script call.
« Last Edit: Today at 06:24:30 PM by JellalFerd »

One minute before me  :facepalm:
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 07, 2011, 01:27:13 pm
use def self.ev1 since its a module.
Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on May 07, 2011, 04:03:02 pm
Quote from: mcgluszak on May 07, 2011, 01:25:52 pm
module CrEv
 def CrEv.ev1
   $BlizzABS.create_event($game_player.x, $game_player.y - 4, 'My Event', [[[false, false, false,false,3, 0, 12, 0, ''], [0, 'rock', 180, 2, 0, 255, 0], 1, 4, 2, [false, false,[[2, []], [15, [20]], [3, []]]], false, false, false, false, false, 0,[[121, 0, [5, 5, 0]], [121, 0, [5, 5, 1]]]]])  
 end  
end
Now it should work.  :)

Edit:
QuoteNevermind, I found a way for it to work with the event script call.
« Last Edit: Today at 06:24:30 PM by JellalFerd »

One minute before me  :facepalm:

Oh, cool, it worked.
But yeah, sorry for the trouble.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 07, 2011, 04:16:48 pm
*gets idea*
*goes to start making "Event Creation Script Call Generator"*
*expects winkio to add an option like this in the config*
Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on May 07, 2011, 06:16:23 pm
Oh yeah, and just wondering about one thing.
When using direct hotkeys, is there a way to change it from numbers to any desired key?
Title: Re: [XP] Blizz-ABS
Post by: (Hexamin) on May 09, 2011, 05:28:03 pm
Change log since 1 year ago please.
:naughty:
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 09, 2011, 05:37:03 pm
combos, manual event creation, new manual, centered sprites, custom event sizes, rewrite in progress,

and this thread: http://forum.chaos-project.com/index.php/topic,6164.msg104939.html#msg104939 (http://forum.chaos-project.com/index.php/topic,6164.msg104939.html#msg104939)
Title: Re: [XP] Blizz-ABS
Post by: Kirye on May 11, 2011, 01:36:06 am
Alright, didn't know where to post this but I imagine it's here?

So i'm having an error with BABS. Sometimes when enemies drop items, they can't be picked up at all and they don't end up in my inventory. I'm not getting any Script errors or anything, so I dunno what I should be posting to help fix the problem.

Hopefully you guys can help. These are the scripts i'm running if that helps.

BABS 1
BABS 2
BABS 3
Landith's Party HUD
Littledrago's BABS Boss HP meter
Qubid's MP3 loop (I know it's not from this website but it shouldn't affect items or BABS at all.)
ForeverZer0's Blacksmith script
Stormtronics CMS
Title: Re: [XP] Blizz-ABS
Post by: Agckuu Coceg on May 15, 2011, 09:55:26 am
Began to look seriously Blizz-ABS, and here I am faced with a problem in implementation.

Attaching skills and items to hotkeys can only manually through Scene_Hotkey. But the problem is that I originally tidy up the possibility of any calling menus in the project, and I need to automate it. Is there any scriptlet to implement the automatic attachment of a skill or items to hotkeys?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 15, 2011, 03:03:20 pm
$game_actors[ACTOR_ID].skill_hotkeys[BUTTON_NUMBER] = SKILL_ID
$game_actors[ACTOR_ID].item_hotkeys[BUTTON_NUMBER] = ITEM_ID


You can make an initial setup in the game and you can make a parallel process common event that handles additional assignment during the game if you want.
Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on May 15, 2011, 04:54:36 pm
Alright, for the time/turns thing, is it said amount of turns last said amount of frames or said amount of seconds?
Just wondering.  :P
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 15, 2011, 05:02:53 pm
If you mean the actual battle turn variable, that one isn't being used in Blizz-ABS. If you mean status effects, their "turn time" means seconds in Blizz-ABS. Basically if you put a state to go away after 10 turns, it means that it will go away after 10 seconds.
Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on May 15, 2011, 05:16:20 pm
Quote from: Scorpion on May 15, 2011, 05:02:53 pm
If you mean status effects

Yeah, that one.
Thanks.
Title: Re: [XP] Blizz-ABS
Post by: Agckuu Coceg on May 16, 2011, 01:39:10 pm
Quote from: Scorpion on May 15, 2011, 03:03:20 pm
$game_actors[ACTOR_ID].skill_hotkeys[BUTTON_NUMBER] = SKILL_ID
$game_actors[ACTOR_ID].item_hotkeys[BUTTON_NUMBER] = ITEM_ID


You can make an initial setup in the game and you can make a parallel process common event that handles additional assignment during the game if you want.


Origato, Blizz Scorpion.
Title: Re: [XP] Blizz-ABS
Post by: Kamel on May 17, 2011, 06:52:54 am
I have a problem with spriteset of Beam Skill.
As u know, in the instruction there is:
"Beam skills use a special type of spriteset.
Only the image of the beam facing down is needed, Blizz-ABS will create rotate the image when necessary."
When an Actor is facing down or up, everything is ok. Problem is when actor is facing at left or right, as u see on a screenshot:

(http://img402.imageshack.us/img402/7608/erroryv.png)

And here is the spriteset of this skill:
Spoiler: ShowHide
(http://img706.imageshack.us/img706/7972/zapcannon2.png)


I don't know the right position...
Maybe the image should be smaller? Dunno...
Help me, pleeeeeaasssee!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 17, 2011, 08:11:29 am
Change the width of the file. That should do it.
Title: Re: [XP] Blizz-ABS
Post by: Kamel on May 17, 2011, 09:05:34 am
Right! I set width to 44 and it is better, thanks a lot!
Title: Re: [XP] Blizz-ABS
Post by: Lurvid on May 17, 2011, 08:35:42 pm
Hi, me again. I'm having some script compatibility issues. I'm only using 2 scripts (One has an options controller, so more like 3 I guess). I'm using ForeverZer0's Options Controller (http://forum.chaos-project.com/index.php?topic=5749.0), which I need in order to make any use of ForeverZer0's Multiple Message System (http://forum.chaos-project.com/index.php?topic=5907.0). I tried removing the script all together, the message system was all buggy and basically didn't even function anymore. With my lack of any knowledge of programming, I tried removing bits of code from the controller that RMXP said wasn't working, that didn't work. I'm kind of at a loss here. Can I get any help with this? I really don't want to just abandon the Message System, I love it so, and my game is supposed to look very cartoony and simple, like a Rareware game pretty much.

EDIT Nevermind I found a way better message system that works with Blizz-ABS. Thanks anyway. Also love the ABS, more features than you could ask for! Beautiful script, going right at the top of my game's credits.
Title: Re: [XP] Blizz-ABS
Post by: Kamel on May 18, 2011, 11:12:30 am
After taking a loot, corpses disappear. Can they not disappear?


What is "damage formula" in Blizz-ABS? How could I calculate damage?
"damage formula" -I mean, for instance, Dmg=Atk+Power-Enemy Def or whatever, u know...
Title: Re: [XP] Blizz-ABS
Post by: The Niche on May 18, 2011, 01:14:14 pm
Quote from: Kamel on May 18, 2011, 11:12:30 am
After taking a loot, corpses disappear. Can they not disappear?

It's doable, but there's no real point to it. It'd just slow the game down.

Quote from: Kamel on May 18, 2011, 11:12:30 am
What is "damage formula" in Blizz-ABS? How could I calculate damage?
"damage formula" -I mean, for instance, Dmg=Atk+Power-Enemy Def or whatever, u know...

The standard formula, I believe.
Title: Re: [XP] Blizz-ABS
Post by: Lurvid on May 19, 2011, 12:47:41 am
Uh, is there any way to completely disable the Pre-Menu? it's screwing with a Mode7 script I'm using. Something about "tone", I guess because the Pre-Menu tones the screen. I tried setting the Pre-Menu to -1 but that didn't do anything. Really why isn't there even an option to disable the Pre-Menu in the first place? There's like, an option for pretty much everything else except that.
Title: Re: [XP] Blizz-ABS
Post by: ForeverZer0 on May 19, 2011, 01:12:42 am
I know, what a bunch of amateurs.
How could they have forgot such a thing.

Luckily they have you around to set'em straight.  ;)
Title: Re: [XP] Blizz-ABS
Post by: Lurvid on May 19, 2011, 01:21:30 am
Quote from: Baraka on May 19, 2011, 01:12:42 am
I know, what a bunch of amateurs.
How could they have forgot such a thing.

Luckily they have you around to set'em straight.  ;)


What, consumers complain! =P
I think it's just aggravating I've already dealt with so many script conflicts, and the apparent last one is nothing more than a feature that I can't seem to disable. Isn't there any way to just get past it and go directly to the Menu?
Title: Re: [XP] Blizz-ABS
Post by: The Niche on May 19, 2011, 03:50:26 am
Put Scene_Menu/whatever cms script you're using after blizzABS.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on May 19, 2011, 04:04:07 am
Quote from: Lurvid on May 19, 2011, 12:47:41 am
Uh, is there any way to completely disable the Pre-Menu? it's screwing with a Mode7 script I'm using. Something about "tone", I guess because the Pre-Menu tones the screen. I tried setting the Pre-Menu to -1 but that didn't do anything. Really why isn't there even an option to disable the Pre-Menu in the first place? There's like, an option for pretty much everything else except that.


http://forum.chaos-project.com/index.php?topic=7836.0
Title: Re: [XP] Blizz-ABS
Post by: Lurvid on May 19, 2011, 04:13:03 am
Quote from: LiTTleDRAgo on May 19, 2011, 04:04:07 am
Quote from: Lurvid on May 19, 2011, 12:47:41 am
Uh, is there any way to completely disable the Pre-Menu? it's screwing with a Mode7 script I'm using. Something about "tone", I guess because the Pre-Menu tones the screen. I tried setting the Pre-Menu to -1 but that didn't do anything. Really why isn't there even an option to disable the Pre-Menu in the first place? There's like, an option for pretty much everything else except that.


http://forum.chaos-project.com/index.php?topic=7836.0


Oh, thank you SO much!
Now that I think about it I should have noticed this script before. I feel like an idiot now.
Either way thank you! Now I can finally continue to work on my project after the longest time of having to go through so many script conflicts. It's not like I'm even using that many either, it's just Blizz-ABS and Mode7.
Hopefully I shouldn't bother you guys anymore now.
Title: Re: [XP] Blizz-ABS
Post by: kenshen on May 20, 2011, 12:34:21 pm
Hey need some help with this system

first off i can't read the manual it does not work it says webpage not found

and also how do i hide the hud
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 21, 2011, 02:21:04 am
Quote from: Blizzard on January 09, 2008, 08:21:56 am
Author's Notes

Please download the User Manual and read it to learn how to use Blizz-ABS. If you don't read the Manual, you will not be able to use many of the great features this ABS supports.

If you have problems opening the .chm manual file, please read this article: http://blogs.technet.com/seanearp/archive/2007/05/28/can-t-read-chm-compiled-help-on-vista-xp-2003.aspx
The solution is at the bottom, you don't need to read the whole article.


If you find any bugs, please report them here:
http://forum.chaos-project.com

That's it! N-Joy! =D
Title: Re: [XP] Blizz-ABS
Post by: Kamel on May 26, 2011, 04:11:52 am
Hey,
Could I set a condition in my event, that I can use an item on the enemy, only if the enemy has less than, e.g. 40% life? or if it is easiest, enemy is dead? (corpse is lying on the ground)
I would like to use a part from script here (I have babs)- where can I find this condition?
Title: Re: [XP] Blizz-ABS
Post by: The Niche on May 27, 2011, 11:45:41 am
In the manual, chapter four somewhere, I can't remember. :/
Title: Re: [XP] Blizz-ABS
Post by: Kamel on May 28, 2011, 04:55:47 am
Oh yea
You saved my ass...
I can be your slave, if u want to, my Lord


@down
ok  :P
Title: Re: [XP] Blizz-ABS
Post by: The Niche on May 28, 2011, 05:09:46 am
You're ok, I have no use for slaves.
Title: Re: [XP] Blizz-ABS
Post by: sasofrass on May 28, 2011, 05:06:20 pm
How would I make it so spells that I cast with a projectile can be transparent?

I have a transparent glow around my fireballs, but when I test them in game they are bright red and it looks a bit off..
Title: Re: [XP] Blizz-ABS
Post by: WinterVisage on May 28, 2011, 08:59:01 pm
Save them in png24 instead of png. Png24 has multilevel transparency, while png/other formats do not (as they use either transparent or not)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 29, 2011, 06:23:05 am
That's not true. png is by default 32 bit. In fact, 24 bit png would be no transparency at all because it's only 24 bit. Only 8 bit png has a yes/no transparency like gif.
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on May 30, 2011, 01:38:06 pm
Can someone please explain how the minimap classifies each event for setting up the correct-colored arrow? Do I really need to have every character on screen an enemy for the arrow to appear(excluding teleports/dropped items, of course)? The manual doesn't really specify this...

I wanted to add an orange colored-arrow to denote a merchant but it only works if I create a "merchant enemy." Same thing for NPCs, and I don't want the player to just kill them if he/she wants to. I tried playing around with the script but it crashes if I use an event that isn't classified as enemy.
Title: Re: [XP] Blizz-ABS
Post by: Kirye on June 02, 2011, 12:36:18 am
EDIT: Nevermind, I got it to work.
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on June 02, 2011, 01:02:48 am
I rather figured it out.

creating an event via script is awfully complicated.
Title: Re: [XP] Blizz-ABS
Post by: Kamel on June 02, 2011, 05:31:49 am
I have problem with one my beam skill
This is my spriteset:
Spoiler: ShowHide
(http://img830.imageshack.us/img830/3226/firespin.png)

and this is how it looks in the game:
Spoiler: ShowHide
(http://img269.imageshack.us/img269/7153/beamq.png)


Other my beam skill works right, but this doesn't...
Name is correct. What can be wrong?


In Config in Items, I checked "drop sprite"
In part 1 I have this:
def self.drop_sprite(id)
      case id
      when 1 then return true # Small Potion

But in the game I don't see this sprites on the ground after killing enemy
How this spriteset should look?
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on June 06, 2011, 09:14:54 pm
Question about the 8-way movement.

Ok, I like the 8-way movement but when I turn it on, it only affects players. Is there a way how to get 8-way movement for enemies?

I tried setting an enemy's movement to custom and use lower right, upper right, lower left, upper left but that didn't do it. What I'm trying to say is have an enemy try to fight me and it being able to move in any direction and not just the normal up, down, left and right.
Title: Re: [XP] Blizz-ABS
Post by: Kirye on June 06, 2011, 09:31:20 pm
I'm having a slight problem with BABS, but i'm not exactly sure how to describe it so bear with me.

I'm trying to make it so when I hit an ally on the field *Enemy with an allied alignment*, it won't cause any damage. For this to work, I made every weapon have the "vs Angel" element and made every ally have an E affinity against vs Angel, which should make it not take any damage from players. Having done this, everything worked just fine.

Yesterday I installed Tons of Add ons because I wanted to add the Black shading, Ultimate Font override and Fullscreen? options to the game. Those are the only options that I enabled on Tons. But now when I hit an ally, he takes damage regardless of his defense against my weapon.

I don't want to increase ally PDF/MDF to max because then they can't be killed by enemies. So did Tons screw with something or did something else happen down the road that I haven't noticed yet?
Title: Re: [XP] Blizz-ABS
Post by: mroedesigns on June 07, 2011, 03:32:56 pm
So I'm going through and rebuilding the framework of my project, which includes resetting scripts and starting some over. Here's my current script order.

Spoiler: ShowHide
RMX-OS Options
RMX-OS Script
Item Quality Colors
A.E.T.S
RMX-OS Global Day & Night
Blizz-ABS 1
Blizz-ABS 2
Blizz-ABS 3
Blizz-ABS RMX-OS Controller
Blizz-ABS Z-Hud
Blizz-ABS Battle Music

RMX-OS Main


I'm having a strange bug with Blizz-ABS. For some reason, sometimes when enemies respawn at a respawn point, they display no graphic, so you can't see them on the map. But they still attack like normal enemies.

I searched around and couldn't find anything about this. Sorry if I missed anything
Title: Re: [XP] Blizz-ABS
Post by: kenshen on June 10, 2011, 11:36:34 am
hey i really like this battle system and wondered could we make this battle system more like the kh battle system if so could you give me a guide on how to do so??
Title: Re: [XP] Blizz-ABS
Post by: diagostimo on June 10, 2011, 07:02:47 pm
hey so imusing this script with rm-os, i was just wondering if there is any way that i can set the enemies respawn point to the same that it starts at as when i kill an enemy it respawns in some random location, also if i can disable the respawn for boss enemies and and enable them to activate switches when they die
Title: Re: [XP] Blizz-ABS
Post by: mroedesigns on June 10, 2011, 09:27:18 pm
Quote from: diagostimo on June 10, 2011, 07:02:47 pm
hey so imusing this script with rm-os, i was just wondering if there is any way that i can set the enemies respawn point to the same that it starts at as when i kill an enemy it respawns in some random location, also if i can disable the respawn for boss enemies and and enable them to activate switches when they die


The manual talks about setting respawn points. All you gotta do is make an event, and somewhere in the name put "/respawn[n]" where n is the number of the enemy you want to respawn there. You can also change the respawn times if you want to.
Title: Re: [XP] Blizz-ABS
Post by: diagostimo on June 10, 2011, 11:13:01 pm
cool that worked all i need now is to be to make certain enemies not respawn, i can set them up as lifeless but then they dont attack me, and if i turn of the respawn of in the enemy behavior they all stop respawning
Title: Re: [XP] Blizz-ABS
Post by: mroedesigns on June 10, 2011, 11:29:34 pm
I'm pretty sure there is a default respawn option, if I'm right then you can turn that off and they won't respawn unless you make a respawn point for them. Im not 100% positive about that though, check it out and let me know if it worked.
Title: Re: [XP] Blizz-ABS
Post by: diagostimo on June 11, 2011, 12:22:33 am
that totaly worked thanks for the help its much apretiated :)
Title: Re: [XP] Blizz-ABS
Post by: mroedesigns on June 11, 2011, 12:42:58 am
No problem, glad I could help.

Just so my problem doesn't get lost in the masses :V

I'm having a strange bug with Blizz-ABS. For some reason, sometimes when enemies respawn at a respawn point, they display no graphic, so you can't see them on the map. But they still attack like normal enemies.

I searched around and couldn't find anything about this. Sorry if I missed anything
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 11, 2011, 12:50:57 am
if you are unable to damage these enemies, then it's from an old bug, and has something to do with event commands executed when the enemy dies.  I'm working on fixing it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 11, 2011, 03:38:51 am
Shouldn't it be \respawn? Or did you make both work already, winkio?
Title: Re: [XP] Blizz-ABS
Post by: mroedesigns on June 11, 2011, 03:52:20 am
Quote from: winkio on June 11, 2011, 12:50:57 am
if you are unable to damage these enemies, then it's from an old bug, and has something to do with event commands executed when the enemy dies.  I'm working on fixing it.


Alright good to know.

In case it helps; I am unable to attack these enemies once they 'turn invisible', also I noticed that if another NPC enemy event is attacked by these invisible things, not only do they not fight back, but they act like they were never attacked.
Title: Re: [XP] Blizz-ABS
Post by: diagostimo on June 11, 2011, 08:58:10 am
ok the event having no respawn point makes it so the enemy doesnt respawn after killed but im using this with the os script, so say i leave the map and come back in or quit and log back in the enemy not set to respawn is there again, is there a way that i could set it to activate a switch upon death so i can set it to erase event?
edit- doesnt matter i learnt how to create event via script, this will be ace for giant monsters that only occur once and require lots of people to kill it, and i will be able to set it up on a global switch :)
Title: Re: [XP] Blizz-ABS
Post by: Inca on June 11, 2011, 02:44:15 pm
Hello. Is any issue to run this battle system on Windows 7? I run file config in Windows XP, but in Win 7 in the same project folder file config doesn't run at all - only error message appeared...
Title: Re: [XP] Blizz-ABS
Post by: kenshen on June 11, 2011, 02:49:06 pm
hey does any one know how to make this system have a kingdom hearts style menu??
Title: Re: [XP] Blizz-ABS
Post by: mroedesigns on June 11, 2011, 02:52:11 pm
That'd be something to do with a CMS, or custom menu script, not Blizz-ABS.
You could try modifying existing CMS's, or create your own.
Title: Re: [XP] Blizz-ABS
Post by: kenshen on June 11, 2011, 03:21:42 pm
Quote from: mroedesigns on June 11, 2011, 02:52:11 pm
That'd be something to do with a CMS, or custom menu script, not Blizz-ABS.
You could try modifying existing CMS's, or create your own.


no i meant battle menu
Title: Re: [XP] Blizz-ABS
Post by: mroedesigns on June 11, 2011, 03:23:02 pm
battle menu? You mean the HUD? I'm confused. There's not really a menu for battle in an ABS, that or somethings just going way over my head.
Title: Re: [XP] Blizz-ABS
Post by: kenshen on June 11, 2011, 03:52:59 pm
http://kingdomhearts.neoseeker.com/w/i/kingdomhearts/9/94/Cerberus_Battle_KH.png the red menu on screen
Title: Re: [XP] Blizz-ABS
Post by: mroedesigns on June 11, 2011, 04:09:15 pm
Like I said, an ABS doesn't really have those. Hence the name action battle system. Battles don't happen with menus and such like in that screenshot, they happen in real time on the map.
Title: Re: [XP] Blizz-ABS
Post by: Kirye on June 11, 2011, 06:16:04 pm
Quote from: mroedesigns on June 11, 2011, 04:09:15 pm
Like I said, an ABS doesn't really have those. Hence the name action battle system. Battles don't happen with menus and such like in that screenshot, they happen in real time on the map.


That menu is pretty much real time. Kingdom Hearts had that menu to make it quicker than assigning hotkeys.

Unfortunately Kenshen, because of the lack of buttons to use that menu it'd be a pain in the ass to make a menu like that. In KH, you have the D-Pad to change the options from Attack to skills and items. In RMXP you'd need to set buttons to change the menu, AND have buttons to move. It's doable, just harder.
Title: Re: [XP] Blizz-ABS
Post by: mroedesigns on June 11, 2011, 06:20:22 pm
Ohh, sorry. I was misunderstanding. I didn't know that KH used real time, the SS looked like a 'classic' battle type scene.
Title: Re: [XP] Blizz-ABS
Post by: kenshen on June 11, 2011, 07:27:05 pm
Quote from: Kirye on June 11, 2011, 06:16:04 pm
Quote from: mroedesigns on June 11, 2011, 04:09:15 pm
Like I said, an ABS doesn't really have those. Hence the name action battle system. Battles don't happen with menus and such like in that screenshot, they happen in real time on the map.


That menu is pretty much real time. Kingdom Hearts had that menu to make it quicker than assigning hotkeys.

Unfortunately Kenshen, because of the lack of buttons to use that menu it'd be a pain in the ass to make a menu like that. In KH, you have the D-Pad to change the options from Attack to skills and items. In RMXP you'd need to set buttons to change the menu, AND have buttons to move. It's doable, just harder.


i have a controller for my pc to use
Title: Re: [XP] Blizz-ABS
Post by: mroedesigns on June 11, 2011, 07:38:52 pm
but does ever person who might ever play / test / look at / think about your game have a controller?
Title: Re: [XP] Blizz-ABS
Post by: Inca on June 12, 2011, 01:35:33 pm
Sorry for repeating question, but i really want to know is there any issue to run this Battle System on Windows 7? I successfully ran Сonfig file in Windows XP, but in Win 7 in the same project folder Сonfig file doesn't ran at all - only error message appeared...
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 12, 2011, 02:20:43 pm
it has no problems on Win7, but you need to reinstall the .NET framework, which is a free download from microsoft.
Title: Re: [XP] Blizz-ABS
Post by: Vaelen on June 12, 2011, 03:35:02 pm
for playing with a Gamecontroller, use XPadder. http://www.xpadder.com/  with this little software you can emulate every keyboard button on your controller (even mouse events)

and blizz abs works fine with win 7.
(normally .net framework should be installed after installing win 7.. its very useful)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 12, 2011, 06:16:32 pm
Win 7 comes with .NET 3.5 pre-installed. You only need .NET 2.0 of higher for the config app, not for using the script. :facepalm:
Title: Re: [XP] Blizz-ABS
Post by: Kirye on June 13, 2011, 05:41:31 pm
I'm having another weird problem with BABS. *I know, Kirye is relentless but I figure eventually someone will have a solution to one of my RMXP problems. XD*

So I made a boss battle with 4 enemies on the screen. While your party is all alive, the 4 enemies will attack you relentlessly. That's how it's supposed to be.

However, if 2/3 of your party members are dead the enemies completely halt attacking altogether. I can keep hitting the enemies without getting hit once. If I revive anyone, they keep attacking until there's only one person left alive again and then stop again.

Hopefully I can get some help for this? >< Thanks.

EDIT: I'm not using any Scripts that would conflict with the enemy AI.
Title: Re: [XP] Blizz-ABS
Post by: Felix0 on June 13, 2011, 10:15:20 pm
Can someone PLEASE give an example of what to name a beam skill sprite.
I can't not a single soul has actually posted what the skill should be named.
I tried Beam_Skill_3
Beam_3
and such.

I'm so frustrated that I couldn't find one.
Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on June 13, 2011, 10:20:38 pm
Quote from: Felix0 on June 13, 2011, 10:15:20 pm
Can someone PLEASE give an example of what to name a beam skill sprite.
I can't not a single soul has actually posted what the skill should be named.
I tried Beam_Skill_3
Beam_3
and such.

I'm so frustrated that I couldn't find one.


I could be mistaken, but I think it's (character name)_skl(skill number)_wpn.png.

For example, "Creek_skl104_wpn.png."

EDIT: Nevermind - this is wrong. It's been changed since the last time I used it. I believe the poster below me is correct.
Title: Re: [XP] Blizz-ABS
Post by: Kirye on June 13, 2011, 10:22:05 pm
Quote from: Felix0 on June 13, 2011, 10:15:20 pm
Can someone PLEASE give an example of what to name a beam skill sprite.
I can't not a single soul has actually posted what the skill should be named.
I tried Beam_Skill_3
Beam_3
and such.

I'm so frustrated that I couldn't find one.


The way it works for me is naming the beam skill the same as whatever Icon the skill is using.

If the skill "Beam" is using the Icon "BeamIcon" then you name the beam sprite in your Character folder "BeamIcon"
Title: Re: [XP] Blizz-ABS
Post by: Felix0 on June 13, 2011, 10:25:44 pm
gry_skl3_wpn.png
didn't work.
I'll try the Icon method
Title: Re: [XP] Blizz-ABS
Post by: Felix0 on June 13, 2011, 10:32:54 pm
Quote from: Kirye on June 13, 2011, 10:22:05 pm
Quote from: Felix0 on June 13, 2011, 10:15:20 pm
Can someone PLEASE give an example of what to name a beam skill sprite.
I can't not a single soul has actually posted what the skill should be named.
I tried Beam_Skill_3
Beam_3
and such.

I'm so frustrated that I couldn't find one.


The way it works for me is naming the beam skill the same as whatever Icon the skill is using.

If the skill "Beam" is using the Icon "BeamIcon" then you name the beam sprite in your Character folder "BeamIcon"


Thank, Odin, Zeus, Horus, God
why isn't this mentioned in the manual...
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 13, 2011, 10:35:54 pm
Quote from: Felix0 on June 13, 2011, 10:32:54 pm
why isn't this mentioned in the manual...


because the whole sprite system is being redesigned so that it is much more user-friendly and powerful, at which point the manual will be updated.
Title: Re: [XP] Blizz-ABS
Post by: Felix0 on June 14, 2011, 12:01:24 am
Oh, okaies. But, can beam sprites can be animated?
Eventually?
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 14, 2011, 12:09:18 am
yes.  Once it is finished, all sprites will work the same way that weapon sprites do, where there is both a character pose sprite and an animation sprite for each direction that can have any number of frames.  In addition, all remote abilities (projectiles, beams, etc) will have an additional sprite.  There will be a new naming convention, but it will be the same across the board for skills, items, beam attacks, weapons, enemies, etc.
Title: Re: [XP] Blizz-ABS
Post by: Felix0 on June 14, 2011, 12:33:39 am
$BlizzABS.actor_force_action(0, ENEMIES, 0, SKILL, 86)


I have a skill that has a cast animation, It's an arrow rain skill. But I want it to only do dammage as the arrows are falling.
Thing is. I wish there was a way to remove the target circle, and just instantly execute the skill and damage all targets in the area.
Any plug ins?



Fixed it. Had to use trap on contact.
Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on June 14, 2011, 08:40:37 am
I was wondering how I could keep track of an event's X and Y coordinates with variables.

I was finding a way to get past the jumping error, and the only easy conclusion I could come up with was have a dummy event jumping and an invisible enemy that would constantly have its event location set to the dummy events x and y. But I needed a way to keep track of an event's x and y for that to happen.
Title: Re: [XP] Blizz-ABS
Post by: Kirye on June 14, 2011, 11:42:22 am
Quote from: JellalFerd on June 14, 2011, 08:40:37 am
I was wondering how I could keep track of an event's X and Y coordinates with variables.

I was finding a way to get past the jumping error, and the only easy conclusion I could come up with was have a dummy event jumping and an invisible enemy that would constantly have its event location set to the dummy events x and y. But I needed a way to keep track of an event's x and y for that to happen.


Parallel Process event
Set Variable [Enemy X] to Dummy Event X
Set Variable [Enemy Y] to Dummy Event Y
Set Event Location [Invisible Enemy] to Variables Enemy X, Enemy Y
Wait 3 frames

Wouldn't that do it? The only thing is that i'm not sure if the Invisible enemy would be attacking with it teleporting all the time. Might have to use Forced actions.
Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on June 14, 2011, 04:12:07 pm
...I had forgotten there was that whole "Character" bullet thing in Control Variables.
I feel stupid now.  :facepalm:
Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on June 15, 2011, 10:50:22 pm
Sorry for all the questions.
Anyways, for the event creation commands, what would you use for the parameter of the Show Animation command?
Because, I used this:
[207, 0, [@SELF,99]

But, that didn't work at all.
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 15, 2011, 10:54:55 pm
don't use @self.  use -1 for the player, or 0 for the event the command is running in (or 1-999 for another event's ID)
Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on June 15, 2011, 11:26:05 pm
It's still not showing.
If this helps, here's the code:
$BlizzABS.create_event(
$game_player.x, $game_player.y+1,
'Bomb', [[[false, false, false,
false,3, 0, 12, 0, ''], [0, 'bomb',
180,4, 3, 255, 0], 0, 4, 2, [false,
true, [[2, []], [15, [20]], [3,
[]]]], true, false, false, false,
false, 4, [[106, 0,[20]],[207, 0,
[0,99]]]]])
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 15, 2011, 11:52:03 pm
hm, I just tested it, and something isn't working right.  I'll look into it.
Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on June 17, 2011, 03:38:28 am
Is there something wrong with using multiple events? Because, it works if I remove the first command.
Title: Re: [XP] Blizz-ABS
Post by: EBellena on June 17, 2011, 08:02:47 pm
Hey, I seem to be having a compatibility problem with the latest version of Blizz ABS and Ccoa's UMS...

It's doesn't crash the game or anything, so it's not a huge issue, but once I added and configured the ABS in my game, the text in dialogue was instant instead of one letter at a time. It seems to be completely ignoring any pauses. I have UMS above BABS (Placing it below causes some features to fail, along with being instant, so I assume that's where it should be placed) and can't really see what's wrong. I'm not a scripter, so I have no idea what could be causing this. Does anyone know what it is that causes this? As I said, it's not a huge issue, but it seems like it kills the atmosphere a little. Any help is much appreciated!

I hate that my first post involves asking for help, but... Please help?    :P
Title: Re: [XP] Blizz-ABS
Post by: sasofrass on June 20, 2011, 01:49:45 pm
Where am I able to turn off SP gain numbers?

Like you know how you deal damage and you can see the numbers? I have a system where you are constantly getting +1 SP and any time I get healed, or take damage, it shows a '1' next to the damage for the SP gain.
Title: Re: [XP] Blizz-ABS
Post by: PhoenixFire on June 20, 2011, 07:34:24 pm
If I remember correctly, it's somewhere in the config program, where you check off the option of showing damage numbers... I would suggest browsing through the manual to learn about it though, since that's why our glorious leader wrote it, and, it's probably easier to find in there, rather than waiting for a response from everyone here. At least, I assume that would be in the manual..
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 26, 2011, 01:33:12 am
Quote from: JellalFerd on June 17, 2011, 03:38:28 am
Is there something wrong with using multiple events? Because, it works if I remove the first command.


I looked into this further, and I think that it always ignores the last command on the list.  I think it's because it's supposed to be a placeholder for the editor so that you can make a new command at the end.

EDIT: Yep, that's definitely it, so you have to stick a blank array [] at the end of your command list.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on June 30, 2011, 11:20:08 am
im  having an issue with pixel movement is seems to be setting it self to 2 when i have it set to 1
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 30, 2011, 11:33:34 am
so it just goes from 0 to 2?  Or does 0 not work correctly either?  does any setting besides 2 work correctly?
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on June 30, 2011, 12:49:08 pm
maybe it's working right i have never really used it just noticed when i sat it to 1 $BlizzABS.pixel returns 2 which was messing up my MCES maybe its supposed to if i set it 0 it works fine when i set it to 3 it return 8
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 30, 2011, 11:47:37 pm
yeah, $BlizzABS.pixel returns how many divisions of a the length of a 32 pixel default tile has.  It goes 0, 2, 4, 8, 16, 32.  It's defined as 2^rate.  It is more useful for calculating positions than the actual pixel rate.  I just tested, and everything works fine.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 01, 2011, 05:11:54 am
1, 2, 4, 8, 16, 32*
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 01, 2011, 09:59:11 am
yeah I don't know why I put zero.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 01, 2011, 02:20:44 pm
x^0 = 1 (hence the 0)
Title: Re: [XP] Blizz-ABS
Post by: Inca on July 04, 2011, 02:29:33 pm
How to make a monster that can use Heal Skill on itself when in battle it's health decreased to 100 HP? Is it possible?
Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on July 04, 2011, 05:32:11 pm
Doesn't that just have to do with enemy database configuration?
Title: Re: [XP] Blizz-ABS
Post by: G_G on July 04, 2011, 05:35:33 pm
Quote from: Inca on July 04, 2011, 02:29:33 pm
How to make a monster that can use Heal Skill on itself when in battle it's health decreased to 100 HP? Is it possible?


Go into the database and give the enemy a heal skill.

Quote from: JellalFerd on July 04, 2011, 05:32:11 pm
Doesn't that just have to do with enemy database configuration?


Yes you are correct. :D *levels up*
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 04, 2011, 05:41:23 pm
You can make an AI that checks if the enemy's health is 100 and if so uses the skill.  Parallell process event, conditional branch, script call, all using stuff in the manual.
Title: Re: [XP] Blizz-ABS
Post by: Inca on July 04, 2011, 11:14:38 pm
So... i even don't need to set a special Combo in Blizz-ABS Config for this? This feature (http://forum.chaos-project.com/index.php/topic,106.msg148330.html#msg148330) i can implement with only standart maker's tools?
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 04, 2011, 11:36:59 pm
yeah.  This might be a good reference: http://forum.chaos-project.com/index.php/topic,8792.0.html.  It doesn't have the exact thing you described, but you can make what you want in exactly the same way (without any combos).
Title: Re: [XP] Blizz-ABS
Post by: Inca on July 05, 2011, 03:57:59 am
Thanx, it's really works - it just needs give some time for monster to use this skill.
May be anybody can answer my next questions:
1. How to make item bounce while droping from a monster? Like damage numbers bouces from monster when i hit it. One simple bounce at monster's death position.
2. Can i make this feature: when i hit fire monster with fire arrow it's health grow up and when health reach 400 HP, monster change it's graphic, run from player (2-3 steps) and Disappear?
3. How to make consuming projectile deal damage to monster while the Bow ATK=0? For example, i apply a fire element to Item projectile (in database) and whant to damage monsters with fire-weakness. I tried to do this feature myself but with Bow ATK=0 i can't  deal any damage to monster. Can you give me advise?
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on July 05, 2011, 02:39:48 pm
Is there a way to make only certain enemies have action sprites? I only want bosses to have action sprites.
Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on July 05, 2011, 04:13:11 pm
Make a copy of the non-bosses default sprites and rename it to their action sprites?
@Inca
1: I'm not sure I understood that
2: Make the arrow have a state, and the monster's state efficiency F to that state.
3: If I understood you right,  just tweak around with negative values on the Rcvr HP parameter in the item's configuration in the database.
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on July 05, 2011, 04:27:46 pm
Quote from: JellalFerd on July 05, 2011, 04:13:11 pm
Make a copy of the non-bosses default sprites and rename it to their action sprites?


That's what I dont' want to do, since that would be a waste of space, since a weapon graphic has to be specified too...But if all else fails, I'll do that.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 05, 2011, 05:44:41 pm
wait for the next version, where you can configure action, attack, skill, etc. sprites on an individual basis.
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on July 06, 2011, 12:28:13 am
Quote from: winkio on July 05, 2011, 05:44:41 pm
wait for the next version, where you can configure action, attack, skill, etc. sprites on an individual basis.


Sounds good :)


Another thing I have a problem with is making an NPC. Do I need to make it an enemy in order for enemies to attack it? If I do, then I can't execute what he/she has to say unless it dies. That and the minimap icons are the only things that are really confusing me now.
Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on July 06, 2011, 12:57:35 am
No, but you can make it so the NPC alignment group is an enemy of the primary enemy group.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 06, 2011, 01:18:00 am
you have to make it an enemy, set its alignment group, then set its event code trigger to action button using a comment.  Look at 4.3.8 of the manual for reference.
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on July 06, 2011, 10:41:59 am
Oh, so that's what all that stuff is for...I feel stupid right now. Thanks a bunch!


EDIT: I still can't get the bomb to show an exploding animation when it goes off. If there are no enemies around it, the bomb just disappears.
Title: Re: [XP] Blizz-ABS
Post by: G_G on July 08, 2011, 03:08:08 am
Its not setup to be that way. The animation from explosion skills only show up if it hit someone.
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on July 08, 2011, 12:04:55 pm
That's what I thought.....which is kind of weird to me.

I think this may have come up somewhere before, but there's also a problem with the hotkey menu when using the mouse controller script.
Title: Re: [XP] Blizz-ABS
Post by: bradhawk on July 09, 2011, 02:52:35 pm
well, maybe a stupid question .
im little confused with the combo system . but, how to make the branching combos ?
ex :
if defend pressed
go to action 2
if attack pressed
go to action 3

thnx
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 09, 2011, 09:43:10 pm
Action 1
Input: ID 0: Keys[Defend] pressed for 40 frames
Input: ID 1: Keys[Attack] pressed for 40 frames
Condtion: Input Window Variable 0 != Input Window Variable 1
Go to Action: ID 2

Action 2
Condtion: Input Window Variable 0 == Constant Variable true
Go to Action: ID 3
Go to Action: ID 4

Action 3

Defend for 8 frames

Action 4

Attack


I'll probably make that easier for the next version.
Title: Re: [XP] Blizz-ABS
Post by: dnasman on July 09, 2011, 11:12:12 pm
I have a problem with the combo system. :(
I want to make a combo which everytime you pressed an 'Attack' button, the combo will jump into the next action, and each action has it's own sprite.

Is it possible to be done with combo system? :hm:

Thnx.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 09, 2011, 11:19:27 pm
Action 1
Input: ID 0: Keys[Attack] pressed for 40 frames
Condtion: Input Window Variable 0 == Constant Variable true
Go to Action: ID 2

Action 2
Input: ID 0: Keys[Attack] pressed for 40 frames
Condtion: Input Window Variable 0 == Constant Variable true
Go to Action: ID 3

Action 3
Input: ID 0: Keys[Attack] pressed for 40 frames
Condtion: Input Window Variable 0 == Constant Variable true
Go to Action: ID 4

Action 4

Attack


Just change the sprites for each action in the box that says 'Sprite'.
Title: Re: [XP] Blizz-ABS
Post by: dnasman on July 09, 2011, 11:30:44 pm
Wow, thnx. that works perfectly.
But i still have a problem with the sprite.

I change the sprites for action 1 in the box that says 'Sprite' with '_atk1_1' with an extension checked, and '_atk1_2' for the action 2 and extension is checked also, but the sprite is like showing an animation instead of change the chara's sprite
(http://i55.tinypic.com/9amfyu.png)

Thnx
Title: Re: [XP] Blizz-ABS
Post by: dnasman on July 11, 2011, 08:03:16 am
*sorry for the doublepost*

Please help me guys, i still have the problem with the changing sprite for each action combo :(

thnx
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on July 12, 2011, 01:05:27 am
Uh, I randomly got this error...

(http://i499.photobucket.com/albums/rr358/kevin7571/error-5.png)

It's only happening when I'm on this specific map, so I think it's something with the events on that map. I can't find out what it is, though...
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 12, 2011, 01:17:31 am
hm, where are you calling action button from, because that's not part of blizzabs.  If it's a trigger, it should be a comment, not a script call.
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on July 12, 2011, 02:21:06 am
Yeah, I have them in the comments.


EDIT: Also, the map numbers in the ABS-Config for the ABSEAL don't match up with the map numbers in my game. Is it because I deleted some maps?
Title: Re: [XP] Blizz-ABS
Post by: Inca on July 12, 2011, 07:02:05 am
Thanks, JellalFerd, for your answer (http://forum.chaos-project.com/index.php/topic,106.msg148379.html#msg148379) - it's really helped me!
How can i transformed one enemy to another enemy (if it is possible)? For example, when enemy got Knockout State it turned into another enemy in Database.
Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on July 12, 2011, 07:55:46 am
Spoiler: ShowHide
(http://img641.imageshack.us/img641/7120/unledgl.png)

Sorry for the cut off at the conditional branch;
$BlizzABS.enemy_has_state?(event_id, state_id)

EDIT:
Nevermind, just tested it. Doesn't work.
~by Blizz: Please use spoilers for images. Thank you.
Sorry, Blizzard. I keep forgetting.  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Inca on July 12, 2011, 12:36:27 pm
So, it's work or not? I try it - monster got State and that is all... Do i understand you correctly? - the event you wrote above got to be an enemy event? I made so and nothing happend.
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on July 12, 2011, 03:03:18 pm
Ok I think I fixed it by re-doing every event that required the Trigger.
Title: Re: [XP] Blizz-ABS
Post by: Inca on July 15, 2011, 09:35:49 am
Hey, guys, where i have a mistake? I wrote this script to create event using manual:

$BlizzABS.create_event (X, Y, 'sheep', [[[], [0, '167-Small09', 0, 2, 0, 255, 0], 1, 4, 4, [], true, false, false,false, false, 0, []]])

And it worked - i inserted numbers instead of X and Y. But when i try to insert variables (coordinates of existent event) ...

$BlizzABS.create_event ($game_map.events[001].x, $game_map.events[001].y, 'sheep', [[[], [0, '167-Small09', 0, 2, 0, 255, 0], 1, 4, 4, [], true, false, false,false, false, 0, []]])

...maker crushed with SyntaxError. Can anybody help me?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 15, 2011, 10:53:12 am
Not 001, but just 1 without the leading zeros. That's one thing.
The second thing is that the command probably doesn't fit. Make line breaks only after the commas and it should work fine.
Title: Re: [XP] Blizz-ABS
Post by: Inca on July 15, 2011, 03:13:23 pm
Hm... thanks, Blizzard. I edited script and finally got it correct separation into lines. But then another problem appeared. You see, all of my last requests are connect with my former #4446 (http://forum.chaos-project.com/index.php/topic,106.msg148802.html#msg148802) message. I found out that if i place any commands into event page of a monster's event, the list of commands will run only when monster die. So i tried to place on event page a script that will create a NPC-animal over last coordinates of the dead monster - it will be looked like a monster transform into a peacefull animal after his death.
So, with Blizzard's help i set a script correctly, and it worked, but thi NPC-animal has appeared in the very different place of the map - not on the "last coordinates of the dead monster". What it could be and how i can rsolve this bug?
Title: Re: [XP] Blizz-ABS
Post by: mroedesigns on July 17, 2011, 04:11:10 pm
I'm having a weird error where enemies won't attack back. I thought it might be a strange compatibility error, but I put the ABS in a new project and its still happening. Here's the first part of the script.

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-ABS by Blizzard and winkio
# Version: 2.84
# Auto-Generated Configuration Script
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                                    PART 1
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Copy-paste this auto-generated script into the script slot instead of Part 1
# of the default Blizz-ABS script.
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# BlizzABS
#------------------------------------------------------------------------------
#  This is the master control, configuration, utility and battle process
#  module for Blizz-ABS.
#==============================================================================

module BlizzABS
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Control
  #----------------------------------------------------------------------------
  #  This module provides in-game control configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Control
   
    CUSTOM_CONTROLS = true
    DISABLE_DEFAULT = true
    UP = "Key['Arrow Up']"
    LEFT = "Key['Arrow Left']"
    DOWN = "Key['Arrow Down']"
    RIGHT = "Key['Arrow Right']"
    PREVPAGE = "Key['Q']"
    NEXTPAGE = "Key['E']"
    CONFIRM = "Key['Enter'], Key['Space']"
    CANCEL = "Key['Esc']"
    ATTACK = "Key['A']"
    DEFEND = "Key['D']"
    SKILL = "Key['S']"
    ITEM = "Key['W']"
    SELECT = "Key['O']"
    HUD = "Key['Z']"
    HOTKEY = "Key['X']"
    MINIMAP = "Key['C']"
    RUN = "Key['M']"
    SNEAK = "Key['.']"
    JUMP = "Key[',']"
    TURN = "Key['U']"
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Config
  #----------------------------------------------------------------------------
  #  This module provides Blizz-ABS configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Config
   
    # 2.1. # Basic Configuration
    MAX_PARTY = 4
    MAX_PETS = 1
    MAX_MONSTERS = 1
    MAX_SUMMONS = 1
    CATERPILLAR = false
    CORPSES = false
    EMPTY_CORPSES = false
    RECOVER_ON_LEVEL_UP = true
    FULL_DEFEND = false
    DIRECT_HOTKEYS = true
    AUTO_GAMEOVER = true
    DROP_AMMO = true
    MENU_COLOR_TINT = 0
    DISABLE_ABS_MODE = 0
    ITEM_DROP = false
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
    GOLD_DROP = ''
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
    DROP_TIME = 0
    EVENT_LOCK = 40
    ANIMATED_IDS = []
   
    # 2.2. # Movement Configuration
    PIXEL_MOVEMENT_RATE = 0
    REPAIR_MOVEMENT = true
    EIGHT_WAY_MOVEMENT = false
    SNEAK_ON_CHARGE = false
    NORMAL_SPEED = 4
    RUN_SPEED = 0
    SNEAK_SPEED = 0
    JUMPING = 0
    NO_JUMP_TAGS = []
    ALLOW_JUMP_TAGS = []
    NO_FLOOR_TAGS = []
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILITY = false
    ABSEAL_AUTOKILL = true
    ABSEAL_FACTOR = 4
    DISABLE_ANTILAG_IDS = []
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = true
    HUD_POSITION = 0
    HUD_TYPE = 1
    MINIMAP = true
    HOTKEYS = true
    ENEMY_HEALTH_BARS = 150
    ENEMY_HEALTH_BARS_MATCH_WIDTH = false
    BOUNCING_DAMAGE = true
    WEAPON_DATA_MODE = [2, 2]
    SKILL_DATA_MODE = [2, 2, 2]
    ITEM_DATA_MODE = [2, 2, 2]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '00000000'
    AI_DELAY_TIME = 40
    VIEW_RANGE = 5
    HEARING_RANGE_RATIO = 40
    RESPAWN_TIME = 0
    WALL_TAGS = []
    NO_ENEMY_TAGS = []
    EXP_MODE = 1
    KNOCKBACK_MODE = 2
   
    # 2.6. # Animation Configuration
    ANIMATIONS = true
    SMALL_ANIMATIONS = true
    DISPLAY_LEVEL_UP = true
    LEVEL_UP_ANIMATION_ID = 2
    FLEE_ANIMATION_ID = 0
    CALL_HELP_ANIMATION_ID = 0
    DEFEND_ANIMATION_ID = 0
    UNSUMMON_ANIMATION_ID = 0
   
    # 2.7. # Sprite Control Configuration
    A_ACTION_SPRITES = false
    A_WEAPON_SPRITES = false
    A_DEFEND_SPRITES = false
    A_SKILL_SPRITES = false
    A_ITEM_SPRITES = false
    A_IDLE_SPRITES = false
    A_CHARGE_SPRITES = false
    A_CHARGE_WEAPON_SPRITES = false
    A_CHARGE_SKILL_SPRITES = false
    A_CHARGE_ITEM_SPRITES = false
    E_ACTION_SPRITES = false
    E_SKILL_SPRITES = false
    E_IDLE_SPRITES = false
    E_CHARGE_SPRITES = false
    E_CHARGE_SKILL_SPRITES = false
    RUNNING_SPRITES = false
    SNEAKING_SPRITES = false
    JUMPING_SPRITES = false
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Alignments
  #----------------------------------------------------------------------------
  #  This module provides alignment configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Alignments
   
    GROUPS = [1, 2, 3, 4, 5, 6]
    LIFELESS_GROUPS = [4]
    LINKED_GROUPS = [5, 6]
    PERMANENT_GROUPS = [5, 6]
    ACTOR_GROUP = 1
    ENEMY_GROUP = 2
   
    def self.enemies(id)
      case id
      when 1 then return [2]
      when 2 then return [1, 3, 5, 6]
      when 5 then return [2]
      end
      return []
    end
   
    def self.allies(id)
      case id
      when 1 then return [1]
      when 2 then return [2]
      when 5 then return [5, 6]
      when 6 then return [5, 6]
      end
      return []
    end
   
    def self.neutral(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Weapons
  #----------------------------------------------------------------------------
  #  This module provides weapon configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Weapons
   
    def self.type(id)
      return SWORD
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.consume(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Skills
  #----------------------------------------------------------------------------
  #  This module provides skill configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Skills
   
    def self.type(id)
      return [DIRECT, EXPLNone]
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.0
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONPet, 0, 0]
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Items
  #----------------------------------------------------------------------------
  #  This module provides item configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Items
   
    def self.type(id)
      return [DIRECT, EXPLNone]
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 5.5
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONPet, 0, 0]
    end
   
    def self.drop_sprite(id)
      return false
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Enemies
  #----------------------------------------------------------------------------
  #  This module provides enemy configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Enemies
   
    def self.type(id)
      return SWORD
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.delay(id)
      return nil
    end
   
    def self.perception(id)
      return nil
    end
   
    def self.ai(id)
      return nil
    end
   
    def self.destruct(id)
      return 0
    end
   
    def self.respawn(id)
      return 0
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Combos
  #----------------------------------------------------------------------------
  #  This module provides combo configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Combos
   
    def self.total_actions(com)
      return 1
    end
   
    def self.commands(com)
      return []
    end
   
    def self.anim_data(com)
      return [0, [3, 3, 3, 3], '', false]
    end
   
  end
 
end


The weirdest part is that the ABS is working correctly other than this. The damage counters come up, and the enemy even turns and faces the player for a second or two. But then they just turn around and wonder off. I also thought it could have to do with enemy vs player stats, but i pumped the enemy up and they still wont attack back, even if I do 0 damage / hit.
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on July 17, 2011, 10:31:54 pm
mroedesigns, did you set the configuration properly? Are your enemies passive?
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 17, 2011, 11:03:38 pm
maybe your alignment groups are causing trouble.  Did you check it using the default ones to see if there is any difference?
Title: Re: [XP] Blizz-ABS
Post by: mroedesigns on July 18, 2011, 01:03:07 am
I'm still using the default alignments, and I took off all the AI on the enemy I'm testing with.  I figured it out though. I had thought that since it wasn't using the default battle systems, I could take out the attack conditions in the database. No attack/defend condition means the enemy still recognizes the attacker, but won't respond.

Since I already have a post, I had another question i was always wondering about. is there any way to make events that are interactive enemies? IE if you don't attack them, they won't attack you. And as long as they're passive you can talk to them / interact with the event page. But then if you attack them they would act as enemies
Title: Re: [XP] Blizz-ABS
Post by: Taiine on July 18, 2011, 01:44:26 am
While not really what you are after, there is away to make a friendly npc turn into an enemy.

Have your normal NPC chit chat stuff, and somewhere in it do a rename event
$game_map.rename_event(EVENT ID, 'NAME TO')
IE
$game_map.rename_event(2, '\\e[9]')

Thus it turns into an enemy and is attackable. I have an area set up like that where you have to question some people and a few of them have a random chance of turning hostel.

Only thing I've not sorted out with that is how to when they drop to a % of hp to turn back into friendly/as in surrender :3

I would like to know if there is away to make something friendly and talkative then switch on attack, but not yet found away.
Title: Re: [XP] Blizz-ABS
Post by: mroedesigns on July 18, 2011, 01:51:15 am
Ahh, I see, didn't even think of that. Very clever, thanks. lvl+
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on July 19, 2011, 12:48:49 am
I want to have the EXP mode set to Unshared, but if an ally that isn't in my party kills a monster, there's an error since only the actors can gain EXP...Does this mean that I have to keep it as shared?
Title: Re: [XP] Blizz-ABS
Post by: Stray on July 29, 2011, 05:53:21 pm
Great script. It's just awesome!


Because of the poses for my hero. If I change the Sprite or Character, the ABS refreshs it permanently and set the sprite of the hero back to normal.
How can I turn off the permanent refreshing of the herosprite?

How can I turn off the HUD on specific maps?

Also, I'm using a custom script for Messages. The Hermes Script. How can I delete the display-options for messageboxes of the ABS?
Title: Re: [XP] Blizz-ABS
Post by: Taiine on July 29, 2011, 10:20:07 pm
Turning of the HUD is as easy as reading the manual!

But sense people are lazy to look.

Make a common event, in script:
$game_system.hud = false
$game_system.hud_button = false

$game_system.hotkeys = false
$game_system.hotkey_button = false

$game_system.minimap = 0
$game_system.minimap_button = false


That'll turn it off. Just call the common event on the maps you want it off. make another common event that turns it on for the maps you want it.
Title: Re: [XP] Blizz-ABS
Post by: Stray on July 30, 2011, 08:07:34 am
Oh, thanks. :^_^':

Andh ow can I turn off the refreshing of the herosprite and that thing with the message boxes?
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on July 30, 2011, 09:09:56 am
are you using the change hero graphic method in the event command i believe that command will let you change the actor without Blizz-ABS changing it back
Title: Re: [XP] Blizz-ABS
Post by: Stray on July 30, 2011, 06:25:20 pm
It doesn't work. I really have to switch off the refreshing itself.

I'm using the running animations of the hero. Like this:
(http://image-upload.de/get/jdb1QI/95b937b48f.png)
1 2 3 4   (<- The Script changes permanently back to 1, the first sprite)
.  .  .  .
.  .  .  .
.  .  .  .

And with the "Changing Hero Graphic" itself it won't work.
I need the "Set Move Route"-Command to change the sprite of the running Animation.
But it won't work because it sets permanently back to the first sprite.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on August 01, 2011, 02:36:46 am
you can hide the player using transparent command and use other event to change player sprite
Title: Re: [XP] Blizz-ABS
Post by: Stray on August 04, 2011, 05:23:10 pm
But the Animations of the hero are played by common events (for better changing of them, if something doesn't fit).
I cannot use an extra event, because then, the common event would take the ID of the Event.

And also, I regulate the speed of the character with 'move route'. This doesn't work, too.
Title: Re: [XP] Blizz-ABS
Post by: Stray on August 07, 2011, 08:28:08 pm
bump
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on August 10, 2011, 04:29:38 am
@Stray,

Can you post a demo or something? It would be easier to see the problem if we can see the problem in action.
Title: Re: [XP] Blizz-ABS
Post by: Inca on August 11, 2011, 11:36:53 am
How to change View Range of monsters with the Script command in the event?
Title: Re: [XP] Blizz-ABS
Post by: LivingstoneIPresume on August 12, 2011, 02:13:25 pm
I'm working on scripting in a few modifications to the script, but I'm running into a few problems.
Firstly I'm setting up a feature to change the actor's alignment. I know that changing a constant is bad, so I set up a new variable to refer to.
I've created two parts:

This one, which allows the use of the command AlignmentSet.new(alignment).
class AlignmentSet
  def initialize(alignment)
    @Group_Switched = 1
    @Actor_Alignment = alignment
  end
end

And this one, which sets @Actor_Alignment to 9 until the command is run.
  unless @Group_Switched == 1
    @Actor_Alignment = 9
  end

I've replaced all instances of ACTOR_GROUP, but for some reason it doesn't work.  :(

Secondly, I'm working on a modification which lets one event function as both an event and a battler, depending on whether their is an enemy nearby.
I used this code to disable replacing an event when the group was 6 or 8, my two npc groups. I will eventually add something to run it anyway if there is an enemy on the map.

if group != 6 or 8
         
          # set move flag if moving disabled
          move = true if event.name.clone.gsub!('\\move') {''}
...<Unnesesary parts ommitted>...
          # replace the real event with the new enemy
          $game_map.events[event_id] = Map_Enemy.new($game_map.map_id, event,
          id, group, attr, move, immortal, full_passable, custom, delay,
          view, hear)               
...<Unnesesary parts ommitted>...
          end

This doesn't accomplish anything...

I realize, as I am a new scripter, that I've probably made some stupid mistake or forgotten to do something important, but can anyone give me any insight as to what it is? :)

Thanks,
Livingstone
Title: Re: [XP] Blizz-ABS
Post by: InfinateX on August 17, 2011, 04:46:21 am
Your script is more popular then ARC... just sayin
Title: Re: [XP] Blizz-ABS
Post by: G_G on August 17, 2011, 11:15:51 am
Quote from: InfinateX on August 17, 2011, 04:46:21 am
Your script is more popular then ARC... just sayin


I don't find your post...erm.. I can't think of the word. Of course its more popular. Blizz-ABS has been around longer first of all. And its not even Blizz-ABS. Its RMXP. RMXP is more popular then ARC hence most scripts for RMXP are more popular then ARC. Its not like we started ARC then Blizzard decided to stop in the middle and give birth to this epicness.
Title: Re: [XP] Blizz-ABS
Post by: LivingstoneIPresume on August 18, 2011, 10:51:40 am
Anyone have an answer to my question :O.o:(BUMP)
Title: Re: [XP] Blizz-ABS
Post by: Unclellama on August 19, 2011, 07:46:42 am
Hi everybody. Firstly, this is a great script and easy to get working, thanks!

Secondly, I can't figure out how to make an enemy die permanently. If he is killed 'normally' in Blizz-ABS, he only remains dead until next time the map is loaded.

I have tried using
$game_map.rename_event(EVENT_ID, 'NEW_NAME')
but the new name also only lasts until the map is reloaded, so the enemy comes back from the dead.

I also tried changing the enemy's alignment to a 'lifeless' group, but that also seems to reset upon reloading the map.
Title: Re: [XP] Blizz-ABS
Post by: LivingstoneIPresume on August 19, 2011, 09:48:40 am
Try looking at 4.3.8 in the manual, and using the death trigger to control a self switch.
Title: Re: [XP] Blizz-ABS
Post by: Unclellama on August 19, 2011, 11:15:29 am
I can't get it to work, maybe I'm misunderstanding you. I tried:

(event page 1)
Comment: Trigger:Death
Control Self Switch: D=ON

(event page 2)
Script: $game_map.rename_event(020, 'deadthing')

...the enemy still comes alive again when I return to this map after visiting another.

Sorry if I'm missing something obvious, but could you be more explicit?
Title: Re: [XP] Blizz-ABS
Post by: G_G on August 19, 2011, 01:50:30 pm
I don't think it permanently renames the event. To do that it would have to open up MAPXXX.rxdata and modify the actual data. And the script wouldn't be able to do this if the game was encrypted.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 19, 2011, 03:18:24 pm
F0 is right. The event renaming is only as long as you are in the same map.
Title: Re: [XP] Blizz-ABS
Post by: G_G on August 19, 2011, 03:37:40 pm
Oh real swell Blizzard. >:U *points to the username above Blizzards post*
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 19, 2011, 04:24:59 pm
Ah, curse you and your dark-colored avatar. xD I keep thinking you're F0 each time I see one of your posts. xD
Title: Re: [XP] Blizz-ABS
Post by: G_G on August 19, 2011, 05:00:53 pm
Better? I needed a new avatar anyways.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 20, 2011, 05:58:04 am
Yes. xD
Title: Re: [XP] Blizz-ABS
Post by: Unclellama on August 20, 2011, 10:39:09 am
So, sorry if I'm being a bit thick... but how would I make an enemy that dies 'for good' (i.e. does not come back alive upon reloading the map)?
Title: Re: [XP] Blizz-ABS
Post by: Apidcloud on August 20, 2011, 10:53:05 am
Well, I'm not sure if Blizz Abs uses local switches to make enemies die, and when loading the map, all that local switches are set off, so they respawn.

If so, You'd need to delete that off the code xD
Title: Re: [XP] Blizz-ABS
Post by: G_G on August 20, 2011, 11:11:54 am
Just turn a self switch on o a new page that doesn't have a graphic. Thats how.
Title: Re: [XP] Blizz-ABS
Post by: Apidcloud on August 20, 2011, 11:15:37 am
Quote from: game_guy on August 20, 2011, 11:11:54 am
Just turn a self switch on o a new page that doesn't have a graphic. Thats how.


I forgot to mention that in case of blizz abs not using the 'respawn' of local switches :P
lol'd
Title: Re: [XP] Blizz-ABS
Post by: Unclellama on August 20, 2011, 01:37:31 pm
Thanks for your help guys :)

The mistake was having a 'corpse' graphic on the self-switch event page, with no graphic it works perfectly.

Awesome ABS!
Title: Re: [XP] Blizz-ABS
Post by: Apidcloud on August 20, 2011, 04:00:03 pm
why doesn't it accept graphic? -.-
Title: Re: [XP] Blizz-ABS
Post by: winkio on August 20, 2011, 04:01:27 pm
if there is a graphic it will make an enemy.  pretty obvious I think.
Title: Re: [XP] Blizz-ABS
Post by: Apidcloud on August 20, 2011, 05:46:04 pm
lol? by simple using a character, it will be an enemy?
Title: Re: [XP] Blizz-ABS
Post by: G_G on August 20, 2011, 05:55:15 pm
Its because of the event name. If the event's name has \e[1] in it. It will be in enemy if it has a graphic. If it doesn't have a graphic then it won't be created as an enemy. Thats why if you want an enemy permanently dead, you create a 2nd page with no graphic.
Title: Re: [XP] Blizz-ABS
Post by: Yourleftsock on August 22, 2011, 04:14:25 pm
Im trying to use Blizz Abs and Hermes message system together but now all my messages appear on the top of the page and I have no idea how to fix it. Help would be nice...
Title: Re: [XP] Blizz-ABS
Post by: G_G on August 22, 2011, 04:18:36 pm
Try placing Hermes below Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: Yourleftsock on August 22, 2011, 05:42:11 pm
well, hermes changes a couple of the default scripts which may lead to the problem. And I don't really know how it can be changed. Maybe ill just switch to a different message system...thank you for the idea tho.
Title: Re: [XP] Blizz-ABS
Post by: Stray on August 25, 2011, 09:19:09 pm
I don't have hermes and want my box at the bottom of the screen. Dunno how to fix it, too.

By the way:
I need something, that switches off the whole Battlesystem. But only the abs itself.
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on August 26, 2011, 09:28:11 am
I think it's just on the event command list on the first page...the one that says "Change Text Options"

For your other thing...it's in the manual  ;)
Title: Re: [XP] Blizz-ABS
Post by: LivingstoneIPresume on August 26, 2011, 12:42:17 pm
Not to offend, but is this possible?

Quote from: LivingstoneIPresume on August 12, 2011, 02:13:25 pm
I'm working on scripting in a few modifications to the script, but I'm running into a few problems.
Firstly I'm setting up a feature to change the actor's alignment. I know that changing a constant is bad, so I set up a new variable to refer to.
I've created two parts:

This one, which allows the use of the command AlignmentSet.new(alignment).
class AlignmentSet
  def initialize(alignment)
    @Group_Switched = 1
    @Actor_Alignment = alignment
  end
end

And this one, which sets @Actor_Alignment to 9 until the command is run.
  unless @Group_Switched == 1
    @Actor_Alignment = 9
  end

I've replaced all instances of ACTOR_GROUP, but for some reason it doesn't work.  :(

Secondly, I'm working on a modification which lets one event function as both an event and a battler, depending on whether their is an enemy nearby.
I used this code to disable replacing an event when the group was 6 or 8, my two npc groups. I will eventually add something to run it anyway if there is an enemy on the map.

if group != 6 or 8
         
          # set move flag if moving disabled
          move = true if event.name.clone.gsub!('\\move') {''}
...<Unnesesary parts ommitted>...
          # replace the real event with the new enemy
          $game_map.events[event_id] = Map_Enemy.new($game_map.map_id, event,
          id, group, attr, move, immortal, full_passable, custom, delay,
          view, hear)               
...<Unnesesary parts ommitted>...
          end

This doesn't accomplish anything...

I realize, as I am a new scripter, that I've probably made some stupid mistake or forgotten to do something important, but can anyone give me any insight as to what it is? :)

Thanks,
Livingstone
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on August 28, 2011, 08:46:54 am
@ LivingsoneIPresume,

Not sure about the first thing, but shouldn't it be ('\move') in the second one? And can't you just use $game_map.battlers_group(GROUP).size to check for an enemy group on the map, then (if greater than 0) use $game_map.rename_event(EVENT_ID, 'NEW_NAME') to rename the event so it becomes a battler? Or something to that effect?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 30, 2011, 04:32:02 pm
I just wanted to point out this one more time.

(http://img820.imageshack.us/img820/9364/snap696.th.png) (http://img820.imageshack.us/img820/9364/snap696.png)
Title: Re: [XP] Blizz-ABS
Post by: Stray on August 30, 2011, 08:19:53 pm
My problem in one pic:
(http://www8.pic-upload.de/31.08.11/m4t7sxcab88n.png)

And also:
I need something to switch off the COMPLETE ABS for some maps, so that no character-animations of the hero can be changed!
In these situations only the script for the custom message boxes has to be switched on.
Title: Re: [XP] Blizz-ABS
Post by: mroedesigns on August 30, 2011, 11:45:43 pm
Something in the common event you're calling must be changing it to display on the top again.
Title: Re: [XP] Blizz-ABS
Post by: konomaru on August 31, 2011, 02:22:38 pm
Can you tell me how to change the script so that when using direct hotkeys, tapping on the skill twice makes it happen instead of taping on it then hitting confirm button, since I cant put the (useskill) button as 1,2,3,4,5..... in Blizz-ABS config, which would make double tapping #1-9, making the skill works.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 31, 2011, 04:16:29 pm
You actually can use the skills with just hitting 1,2,3,4,5... Just turn on the "Direct Hotkeys" option in the configuration.
Title: Re: [XP] Blizz-ABS
Post by: Stray on August 31, 2011, 09:11:45 pm
Quote from: mroedesigns on August 30, 2011, 11:45:43 pm
Something in the common event you're calling must be changing it to display on the top again.


Looked for it. Nothing found.
Title: Re: [XP] Blizz-ABS
Post by: konomaru on August 31, 2011, 10:27:40 pm
Quote from: Blizzard on August 31, 2011, 04:16:29 pm
You actually can use the skills with just hitting 1,2,3,4,5... Just turn on the "Direct Hotkeys" option in the configuration.

Thanks for the quick reply. But I mean when you turn direct hotkeys on, you tap 1-9, the whole screen freeze and shows the range of the attack, then you have to press the button that you set as Confirm for it to work, I wanted so that when you pressed one of the skill numbers 1-9 twice, the skill would just activate without clicking confirm, which I could do it if ABS config has numbers for controls, so i could add 9 more confirms into1-9, but it doesnt. Or can you tell me how to remove the Freezing time (to show the range) part so I dont have to hit confirm and just hit the skill button once? Sorry if it sounds confusing.  :uhm:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 01, 2011, 02:21:41 am
That's for skills that allow you to specify a target first. winkio's going to change things so you can configure which skills don't need target specification but are executed right away, regardless whether there are targets or not.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on September 01, 2011, 02:25:20 am
Quote from: Blizzard on September 01, 2011, 02:21:41 am
That's for skills that allow you to specify a target first. winkio's going to change things so you can configure which skills don't need target specification but are executed right away, regardless whether there are targets or not.


http://forum.chaos-project.com/index.php/topic,8710.0.html

it's still buggy and I didn't intend to continuing it but probably that will work
Title: Re: [XP] Blizz-ABS
Post by: konomaru on September 01, 2011, 02:49:37 pm
Thank you thats awsome! :haha:
Title: Re: [XP] Blizz-ABS
Post by: Stray on September 02, 2011, 07:43:56 pm
Wanted to ask again...
Spoiler: ShowHide
My problem in one pic:
(http://www8.pic-upload.de/31.08.11/m4t7sxcab88n.png)
It can't be any common event, because in this case, the box would be at the top all the time.

And also:
I need something to switch off the COMPLETE ABS for some maps, so that no character-animations of the hero can be changed!
In these situations only the script for the custom message boxes has to be switched on.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on September 02, 2011, 09:01:43 pm
Mind telling me/us what custom message script you're using?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 03, 2011, 03:54:09 am
Quote from: Stray on September 02, 2011, 07:43:56 pm
I need something to switch off the COMPLETE ABS for some maps[/spoiler]


*points to manual*
Title: Re: [XP] Blizz-ABS
Post by: ShadowSaber on September 03, 2011, 05:39:06 am
I want to ask, when the next blizz abs will be released?
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 03, 2011, 12:57:55 pm
When I have time to finish it.  Hopefully around Christmas.
Title: Re: [XP] Blizz-ABS
Post by: Stray on September 05, 2011, 10:26:02 am
Quote from: Blizzard on September 03, 2011, 03:54:09 am
Quote from: Stray on September 02, 2011, 07:43:56 pm
I need something to switch off the COMPLETE ABS for some maps[/spoiler]


*points to manual*


I tried with "$game_system.blizzabs = false"
Now the message boxes are on the bottom.

But I still can't use this poses!
(http://www9.picfront.org/token/EFbi/2011/09/05/1987986.png)
Because everytime I change it with "Set Move Route", it changes back to normal ingame. The herosprite is refreshed again and again by some script. "$game_system.blizzabs = false" doesn't help.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 05, 2011, 10:35:06 am
That's something that winkio will fix in the next release. It was not a bug, but it was a necessary evil so the sprite system would work properly.
Title: Re: [XP] Blizz-ABS
Post by: Jakal on September 05, 2011, 06:06:04 pm
So, in CoSLAL, after fighting Reply it continues the event using:

$game_map.enemies.size == 0

When I use that, I get:

undefined method 'enemies' for #<Game_Map:0x368e9e0

Title: Re: [XP] Blizz-ABS
Post by: JellalFerd on September 05, 2011, 07:48:44 pm
4.3.1. How many Battlers are on the Map?
If you want to know how many battlers or specific type of battlers the map originally had when it was entered, you can use an event Call Script command and use this syntax:

$game_variables[ID] = $game_system.battlers_number
$game_variables[ID] = $game_system.battlers_number_group(GROUP)
ID is the variable ID in which you will store the result. GROUP is the alignment group ID of the battler which you are requesting. If you want to know how many there are currently on the map, use following commands:
$game_variables[ID] = $game_map.battlers.size
$game_variables[ID] = $game_map.battlers_group(GROUP).size
ID is the variable ID in which you will store the result. GROUP is the alignment group ID of the battler which you are requesting.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 06, 2011, 02:13:03 am
CoSLAL uses an old version of Blizz-ABS, that's why it's $game_map.enemies. Always refer to the manual first if you have a problem.
Title: Re: [XP] Blizz-ABS
Post by: Stray on September 07, 2011, 05:40:00 pm
This script for movement soundeffects on special terrains is not compatible with blizz abs. Is it possible to make it?
I dont know much about scripting.

"lautlos" means 'silent'.
"gerauesch" means 'sound'.

SOUND =[
RPG::AudioFile.new("STEPSOUND_GRASS.wav",100,100),#terrain 1
RPG::AudioFile.new("",12,110),#terrain 2
RPG::AudioFile.new("",12,110),#terrain 3
RPG::AudioFile.new("",100,100),#terrain 4
RPG::AudioFile.new("",100,100),#terrain 5
RPG::AudioFile.new("",100,100),#terrain 6
RPG::AudioFile.new("",100,100),#terrain 7
]
CHARACTER = 0
#1 = step sounds only for player
#2 =  step sounds only for events
#0 = step sounds for both
class Game_Character
  def lautlos
    return @lautlos
  end
  def lautlos=(n)
    @lautlos = n
  end
  def geraeusch
    return if self.lautlos
    return if terrain_tag == 0
    return if CHARACTER == 2 and self.is_a?(Game_Player)
    return if CHARACTER == 1 and self.is_a?(Game_Event)
    $game_system.se_play(SOUND[terrain_tag-1])
  end
  def move_down(turn_enabled = true)
    if turn_enabled
      turn_down
    end
    if passable?(@x, @y, 2)
      geraeusch
      turn_down
      @y += 1
      increase_steps
    else
      check_event_trigger_touch(@x, @y+1)
    end
  end
  def move_left(turn_enabled = true)
    if turn_enabled
      turn_left
    end
    if passable?(@x, @y, 4)
      geraeusch
      turn_left
      @x -= 1
      increase_steps
    else
      check_event_trigger_touch(@x-1, @y)
    end
  end
  def move_right(turn_enabled = true)
    if turn_enabled
      turn_right
    end
    if passable?(@x, @y, 6)
      geraeusch
      turn_right
      @x += 1
      increase_steps
    else
      check_event_trigger_touch(@x+1, @y)
    end
  end
  def move_up(turn_enabled = true)
    if turn_enabled
      turn_up
    end
    if passable?(@x, @y, 8)
      geraeusch
      turn_up
      @y -= 1
      increase_steps
    else
      check_event_trigger_touch(@x, @y-1)
    end
  end
end
class Game_Event
  alias sound_refresh refresh
  def refresh
    @lautlos = false
    sound_refresh
    return if @list.nil?
    for command in @list
      if command.code == 108 or command.code == 408
        @lautlos = true if command.parameters.to_s.upcase == "LAUTLOS"
      end
    end
  end
end
class Game_Player
  def lautlos
    return false
  end
end
Title: Re: [XP] Blizz-ABS
Post by: KK20 on September 07, 2011, 06:37:46 pm
How's this? Paste below BABS.
Spoiler: ShowHide
SOUND =[
RPG::AudioFile.new("STEPSOUND_GRASS.wav",100,100),#terrain 1
RPG::AudioFile.new("",12,110),#terrain 2
RPG::AudioFile.new("",12,110),#terrain 3
RPG::AudioFile.new("",100,100),#terrain 4
RPG::AudioFile.new("",100,100),#terrain 5
RPG::AudioFile.new("",100,100),#terrain 6
RPG::AudioFile.new("",100,100),#terrain 7
]
CHARACTER = 0
#1 = step sounds only for player
#2 =  step sounds only for events
#0 = step sounds for both
class Game_Character
  def silent
    return @silent
  end
  def silent=(n)
    @silent = n
  end
  def sfx
    return if self.silent
    return if terrain_tag == 0
    return if CHARACTER == 2 and self.is_a?(Game_Player)
    return if CHARACTER == 1 and self.is_a?(Game_Event)
    $game_system.se_play(SOUND[terrain_tag-1])
  end
  def move_direction(d)
    # x and y offsets depending on direction
    ox, oy = BlizzABS::Cache::DirOffsets[d]
    # if passable
    if passable?(@x, @y, d)
      sfx
      # set new coordinates
      @x += ox
      @y += oy
      # increase steps
      increase_steps
      # moved
      return true
    end
    # check touched events
    check_event_trigger_touch(@x + ox, @y + oy)
    # not moved
    return false
  end
end

class Map_Battler < Game_Character
  def move_direction(d)
    super
  end
end


class Game_Event
  alias sound_refresh refresh
  def refresh
    @silent = false
    sound_refresh
    return if @list.nil?
    for command in @list
      if command.code == 108 or command.code == 408
        @silent = true if command.parameters.to_s.upcase == "silent"
      end
    end
  end
end

class Game_Player
  def silent
    return false
  end
end
Title: Re: [XP] Blizz-ABS
Post by: Stray on September 07, 2011, 10:21:32 pm
I'm so glad that someone's ready to help! :'(
So, really really: Thanks so much! It works!

Spoiler: ShowHide
(http://media.comicvine.com/uploads/2/25837/1037717-633518898025661363_approved___good_job___you_didnt_fail___motivational_anime_poster_super.jpg)


No double posting withint 24 hours. Oh and wrap spoilers around big images. ~ G_G
Kay~ :D

Only thing what doesn't work: I can't hear the steps of the NPCs.
Title: Re: [XP] Blizz-ABS
Post by: G_G on September 07, 2011, 10:32:27 pm
I recommend using this one instead. It allows you to use custom sounds for each tileset.
http://forum.chaos-project.com/index.php/topic,9460.0.html
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on September 10, 2011, 11:38:29 pm
Quote from: RPGManiac3030 on July 19, 2011, 12:48:49 am
I want to have the EXP mode set to Unshared, but if an ally that isn't in my party kills a monster, there's an error since only the actors can gain EXP...Does this mean that I have to keep it as shared?


Will this be fixed for the next version?

I also have 2 problems with the hotkey menu and Blizz's mouse controller script...if you don't highlight a skill/item and press the confirm button, then an icon appears in the hotkey slot...it doesn't do anything and I can remove it through the remove button, but it's just annoying. Same goes for items.

Here's a picture:

Spoiler: ShowHide
(http://i499.photobucket.com/albums/rr358/kevin7571/Error-6.png)


The other problem is that the menu isn't really compatible with the mouse controller at all...not the actions, but the actual mouse.
Title: Re: [XP] Blizz-ABS
Post by: Zexion on September 11, 2011, 06:46:10 am
How do i make it so that it auto faces left or right, when attacking, depending on the direction enemies are and auto faces right if no enemies? Same goes for skills
Title: Re: [XP] Blizz-ABS
Post by: Zylos on September 16, 2011, 04:10:06 pm
Hello again everyone.

I hope I don't seem like an ass or an idiot if this question has already been answered, but is there any way yet of preventing the player from being able to attack through walls and objects? For example in a sample project I made, Arshes was able to shoot a projectile clean through a house to kill a ghost and speared a bat through a statue. Maybe I'm just not doing something obvious, but I'm just not seeing it anywhere in the manual and haven't had any luck in my searches. =/
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 16, 2011, 05:01:56 pm
You can use the wall terrain tag for that. It is intended to not allow projectiles to go through, etc. Just assign the tags you want as wall tags and edit your tilesets to define which tiles are regarded as walls.
Title: Re: [XP] Blizz-ABS
Post by: Zylos on September 16, 2011, 06:08:03 pm
That doesn't seem to do the trick though. Enemies still get attacked with both projectiles and the spear (I only tested the two, though it likely is the same with all of the weapons). I have assigned the wall tags to stop terrain tags 6 and 7, and have accordingly edited two different houses so that one has a terrain of 6 and the other 7. Hid the enemies behind the houses, but raped them clear through. Am I missing something?
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 16, 2011, 06:14:44 pm
I remember testing this before I changed projectiles to make them explode differently.  I might have made a mistake, let me check.

EDIT: nope, projectiles are still set to die when they hit a wall like they should.
Title: Re: [XP] Blizz-ABS
Post by: Zylos on September 16, 2011, 06:55:36 pm
Okay, I checked and tested various things, and found that the case for projectiles was the speed. If it's set too high, it passes straight through the obstacles and hits whatever is at the end of its range. Makes using it for things like handguns a tad problematic, but still doable. My apologies for me being a dumbass. However, the spear still just goes straight through. Anyway to prevent that?
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 16, 2011, 06:58:51 pm
no.  Since the spear is a melee weapon, it ignores terrain.  Making it clank requires you to script a bunch of direction and distance calculations.
Title: Re: [XP] Blizz-ABS
Post by: Zylos on September 16, 2011, 07:05:51 pm
Damn. Okay, thanks, I'll see what workarounds I can do then. Thanks for your time. ^^
Title: Re: [XP] Blizz-ABS
Post by: MindOnFire on September 19, 2011, 12:22:51 pm
I only have a very quick question for anybody who might have experimented with it. Does anyone know if the script for Rataime's Destruction Engine is compatible with Blizz ABS? I downloaded his visual effects past last night and noticed that Zeriab's anti-lag was compatible with his sun-creating-shadows effect so I was just wondering about this one as well. I kinda have the idea in my head to combine this with particle effects for blood to make some pretty unique and badass kill graphics on the enemies for critical hits or something XD

The engine I'm referring to can be found for download here (http://save-point.org/showthread.php?tid=2768).

OT EDIT: Nice Avi, Zylos. I recognize that character generator :hi:
Title: Re: [XP] Blizz-ABS
Post by: Zylos on September 27, 2011, 12:53:23 am
Alright, here's another issue, this time a little larger.

Simple event touch commands trigger an instant bug even with the default script. Does this do this for anyone else?
Title: Re: [XP] Blizz-ABS
Post by: Moshan on September 27, 2011, 02:57:44 pm
I have the same problem here....My event deals damage when touches player....
Title: Re: [XP] Blizz-ABS
Post by: Zylos on September 28, 2011, 12:07:16 am
Yeah, it's an actual error then I think. I can post a screenshot if it's needed.
Title: Re: [XP] Blizz-ABS
Post by: Moshan on September 30, 2011, 03:54:18 pm
I have a problem with incompatibility between CCOA's UMS and Blizz-ABS...Can this be fixed? The text it's displayed but the mesage codes don't work...
Title: Idea for Summon: Enemies should be used instead of Actors
Post by: Magus on October 04, 2011, 01:52:12 pm
Instead of using "actors" for summons via Monsters, I think summonable monsters should be enemies. This may function as maybe a quick add on or something, but I'll be able to do a lot (with a certain game I decided to start--which puts Blizzard's summons to THE MOST use.)
But...creating actors T_T And you see, I have to create the enemy version of them, so that you battle them first THAN they join your team, etc.

But... eh..  Using Enemies for monsters,  and Actors for pets makes more sense.
Title: Re: [XP] Blizz-ABS
Post by: Zylos on October 15, 2011, 12:13:58 pm
I'll go ahead and post the screenshot of it here.

(http://i254.photobucket.com/albums/hh99/Zylos_2007/error.png)

Mind you, the line number might not be the default one since I do have some edits in for this particular shot, but I've tested the default Blizz-ABS script before in a new project and got the same error, and someone else has already confirmed this happening for them too. This happens any time an event with an event-touch trigger touches the player.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 15, 2011, 12:15:09 pm
You did not accidentally put all 3 parts into one script slot, did you?
Title: Re: [XP] Blizz-ABS
Post by: Zylos on October 15, 2011, 12:16:08 pm
Nope. I did everything normally, right above main, three seperate parts.
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 15, 2011, 01:13:40 pm
just to confirm, line 1412 in Part 2 is

case type


right?  That's the combo code, and shouldn't be running at all...
Title: Re: [XP] Blizz-ABS
Post by: Zylos on October 15, 2011, 01:35:12 pm
Yep, 1412 is case type. I have absolutely no idea though. I don't have any combos set.
Title: MAJOR Blizz-abs glitch found
Post by: Magus on October 18, 2011, 12:25:41 pm
Okay, this glitch amazes me a lot. It may be known already, but I want to point it out just to see if anyone had this problem.

Summon something --anything. (a Monster)

Then from the menu, go to the title and then load another save file. Your summoned monster will still be there  O_O. Which means if players caught onto that and were clever, at the same time wanting a second play through, they'd probably do something like this.
Title: Re: [XP] Blizz-ABS
Post by: deathrainer on October 19, 2011, 02:03:52 am
Hello folks i am really new to blizz ABS and RMXP
I have been trying to make a stealth based game on it. But i am unable to script it. This is my shoddy attempt to test whether my enemy "1" can perceive the player.

@>Conditional Branch: Script:$BlizzABS.enemy_can_perceive?(@SELF, ACTORS, 1)
  @>Text: waagh
  @>Script:$BlizzABS.enemy_change_state(1,ADD,8)
  @>
:Branch End
@>


i am going nuts over this. I saw a post earlier about someone making a backstabbing factor. but i cant go over this hurdle of detecting the enemy. Thanks!
Title: Re: [XP] Blizz-ABS
Post by: heman on October 26, 2011, 01:40:31 pm
Hey guys...

i have 2 questions,

1. How can i create a combo with a condition that the next move will be executed only if the player press a certain key? (for example The player has to press 3 times "K" in order to make 3 moves one after the other, or the player got to press 2 times "K" and then the finisher with "Z".

2. the second question is, how can i create a skill that the player Rushes forward (lets say 4 squares max) but once he physically makes contact with the enemy the attack will be executed and the player will stop running?

Thx from advance =]   
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on October 28, 2011, 07:13:01 pm
This is amazing, but the only thing i need is an easy way to make an enemy do absolutely nothing until i say so in an event.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on October 28, 2011, 08:47:26 pm
Quote from: Bob423 on October 28, 2011, 07:13:01 pm
This is amazing, but the only thing i need is an easy way to make an enemy do absolutely nothing until i say so in an event.


use a plain event and then rename that event to an enemy
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on October 29, 2011, 11:36:18 am
you can do that? how?
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on October 29, 2011, 08:39:57 pm
$game_map.rename_event(EVENT_ID, 'NEW_NAME')

look at the manual
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on October 29, 2011, 10:04:46 pm
oh cool thanks.

and i did look in the manual, but couldnt find it.

edit: so i have another problem...i try to change the graphic of an event, before it's renamed, and nothing happens.  :huh:
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on October 30, 2011, 12:50:40 am
I think the cause is this code

    @character_name = @character_name_org


everytime the graphic is changed, it will revert back again

somewhere in Game_Character 2 try insert this line (bold)

Quote
        when 41  # Change Graphic
          @tile_id = 0
          @character_name = command.parameters[0]
          @character_name_org = command.parameters[0]
          @character_hue = command.parameters[1]
          if @original_direction != command.parameters[2]
            @direction = command.parameters[2]
            @original_direction = @direction
            @prelock_direction = 0
          end
          if @original_pattern != command.parameters[3]
            @pattern = command.parameters[3]
            @original_pattern = @pattern
          end
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on October 30, 2011, 01:00:12 am
but i cant just put it in a random place right? so i really need to know where exactly
Title: Re: [XP] Blizz-ABS
Post by: heman on October 30, 2011, 06:38:03 am
Quote from: heman on October 26, 2011, 01:40:31 pm
Hey guys...

i have 2 questions,

1. How can i create a combo with a condition that the next move will be executed only if the player press a certain key? (for example The player has to press 3 times "K" in order to make 3 moves one after the other, or the player got to press 2 times "K" and then the finisher with "Z".

2. the second question is, how can i create a skill that the player Rushes forward (lets say 4 squares max) but once he physically makes contact with the enemy the attack will be executed and the player will stop running?

Thx from advance =]   


completely ignored?
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on October 30, 2011, 09:26:46 am
Quote from: Bob423 on October 30, 2011, 01:00:12 am
but i cant just put it in a random place right? so i really need to know where exactly


Game_Character 2 line 320 you will found

@character_name = command.parameters[0]


insert below that line

@character_name_org = command.parameters[0]
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on October 30, 2011, 12:11:54 pm
thanks a lot  :nod:

edit: didnt work

no error, just doesnt do anything.
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 30, 2011, 02:18:17 pm
Quote from: heman on October 26, 2011, 01:40:31 pm
Hey guys...

i have 2 questions,

1. How can i create a combo with a condition that the next move will be executed only if the player press a certain key? (for example The player has to press 3 times "K" in order to make 3 moves one after the other, or the player got to press 2 times "K" and then the finisher with "Z".

2. the second question is, how can i create a skill that the player Rushes forward (lets say 4 squares max) but once he physically makes contact with the enemy the attack will be executed and the player will stop running?

Thx from advance =]   

1.  input window, condition for input window to be true, goto next action
2.  Put collision detection with enemy into player via a custom script, then use condition command to check if the collision flag is activated.
Title: Re: [XP] Blizz-ABS
Post by: heman on October 30, 2011, 02:25:25 pm
Quote from: winkio on October 30, 2011, 02:18:17 pm
Quote from: heman on October 26, 2011, 01:40:31 pm
Hey guys...

i have 2 questions,

1. How can i create a combo with a condition that the next move will be executed only if the player press a certain key? (for example The player has to press 3 times "K" in order to make 3 moves one after the other, or the player got to press 2 times "K" and then the finisher with "Z".

2. the second question is, how can i create a skill that the player Rushes forward (lets say 4 squares max) but once he physically makes contact with the enemy the attack will be executed and the player will stop running?

Thx from advance =]   

1.  input window, condition for input window to be true, goto next action
2.  Put collision detection with enemy into player via a custom script, then use condition command to check if the collision flag is activated.


Thx mate =]                             

Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on October 30, 2011, 04:24:23 pm
Quote from: Bob423 on October 29, 2011, 10:04:46 pm
edit: so i have another problem...i try to change the graphic of an event, before it's renamed, and nothing happens.  :huh:


An easier way to fix this is to just make the event go to a new page using a variable or switch that has the enemy's graphic on it.
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on October 30, 2011, 05:19:13 pm
It worked thanks

edit: and 1 more thing. is there a way to show the HP and MP of all party members? sort of like in kingdom hearts, where the other 2 are smaller?
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on October 31, 2011, 07:27:12 pm
There are a couple HUD scripts that show other party members attributes. Winkio's looks the nicest, however you have to have the 1st character in your party at all times. I plan on scripting my own HUD to get around it.
Title: Re: [XP] Blizz-ABS
Post by: Zylos on November 09, 2011, 11:13:28 am
Any suggestions at all for a fix for the event-touch error? It's kinda a big thing since it's a common enough trigger for non-enemy events.
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on November 09, 2011, 07:22:00 pm
Quote from: Boba Fett Link on October 31, 2011, 07:27:12 pm
There are a couple HUD scripts that show other party members attributes. Winkio's looks the nicest, however you have to have the 1st character in your party at all times. I plan on scripting my own HUD to get around it.


thanks, but that one wont work, are there any others you can specify? and give links?
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on November 10, 2011, 06:20:01 pm
Quote from: Bob423 on November 09, 2011, 07:22:00 pm
thanks, but that one wont work, are there any others you can specify? and give links?


Winkio used to have a HUD Request station, but it is closed. Any specific reason why Winkio's Hud won't work?
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on November 10, 2011, 06:35:48 pm
"however you have to have the 1st character in your party at all times."

thats a problem, cuz im going to need that to not be true.
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on November 10, 2011, 07:13:02 pm
Same here. I'm learning how to script, and plan on making a HUD for my game. When I do, I will probably release it here.
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on November 10, 2011, 07:37:05 pm
great, cant wait to see it
Title: Re: [XP] Blizz-ABS
Post by: Stray on November 24, 2011, 02:57:08 pm
How is it going with the next ABS Update? Can't wait for the fix of the "Move Route"-made Animations... it's really necessary for the emotions my game. ^^
Title: Re: [XP] Blizz-ABS
Post by: winkio on November 24, 2011, 04:47:58 pm
I'm trying to have it out by Christmas, but we will have to see.
Title: Re: [XP] Blizz-ABS
Post by: FuriKuri on November 26, 2011, 09:19:05 pm
Hello  :)

I just downloaded this abs and I'm still in the process of discovering it's many features; and although this question may sound a little noobish I'd still like to know if it's possible to change the hud, (you know like, making my own health bar and so on) and how can I disable the damage over the character and enemies. (See, I'm starting to make a zelda-like game, and the hud doesn't fit the style I have in mind, and numbers showing damage look wierd on a game where you won't have str or dex etc.) If these two things can be done, I'd very much appreciate if you could tell me how  :)

And just so you know, I'm loving this abs until now, it's really amazing  ;)
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on November 27, 2011, 03:24:36 am
Z Hud for Blizz ABS (http://forum.chaos-project.com/index.php?topic=4284.0)
Title: Re: [XP] Blizz-ABS
Post by: FuriKuri on November 27, 2011, 05:47:04 pm
Quote from: LiTTleDRAgo on November 27, 2011, 03:24:36 am
Z Hud for Blizz ABS (http://forum.chaos-project.com/index.php?topic=4284.0)


I've tried this, it's awesome  :) thank you very much  :D

Sadly, I've come across a small (I hope) problem  :^_^':

You see, as I said before, I'm making a zelda-like game, as such, the game menus will consist of pictures I made, and events representing the items, weapons, etc.; here's an example:   
Spoiler: ShowHide
(http://i39.tinypic.com/6jfrx4.png)


You can't see the items because I haven't done them yet, however in each of those squares in the picture there will be an event representing a specific item, when the player presses the select key on the keyboard I'd like it to automatically equip that item; my question is, is there any way, via call script or something to automatically equip an item or skill to the use buttons, instead of using the hotkeys?

I'd really appreciate any help on this matter and I hope I'm not being a bother to anyone
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on November 27, 2011, 08:06:09 pm
something like this?

Quote$game_player.battler.skill = 1
$game_player.battler.item = 1
Title: Re: [XP] Blizz-ABS
Post by: FuriKuri on November 28, 2011, 02:35:34 pm
Quote from: LiTTleDRAgo on November 27, 2011, 08:06:09 pm
something like this?

Quote$game_player.battler.skill = 1
$game_player.battler.item = 1



Exactly like this  :D
I can't thank you enough for your help, LiTTleDRAgo-san *bows down to you*  :haha:

I can start on making the actual game now, thanks and sorry for the time I made you waste  :)
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on December 03, 2011, 07:10:22 pm
i'm trying to count how many enemies are left on the map, what i've done is that i've created a function which runs 1 line which is

$game_variables[ID] = $game_map.battlers_group(GROUP1).size + $game_map.battlers_group(GROUP2).size 


there are 2 enemy groups on the map and i want to count that both have been wiped out, i call the function in a script call event command and i have the event set as a parallel process, on the map there is a total of 35 enemies, 5 in 1 group and 30 in the other and the variable i use shows 35 but it doesn't go down no matter how many enemies i kill on the map, i deleted one enemy using the editor cause i realized the only way to get to it is to hold ctrl because the gap is too big to run jump over so that leave 34 enemies and that was updated when i entered the map

the event that's got the script call also has a condition branch that when the variable i'm using to store the number of enemies reaches 0, it will run some stuff and then delete the event and only if the variable is 0 so it's always updating that variable until all enemies are killed

at the moment i'm using 2.8 because i'm just making a patch for Nexis Core: Chain of Shadows CUBGM and the patch doesn't need an upgraded Blizz-ABS at the moment but according to the version history, there';s been no bugs fixed with $game_map.battlers_group(GROUP).size which means that it should work in both 2.8 and 2.84

anyone know why $game_map.battlers_group(GROUP).size isn't working the way it supposed to work?
Title: Re: [XP] Blizz-ABS - [Question involving battle]
Post by: SmellsLikeUpsidedown on December 07, 2011, 11:58:44 am
I was hoping to include the ability, within certain actions in a combo, to "launch" an enemy into the air in order to "juggle" them thereafter for some inescapable damage.

For instance,

Action 1:
Basic slash with a sword.

Action 2:
Second slash with the same sword.

Action 3:
If a certain button is pressed within the timing window, the player performs an upward thrust with the sword, sending the opponent into a "launched" state, where they cannot act and will be juggled.


I was wondering how I could do this. I'm slightly above novice scripting level, so I can't really fathom the code I'd write it in, but my thoughts were: if I were to utilize "launch" as a new state (like confusion, etc), and inflict the state on the enemy who is hit by the launching technique, I could make it execute the following script:

If the enemy is in the "launch" state, they receive a variable amount juggle points (based on the weapon they are launched with) [[for instance, 10 points]]
And they change sprites to a "launched" sprite, which shows them spinning in midair. I don't know how to loop the sprite's 360 rotation, however.
The enemy will stay in this spinning launched sprite while the player has the chance to attack them with a skill or combo.
Each seperate combo input that causes damage subtracts a variable amount of juggle points [[for instance, 3 points]]
Each skill used on the enemy regardless of whether or not it causes damage, subtracts a variable amount of juggle points [[for instance, 6 juggle points]]
When the original amount of juggle points reaches 0, the enemy stops spinning and is dropped back to the ground with their original sprite restored.
If the enemy dies during the juggle, they fall back to the ground first and then leave their corpse sprite behind.

All I have implemented thus far is the launch state and attributed it to a prototype weapon's combo.

Am I on the right track, and is this even possible with BlizzABS? It'd be a nice option to add to the entire package if you ask me.
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 07, 2011, 02:19:41 pm
It's more complicated than just using a state.  You have to deal with damage, knockback, and animation as well.  And if the enemy dies in the middle of the juggle, you have to account for that.  Also, you have to set a penalty on the enemy so they won't move and the AI won't update.  It's possible, but since you are asking that question before even attempting it, I'm judging it to be out of your league.

This is definitely not going to be added to the script, this is a feature many people would not want to use if it was available because it interrupts the pacing of battles.  It can work well in some games, but it is in no way a general feature.
Title: Re: [XP] Blizz-ABS
Post by: FuriKuri on December 09, 2011, 03:03:00 pm
Hello, I was messing around with the scripts and making my game and I came across something weird...

You know the Conditional Branches? Well, I was making one with the condition of a certain key being pressed (it was the Z key)
and it doesn't work  :huh:

I changed the controls on the script so no action was set to the Z key but it still doesn't work; the script makes the conditional branches of an event, *not*  recognize key input, which I needed to access my "evented" menu and some puzzles, is there anyway around this problem?

Thanks in advance for any help you might give  :)
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 09, 2011, 03:44:06 pm
You do know that the 'Z' key on the RMXP gamepad is the 'D' key on your keyboard, right?  I'm guessing you just need to look up which key you actually want, because nobody else has reported this problem.
Title: Re: [XP] Blizz-ABS
Post by: FuriKuri on December 09, 2011, 05:00:25 pm
Quote from: winkio on December 09, 2011, 03:44:06 pm
You do know that the 'Z' key on the RMXP gamepad is the 'D' key on your keyboard, right?  I'm guessing you just need to look up which key you actually want, because nobody else has reported this problem.


Yes I know that, I've tried it just now to make sure, but it still doesn't work, and I've also removed all other non-default scripts in case they were interfering, still doesn't work  :(
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 09, 2011, 05:07:38 pm
hm, you are right.  You can't use the built in button press options, you have to use a script call through the Blizz-ABS input module:

Input.press?(Input::Key['G'])


where G is the key on the keyboard.  Just put that in the script option of a conditional and it should work.
Title: Re: [XP] Blizz-ABS
Post by: FuriKuri on December 09, 2011, 05:16:32 pm
Quote from: winkio on December 09, 2011, 05:07:38 pm
hm, you are right.  You can't use the built in button press options, you have to use a script call through the Blizz-ABS input module:

Input.press?(Input::Key['G'])


where G is the key on the keyboard.  Just put that in the script option of a conditional and it should work.


Works perfectly  :)

Thank you so very much, I'll make sure to give you special thanks in my game kind sir  ;)
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on December 09, 2011, 05:42:29 pm
Quote from: FuriKuri on December 09, 2011, 05:00:25 pm
Quote from: winkio on December 09, 2011, 03:44:06 pm
You do know that the 'Z' key on the RMXP gamepad is the 'D' key on your keyboard, right?  I'm guessing you just need to look up which key you actually want, because nobody else has reported this problem.


Yes I know that, I've tried it just now to make sure, but it still doesn't work, and I've also removed all other non-default scripts in case they were interfering, still doesn't work  :(


if you've got the default rmxp controls option to true, that could be the problem,

i hardly use the script part of the condition branch, what i do is create a function in the script editor and create an if statement with the condition i want, if it's true and i change $game_switches[ID] to true, then i create a condition branch which checks if switch ID is true and then run my code

example

class MyClass

  function testZ()
 
    if Input.trigger?('Z') == true
      $game_switches[1] = true
    end

  end

end


then all you need to do is use the call script command to call MyClass.testZ() and then create a condition branch that tests for Switch 1 being on

otherwise, could you post up the line of code your using in the condition branch or a picture of how the event is set up, might be the event causing problems

Title: Re: [XP] Blizz-ABS
Post by: Stray on December 11, 2011, 04:04:49 pm
I don't know what it means, but it happens randomly, if I walk arround on a big map...

Spoiler: ShowHide
(http://s1.directupload.net/images/111211/axqdixw6.png)


By the way: I wanted to ask, how I can change the skin of the ABS.
Title: Re: [XP] Blizz-ABS
Post by: FuriKuri on December 13, 2011, 03:06:06 pm
Quote from: Memor-X on December 09, 2011, 05:42:29 pm

if you've got the default rmxp controls option to true, that could be the problem,

i hardly use the script part of the condition branch, what i do is create a function in the script editor and create an if statement with the condition i want, if it's true and i change $game_switches[ID] to true, then i create a condition branch which checks if switch ID is true and then run my code

example

class MyClass

  function testZ()
 
    if Input.trigger?('Z') == true
      $game_switches[1] = true
    end

  end

end


then all you need to do is use the call script command to call MyClass.testZ() and then create a condition branch that tests for Switch 1 being on

otherwise, could you post up the line of code your using in the condition branch or a picture of how the event is set up, might be the event causing problems




The problem's already solved, but thank you for showing me a different way of doing it  :). Who knows, I might need/want to use something like that later on, so thanks again  ;)


On another note; I've been reading through some pages of this thread and I've seen people talking about some nice features of the abs, but I can't access them because my manual doesn't work, when I open it, it says the "Navigation to the webpage was canceled", although there are no problems with my net connection or anything else that could be causing this  :(

So, I assume it's the manual's webpage that is down; is there a way for me to get a working manual? I'm sure I'm missing out many amazing features of Blizz abs without the manual.
Thanks in advance.
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 13, 2011, 07:24:59 pm
Oh no, that's not a problem with the manual, that's Windows security settings.  Try the solutions at this link.

Quote from: Blizzard on January 09, 2008, 08:21:56 am
Author's Notes

If you have problems opening the .chm manual file, please read this article: http://blogs.technet.com/seanearp/archive/2007/05/28/can-t-read-chm-compiled-help-on-vista-xp-2003.aspx
The solution is at the bottom, you don't need to read the whole article.


If it still doesn't work, let us know.
Title: Re: [XP] Blizz-ABS
Post by: FuriKuri on December 14, 2011, 11:29:43 am
Quote from: winkio on December 13, 2011, 07:24:59 pm
Oh no, that's not a problem with the manual, that's Windows security settings.  Try the solutions at this link.

Quote from: Blizzard on January 09, 2008, 08:21:56 am
Author's Notes

If you have problems opening the .chm manual file, please read this article: http://blogs.technet.com/seanearp/archive/2007/05/28/can-t-read-chm-compiled-help-on-vista-xp-2003.aspx
The solution is at the bottom, you don't need to read the whole article.


If it still doesn't work, let us know.


Lol, I can't believe it was so simple a reason  :O.o:, I feel like a fool  :P
Anyway, it's working now, thank you once again for your help  :)
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on December 15, 2011, 06:40:49 pm
Found an error when trying to use items that are Direct based.

After you use the item and choose who you want the item to be used on. This error appears.


"Script 'Blizz ABS 3' line 581: NoMethodError occurred.

undefined method `item_number' for #<Game_Player:0x95f4150>"

or it will appear as

"Script 'Blizz ABS 3' line 581: NoMethodError occurred.

undefined method `item_number' for #<Game_Player:0x95fba58>"


If the item is set to something like Trap, it's fine but when set to Direct, thats when the error appears.
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 15, 2011, 06:45:41 pm
change $game_player on that line to $game_party
Title: Re: [XP] Blizz-ABS
Post by: RPGManiac3030 on December 18, 2011, 09:59:03 am
How can I add a health bar above the other members of the party? I'm using Z-HUD, which only checks the health of the main character.

Also, I'm still having a problem about non-party allies killing monsters and gaining experience from it, which crashes the game.
Title: Re: [XP] Blizz-ABS
Post by: Zylos on December 18, 2011, 06:00:42 pm
In my survival horror game, there are a decent amount of slow moving undead monsters roaming throughout a mansion. To attack a monster, you hit a button to draw your weapon and lock yourself into that spot, being unable to move aside from aiming your gun. Think like how it is in Resident Evil. However, I have one really annoying bug that I can't figure out how to solve. After getting an enemy's attention, they will occasionally walk right through the player or whatever walls/obstacles are in its way. Knockback doesn't push them away until they've stopped their strange rampage, usually during which I'm bitten from behind. It happens less often than not, but it's bizarre and tends to put the player at an unfair disadvantage for the monsters to be able to walk through walls to get to them.

I've tried looking at all of the possible "through = true" lines in the scripts, but I don't see anything out of place. Any of you script savvy folks have an idea of the cause or, more importantly, a solution?
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 18, 2011, 07:03:33 pm
Doesn't seem like it's directly from Blizz-ABS.  A demo would help.
Title: Re: [XP] Blizz-ABS
Post by: Zylos on December 18, 2011, 07:39:04 pm
It's done this to me for other Blizz-ABS experiments I've tried, so I'm pretty sure it's not my own stuff doing it. Then again, I have made some modifications, but none that should effect an event's through-ness. Nonetheless, I'll send you a demo link, maybe you can prove me wrong or figure out what's going on. If it's something I myself did, I'll eat my own tail.
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on December 19, 2011, 08:01:32 pm
I've also had similar problems with enemies being able to walk through walls and other unpassable tiles, even ones marked with 'no enemies' terrain tags. It's happened so many times in different projects that my only assumption is that it is a glitch in BABS.
Title: Re: [XP] Blizz-ABS
Post by: Zylos on December 19, 2011, 09:32:58 pm
Yeah, I have tried it already with a default project, so it's something within the script itself. But for the life of me I can't figure out what. I've tried looking at what's changing the through options, the full_passability lines, but can't see what could be causing it. Then again, I'm not really a scripter, so I might be just overlooking it.
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on December 20, 2011, 03:45:26 pm
Hopefully it will be fixed in the rewrite.
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 20, 2011, 03:48:50 pm
I can tell you that it doesn't happen in the rewrite, but I'm still working on figuring out why in happens in 2.84
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on December 22, 2011, 01:10:51 am
Quote from: winkio on December 20, 2011, 03:48:50 pm
I can tell you that it doesn't happen in the rewrite, but I'm still working on figuring out why in happens in 2.84


I can say it happens too in 2.79, 2.81 (probably 2.82 - 2.83 also the same)
the enemy sometimes just pass through unpassable tiles
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on December 22, 2011, 04:36:34 pm
Well, I'm glad it will be fixed. It can be fairly frustrating. I can't wait for that new version!
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on December 23, 2011, 04:35:03 am
i have a new problem. im trying to make it so enemies cant walk on a tile, but its not working. i set the terrain tag and everything, but it just doesnt work. the tile is an autotile if that helps
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on December 23, 2011, 05:45:12 am
i pointed this out before when 2.84 came out but it seems no work has been done on it but the spites havn't worked since 2.7, the last version they worked was 2.6

now i think winko is busy with ARC so i don't expect him/her to work on this problem which has been eating away at me for ages but i'm going to put down some research i've done on Blizz-ABS which i hope will lead to the sprite problem being fixed

i started to do this because i was thinking about copying the working code into 2.84 and modding it to work and releasing all the ugly code as a "fix version" until it was fixed properly but there's no way i can do it so here's what i found out

in 2.6, the syntax's used in the image files aren't set in constants but are coded into the function "update_sprite", update_sprites is used in Part 2 as player.update_sprite in the update function, update_sprite is used in the update function in Part 3 of the script under the comment "processors all the data" and is also used the the update function that executes the enemy behavior according to the AI, update_sprite is redefined 3 more times in Part 3 of the script

in 2.7 and every version after that, the syntax's used in the image files are set in constants in part 2 near the top and are used in sprite_movement_animation_setup found in the Part 3 script, it is then used in sprite_animation_setup in the same script, sprite_animation_setup is first used in the same way as sprite_update in 2.6 in same places but it is never redefined like how update_sprite was in 2.6

if i was to take a guess, maybe the redefining of update-sprite was allowing the sprites to work in it and since sprite_animation_setup doesn't do that in 2.7 onward it could be the reason but i don't have the working knowledge of Blizz-ABS to even try and fix it

if someone could have a look at Blizz-ABS and either fix the sprites in it or make a separate script that makes them work in a different way (and making sure it has proper documentation if it uses different naming syntax's) in some form or another just until ARC is done and work on Blizz-ABS can continue that would be great
Title: Re: [XP] Blizz-ABS
Post by: vincent329 on December 23, 2011, 04:52:49 pm
i have a question on this script.
ive use this befor and ill agree it is the best ive seen the only problem ive found is i can't find how to change the image for the health bar or anything else like it my question is how do i change the images for the health and magic bars?
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on December 23, 2011, 05:38:26 pm
there's a script that does that and replaces the HP and SP bars with images, you can easily create a Legend of Zelda: Ocarina of Time heart and magic icons, here's the link
http://forum.chaos-project.com/index.php/topic,4284.0.html
Title: Re: [XP] Blizz-ABS
Post by: Zylos on December 23, 2011, 07:27:59 pm
I've done some more testing for the enemies passing through you, and so far I've only ever been able to get it to happen when an enemy has been hit with knockback. I'm not entirely sure just yet, since I've had one playtester for me have it happen randomly once during everything without hitting the enemy and it might be where I've just had no luck getting it to repeat again without the knockback. I'm just a layman though. x.x
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on December 24, 2011, 09:49:44 am
Actually, an interesting thing I noticed is that when they are moving through unpassable areas, if you can figure out where they are going to come out of the unpassable areas, you cannot walk on that spot and can attack that spot you can damage and/or kill the enemies.
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 24, 2011, 01:47:06 pm
I think I figured it out.  If an enemy gets hit in the middle of moving from one tile to another, the knockback instantly cancels the movement and they get to make another.  Basically, while moving from A to B, they get hit and reset, and try to move from A to B again.  However, they count as already being at B, so the passability calculations get mixed up allowing them to move through impassable stuff.

I'm not going to have the rewrite done any time soon, so I'm considering just putting out an update to 2.84 with some bugfixes.  Just FYI.
Title: Re: [XP] Blizz-ABS
Post by: sasofrass on December 25, 2011, 01:14:12 am
Hi!

I was wondering how you would disable the bounce damage for SP loss/gains but keep the bounce damage for HP loss/gains. I looked in the manual and didn't see it and I really would like it off.

I run my game where the main character has a replenishing SP (like Rogue / Hunter from WoW) and every time damage is dealt, it shows the SP gain.

Thank you!
Title: Re: [XP] Blizz-ABS
Post by: Stray on December 28, 2011, 07:11:40 pm
Hi there,

i wanted to ask, if it is possible to make this 'smooth scroller module' script compatible to the ABS.
It makes the scrolling of the games... more... smooth. :^_^':

Spoiler: ShowHide
#==============================================================================
# Listra Smooth Scroller Module by Bunga Tepi Jalan
# for RPG Maker
# Version 1.0
#==============================================================================
# Copyrighted by Bunga Tepi Jalan.
#  * Don't forget to credit me if you want to use this work
#  * You are free to Share - to copy, distribute and transmit the work
#  * You are free to Remix - to adapt the work
#  * You may not use this work for commercial purposes
#
#==============================================================================
# Information:
#  This script makes map scroll smoother.
#
# If you find any bugs or you have any suggestions, please report them via
# e-mail (listra92@gmail.com), or either my blog or these forums:
#  - http://bungatepijalan.wordpress.com
#  - http://www.rpgmakerid.com
#  - http://prodig.forumotion.net
#  - http://vixep.forumsrpg.net
#==============================================================================

module LSSM
  #--------------------------------------------------------------------------
  # * Listra Smooth Scroller Module Configuration
  #--------------------------------------------------------------------------
 
  # Config 1 -- Smooth scroll factor, higher value makes scroll slower
  SMOOTH = 16.0
  # Config 2 -- Custom horizontal & vertical map scroll border,
  #            don't exceed CENTER_X and CENTER_Y
  HBOR = 320 * 4
  VBOR = 240 * 4
  # Config 3 -- Use HBOR & VBOR?
  USECUSTOMBOR = false
end

#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles the player. Its functions include event starting
#  determinants and map scrolling. Refer to "$game_player" for the one
#  instance of this class.
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Invariables (changed)
  #--------------------------------------------------------------------------
  CENTER_X = 320 * 4  # Center screen x-coordinate * 4
  CENTER_Y = 240 * 4  # Center screen y-coordinate * 4
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Remember whether or not moving in local variables
    last_moving = moving?
    # If moving, event running, move route forcing, and message window
    # display are all not occurring
    unless moving? or $game_system.map_interpreter.running? or
          @move_route_forcing or $game_temp.message_window_showing
      # Move player in the direction the directional button is being pressed
      case Input.dir4
      when 2
        move_down
      when 4
        move_left
      when 6
        move_right
      when 8
        move_up
      end
    end
    # Remember coordinates in local variables
    last_real_x = @real_x
    last_real_y = @real_y
    super
    # Player position as the real target coordinate (times 4)
    # Disable this if you want to use another position at certain event
    target_x = @real_x
    target_y = @real_y
    # Horizontal & vertical scroll border
    if LSSM::USECUSTOMBOR
      hbor = LSSM::HBOR
      vbor = LSSM::VBOR
    else
      hbor = CENTER_X
      vbor = CENTER_Y
    end
    # If character is positioned lower than the center of the screen
    if target_y - $game_map.display_y > 15*128 - vbor
      # Scroll map down
      if target_y > $game_map.height*128 - vbor
        $game_map.scroll_down((($game_map.height - 15)*128 - $game_map.display_y)/LSSM::SMOOTH)
      else
        $game_map.scroll_down((target_y - $game_map.display_y - 15*128 + vbor)/LSSM::SMOOTH)
      end
    end
    # If character is positioned more left on-screen than center
    if target_x - $game_map.display_x < hbor
      # Scroll map left
      if target_x < hbor
        $game_map.scroll_left($game_map.display_x/LSSM::SMOOTH)
      else
        $game_map.scroll_left(($game_map.display_x + hbor - target_x)/LSSM::SMOOTH)
      end
    end
    # If character is positioned more right on-screen than center
    if target_x - $game_map.display_x > 20*128 - hbor
      # Scroll map right
      if target_x > $game_map.width*128 - hbor
        $game_map.scroll_right((($game_map.width - 20)*128 - $game_map.display_x)/LSSM::SMOOTH)
      else
        $game_map.scroll_right((target_x - $game_map.display_x - 20*128 + hbor)/LSSM::SMOOTH)
      end
    end
    # If character is positioned higher than the center of the screen
    if target_y - $game_map.display_y < vbor
      # Scroll map up
      if target_y < vbor
        $game_map.scroll_up($game_map.display_y/LSSM::SMOOTH)
      else
        $game_map.scroll_up(($game_map.display_y + vbor - target_y)/LSSM::SMOOTH)
      end
    end
    # If not moving
    unless moving?
      # If player was moving last time
      if last_moving
        # Event determinant is via touch of same position event
        result = check_event_trigger_here([1,2])
        # If event which started does not exist
        if result == false
          # Disregard if debug mode is ON and ctrl key was pressed
          unless $DEBUG and Input.press?(Input::CTRL)
            # Encounter countdown
            if @encounter_count > 0
              @encounter_count -= 1
            end
          end
        end
      end
      # If C button was pressed
      if Input.trigger?(Input::C)
        # Same position and front event determinant
        check_event_trigger_here([0])
        check_event_trigger_there([0,1,2])
      end
    end
  end
end


I would be so glad if somebody had some time.
Title: Re: [XP] Blizz-ABS
Post by: Futendra on December 29, 2011, 03:30:32 am
How do I make bosses with Blizz-ABS? Anyone? Please help...
Title: Re: [XP] Blizz-ABS
Post by: Stray on January 04, 2012, 08:33:25 am
Quote from: Futendra on December 29, 2011, 03:30:32 am
How do I make bosses with Blizz-ABS? Anyone? Please help...


It depends on the way your boss is acting. As example you can make one out of a few body parts.


Is there no way to make this script compatible to the ABS?
#==============================================================================
# Listra Smooth Scroller Module by Bunga Tepi Jalan
# for RPG Maker
# Version 1.0
#==============================================================================
# Copyrighted by Bunga Tepi Jalan.
#  * Don't forget to credit me if you want to use this work
#  * You are free to Share - to copy, distribute and transmit the work
#  * You are free to Remix - to adapt the work
#  * You may not use this work for commercial purposes
#
#==============================================================================
# Information:
#  This script makes map scroll smoother.
#
# If you find any bugs or you have any suggestions, please report them via
# e-mail (listra92@gmail.com), or either my blog or these forums:
#  - http://bungatepijalan.wordpress.com
#  - http://www.rpgmakerid.com
#  - http://prodig.forumotion.net
#  - http://vixep.forumsrpg.net
#==============================================================================

module LSSM
  #--------------------------------------------------------------------------
  # * Listra Smooth Scroller Module Configuration
  #--------------------------------------------------------------------------
 
  # Config 1 -- Smooth scroll factor, higher value makes scroll slower
  SMOOTH = 16.0
  # Config 2 -- Custom horizontal & vertical map scroll border,
  #            don't exceed CENTER_X and CENTER_Y
  HBOR = 320 * 4
  VBOR = 240 * 4
  # Config 3 -- Use HBOR & VBOR?
  USECUSTOMBOR = false
end

#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles the player. Its functions include event starting
#  determinants and map scrolling. Refer to "$game_player" for the one
#  instance of this class.
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Invariables (changed)
  #--------------------------------------------------------------------------
  CENTER_X = 320 * 4  # Center screen x-coordinate * 4
  CENTER_Y = 240 * 4  # Center screen y-coordinate * 4
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Remember whether or not moving in local variables
    last_moving = moving?
    # If moving, event running, move route forcing, and message window
    # display are all not occurring
    unless moving? or $game_system.map_interpreter.running? or
          @move_route_forcing or $game_temp.message_window_showing
      # Move player in the direction the directional button is being pressed
      case Input.dir4
      when 2
        move_down
      when 4
        move_left
      when 6
        move_right
      when 8
        move_up
      end
    end
    # Remember coordinates in local variables
    last_real_x = @real_x
    last_real_y = @real_y
    super
    # Player position as the real target coordinate (times 4)
    # Disable this if you want to use another position at certain event
    target_x = @real_x
    target_y = @real_y
    # Horizontal & vertical scroll border
    if LSSM::USECUSTOMBOR
      hbor = LSSM::HBOR
      vbor = LSSM::VBOR
    else
      hbor = CENTER_X
      vbor = CENTER_Y
    end
    # If character is positioned lower than the center of the screen
    if target_y - $game_map.display_y > 15*128 - vbor
      # Scroll map down
      if target_y > $game_map.height*128 - vbor
        $game_map.scroll_down((($game_map.height - 15)*128 - $game_map.display_y)/LSSM::SMOOTH)
      else
        $game_map.scroll_down((target_y - $game_map.display_y - 15*128 + vbor)/LSSM::SMOOTH)
      end
    end
    # If character is positioned more left on-screen than center
    if target_x - $game_map.display_x < hbor
      # Scroll map left
      if target_x < hbor
        $game_map.scroll_left($game_map.display_x/LSSM::SMOOTH)
      else
        $game_map.scroll_left(($game_map.display_x + hbor - target_x)/LSSM::SMOOTH)
      end
    end
    # If character is positioned more right on-screen than center
    if target_x - $game_map.display_x > 20*128 - hbor
      # Scroll map right
      if target_x > $game_map.width*128 - hbor
        $game_map.scroll_right((($game_map.width - 20)*128 - $game_map.display_x)/LSSM::SMOOTH)
      else
        $game_map.scroll_right((target_x - $game_map.display_x - 20*128 + hbor)/LSSM::SMOOTH)
      end
    end
    # If character is positioned higher than the center of the screen
    if target_y - $game_map.display_y < vbor
      # Scroll map up
      if target_y < vbor
        $game_map.scroll_up($game_map.display_y/LSSM::SMOOTH)
      else
        $game_map.scroll_up(($game_map.display_y + vbor - target_y)/LSSM::SMOOTH)
      end
    end
    # If not moving
    unless moving?
      # If player was moving last time
      if last_moving
        # Event determinant is via touch of same position event
        result = check_event_trigger_here([1,2])
        # If event which started does not exist
        if result == false
          # Disregard if debug mode is ON and ctrl key was pressed
          unless $DEBUG and Input.press?(Input::CTRL)
            # Encounter countdown
            if @encounter_count > 0
              @encounter_count -= 1
            end
          end
        end
      end
      # If C button was pressed
      if Input.trigger?(Input::C)
        # Same position and front event determinant
        check_event_trigger_here([0])
        check_event_trigger_there([0,1,2])
      end
    end
  end
end


I'm sorry, the doublepost was a mistake I didn't notice.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 05, 2012, 12:20:27 am
Quote from: Blizzard on January 07, 2008, 06:01:58 pm
The Rules


1. No doubleposting within 24 hours of your previous post. After 24 hours, it is ok to do so. If you forgot to say something in your original post, or need to change any information, then you should make use of the MODIFY button. Don't forget that SMF will treat an edit of the last post just like a new post it will be displayed as if there were new posts in the topic.


Rule #1.  The rule that was so important Blizz put it at the very top of the rule list.  No double posting within 24 hours.  Especially a meaningless quote of your last post.  Your post is there, everyone can see it, you don't need to make duplicates.
Title: Re: [XP] Blizz-ABS
Post by: SeanBThe3rd on January 07, 2012, 10:28:38 pm
I just downloaded Blizz-ABS and I can't seem to open the Manual for some reason. It opens with "Microsoft HTML Help Executable" automatically , but every page of the manual fails.

Any help out there?
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 07, 2012, 10:48:45 pm
Quote from: winkio on December 13, 2011, 07:24:59 pm
Oh no, that's not a problem with the manual, that's Windows security settings.  Try the solutions at this link.

Quote from: Blizzard on January 09, 2008, 08:21:56 am
Author's Notes

If you have problems opening the .chm manual file, please read this article: http://blogs.technet.com/seanearp/archive/2007/05/28/can-t-read-chm-compiled-help-on-vista-xp-2003.aspx
The solution is at the bottom, you don't need to read the whole article.


If it still doesn't work, let us know.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 08, 2012, 06:45:29 am
Winkio, what do you think about including a small "read if manual doesn't work.txt" where you put this text in?
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 08, 2012, 02:02:55 pm
yeah, I probably should.
Title: Re: [XP] Blizz-ABS
Post by: SeanBThe3rd on January 08, 2012, 06:46:52 pm
Thanks a lot guys. Totally got it working now.

Sorry for missing the solution in the original post.

~ Sean
Title: Re: [XP] Blizz-ABS
Post by: Skwig on January 11, 2012, 01:39:54 pm
Hello, might have been asked before, but i don't plan on scrolling thru 230+ pages
Soo..
Is there a way to use the "default" sprites from the Sir Lag a Lot Demo? They don't seem to work with 2.84
I've read something about 2.7 changing, but couldnt find a 2.6 +- download link.

PS: I'm a HORRIBLE spriter, if you ask why i want this
Thanks,
PPS: English isnt my first language, so pardon my grammar.
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on January 11, 2012, 03:39:07 pm
The Sir Lag a Lot sprites should work fine. I can put them in a project and they work for me.
Title: Re: [XP] Blizz-ABS
Post by: Stray on January 11, 2012, 03:43:32 pm
I wanted to ask again, if it is possible to edit the smooth scrolling script in a way so that it could fit to the ABS.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on January 11, 2012, 03:59:32 pm
Quote from: Boba Fett Link on January 11, 2012, 03:39:07 pm
The Sir Lag a Lot sprites should work fine. I can put them in a project and they work for me.
yes the sprites themselves are fine but when ou attack they dont fit, so attack sprites should be changed or something
What do they do? Well the character sould be centered, right? Well they arent, they are just all over the place
Title: Re: [XP] Blizz-ABS
Post by: Stray on January 19, 2012, 03:27:09 pm
I wanted to know what you still have to do for the next update. A real important thing for my game are the character animations which doesn't work.
I know, maybe it's a bit pushy, but I just can't wait for it... :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on January 19, 2012, 04:08:39 pm
Uh, by character animations do you mean showing a sprited animation of the character attacking/defending/running/etc etc? Because that works. You have to turn them on in the config program though and make sure you have them named correctly.
Title: Re: [XP] Blizz-ABS
Post by: Stray on January 20, 2012, 03:59:49 pm
No no, just simple animations done in the rpg maker itself with the "Set Move Route"-Command, when the hero is doing something the show his emotions.
You know like:
(http://s7.directupload.net/images/120120/wiale4jc.png)
"Nein" means "No". Every step is a frame of the animation in the charset. And it seems the ABS can't work with it because it's updating the sprite every moment instantly. Switching off the ABS doesn't work either.
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on January 20, 2012, 04:05:10 pm
Use the change actor graphic command in the third tab of the event command screen.
Title: Re: [XP] Blizz-ABS
Post by: Stray on January 20, 2012, 04:38:23 pm
It changes the charset, but not the steps of the character. The running animation are the frames
and making a charset for every little frame would be quite insane by that amount of animations I am making...
Title: Re: [XP] Blizz-ABS
Post by: chaucer on January 21, 2012, 12:51:04 pm
How can i get an enemy to execute a specific move route when the enemy notices the player? I've tried a few methods all unsuccessful I've tried the blizz abs comment triggers such as Trigger:Playertouch etc. and i tried making a common event that parralel processes with a conditional branch with $BlizzABS.enemy_can_perceive?(event_id, target_type, target) and it still wont execute the move route. any help here ? :/ thanks in advance.

Edit: nevermind about this i got it to work somewhat lol. i do have 2 other questions though where would i go to edit the damage pop so that the damage goes straight up instead of out at random. and where is the enemy AI in the script?(tried looking im not sure exactly where it is) mostly the part on how the enemy moves.
figured out the movement part lol. just cant get the damage pop thingy. One more thing as well is there a method to check all hotkeys as long as a specific skill id is in one of them. example: Skill ID 12 is being pressed in hotkey 3, but so that it checks all the hotkeys for skill ID 3. hope that makes sense...
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 22, 2012, 11:41:21 pm
Quote from: Stray on January 20, 2012, 04:38:23 pm
It changes the charset, but not the steps of the character. The running animation are the frames
and making a charset for every little frame would be quite insane by that amount of animations I am making...



how about doing this after change actor graphic command?
(http://i.imgur.com/jAqfC.jpg)
Title: Re: [XP] Blizz-ABS
Post by: Stray on January 25, 2012, 08:31:14 am
Doesn't work either.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 25, 2012, 09:20:19 am
Quote from: Stray on January 25, 2012, 08:31:14 am
Doesn't work either.


find this piece of code at part 3 and insert that bolded evil word below
Spoiler: ShowHide
Quotealias move_type_custom_blizzabs_later move_type_custom
  def move_type_custom
    # store current index and list
    index, list = @move_route_index, @move_route.list.clone
    # call original method
    move_type_custom_blizzabs_later
    # abort if not move route defined
    return if @move_route == nil && list.size == 0
    # create execution range
    if @move_route_index < index && @move_route_index < list.size-1
      range = index..@move_route_index
    else
      range = index..(list.size-1)
    end
    # set new normal speed if speed changing command
    @normal_speed = @move_speed if range.any? {|i| list[i] != nil && list[i].code == 29}
    # if enemy[/noparse]
    if self.is_a?(Map_Enemy) || self.is_a?(Map_Actor)
      # if spriteset changing command
      @character_name_org = @character_name if range.any? {|i| list[i].code == 41}
      # exit method if jumping or moving
      return if jumping? || moving?
      # if move route exists, basic movement, not skippable and same index
      if index == @move_route_index && index < list.size &&
          list[index].code <= 14 && !@move_route.skippable
        # increase move_route_index
        @move_route_index += 1
      end
    end
  end


be careful that before you attack or defend or anything, put your graphic back to normal first
Title: Re: [XP] Blizz-ABS
Post by: Stray on January 25, 2012, 02:51:25 pm
Oh god, thank you so much. It works. The only weird thing is:
Example: ShowHide
http://s14.directupload.net/images/120125/un38pymz.png

I have to add something other at the end instead of the graphic change.
But I'm glad it does work yet.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 25, 2012, 08:38:31 pm
forgot to add one more lines

----deleted----
Title: Re: [XP] Blizz-ABS
Post by: Stray on January 26, 2012, 12:33:43 pm
Now the script ignores directions. No matter what Route I make - the hero is everytime watching down.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 26, 2012, 08:23:42 pm
then probably that line is unnecessary
Title: Re: [XP] Blizz-ABS
Post by: sasofrass on January 27, 2012, 11:42:55 pm
I was wondering how you would disable the bounce damage for SP loss/gains but keep the bounce damage for HP loss/gains. I looked in the manual and didn't see it and I really would like it off.

I run my game where the main character has a replenishing SP (like Rogue / Hunter from WoW) and every time damage is dealt, it shows the SP gain.


Also, I am not sure if this has been addressed or not, but when I set an event to "event touch" and the event hits me, it causes my game to crash giving me this error:
Script 'BlizzABS part 2' line 1352: RunetimeError occured.

2


This is the section of the code: (line 1343 to 1402)
    #--------------------------------------------------------------------------
    # get_variable
    #  type - variable type
    #  value - value type
    #  Returns the variable from the given command data
    #--------------------------------------------------------------------------
    def get_variable(type, value)
      # initialize
      var = 0
      # branch handling based on variable type
      case type
      when VARGame # game variable
        # variable is the game variable
        var = $game_variables[value]
      when VARCombo # combo variable
        # variable is the combo variable
        var = @variables[value]
      when VARCharacter # character variable
        # branch handling based on value type
        case value
        when VALHp # battler hp
          # variable is the battler's hp
          var = @ch.battler.hp
        when VALSp # battler sp
          # variable is the battler's hp
          var = @ch.battler.sp
        when VALMaxHp # battler max hp
          # variable is the battler's max hp
          var = @ch.battler.maxhp
        when VALMaxSp # battler max sp
          # variable is the battler's max sp
          var = @ch.battler.maxsp
        when VALState # battler states
          # variable is the amount of states on battler
          var = @ch.battler.states.size
        when VALExp # battler exp
          # variable is the battler's exp
          var = @ch.battler.exp
        when VALLevel # battler level
          # variable is the battler's level
          var = @ch.battler.level
        when VALTile # tile id
          # variable is the character's current tile
          var = @ch.tile_id
        when VALDirection # battler direction
          # variable is the character's current direction
          var = @ch.direction
        end
      when VARInput # input
        # variable is input success
        var = @inputs[value][3]
      when VARConstant # constant
        # variable is just the value given
        var = value
      when VARScript # script
        # variable is just the script given
        var = eval(value)
      end
      return var
    end

"# branch handling based on variable type" would be line 1352.

What the event does is it will give you a random variable between 3 and 5 and cause you to have a move route and play an SE.


Thanks!
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on January 28, 2012, 08:34:24 am
 :O.o: That's odd, that line is a comment. The script should totally ignore it because it starts with #.

There probably isn't a way to turn off bounce damage for SP without turning of HP...that is without editing the script. For that you'd probably need Winkio.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 28, 2012, 10:25:51 am
winkio probably forgot to remove this line

Quote
  #----------------------------------------------------------------------------
  # check_event_trigger_touch
  #  x - x-coordinate
  #  y - y-coordinate
  #  Check event if was triggered by touch. (pixel movement)
  #----------------------------------------------------------------------------
  def check_event_trigger_touch(x, y)
    # stop check if map interpreter is already running
    return false if $game_system.map_interpreter.running? || @trigger != 2
    # get pixel movement rate
    pix = $BlizzABS.pixel
    # if player touched this event and not jumping and not over_trigger
    if !jumping? && !over_trigger? &&
        $BlizzABS.util.rect_intersection(Rect.new(x * pix, y * pix, pix, pix),
        Rect.new($game_player.x, $game_player.y, pix, pix))
      # start
      raise @trigger.to_s
      start
      # started
      return true
    end
    # not started
    return false
  end
Title: Re: [XP] Blizz-ABS
Post by: sasofrass on January 29, 2012, 12:28:58 am
Quote from: LiTTleDRAgo on January 28, 2012, 10:25:51 am
winkio probably forgot to remove this line


Thanks that fixed it. :)
Title: Re: [XP] Blizz-ABS
Post by: Stray on February 01, 2012, 02:01:23 pm
Here I am again. :'D

When I make a new event, which must be touched by the hero (or the event must touch the hero) this error message appears sometimes:
Spoiler: ShowHide
(http://s7.directupload.net/images/120201/lg2visdu.png)

Also, if I once touched the event, the commands in it doesn't play anymore.

Because of my bad english, I made an short example game. :^_^': There's only the ABS and some example events:

Download (8MB - I forgot to erase some pictures) (http://www.2shared.com/file/A35y63D-/failg.html)

Title: Re: [XP] Blizz-ABS
Post by: Xsyiaris on February 02, 2012, 02:23:31 pm
A question sir,

I am wondering, is there a way to make a monster to have its own respawn time different from the other mobs?

Thanks alot
                Xsyiaris.
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on February 02, 2012, 03:40:20 pm
You can set the respawn time by adding \time[TIME] to the event's name with TIME being time in seconds for respawn.

Your welcome
           Boba Fett Link.
Title: Re: [XP] Blizz-ABS
Post by: Xsyiaris on February 02, 2012, 03:48:52 pm
Quote from: Boba Fett Link on February 02, 2012, 03:40:20 pm
You can set the respawn time by adding \time[TIME] to the event's name with TIME being time in seconds for respawn.

Your welcome
           Boba Fett Link.


So i will do it like this (?)
                                            Mushroom \e[1] \time[50]
            And it will make an enemy 1 with a respawn time of 50 secs....right?
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on February 02, 2012, 03:51:04 pm
Yep. That's it.
Title: Re: [XP] Blizz-ABS
Post by: Xsyiaris on February 02, 2012, 03:54:02 pm
Another question is there a way to make this mob to spawn only in a certain place?
Thanks friend btw :).
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on February 02, 2012, 07:13:08 pm
Make an event with \respawn[X] in the name where x is the list of IDs for the enemies you want.

For instance, if you want a respawn point for enemies with IDs 1, 2, and 3, then name the event \respawn[1, 2, 3].

All of this stuff came from the manual. I suggest you look in it before you ask here next time. ;)
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on February 02, 2012, 10:29:45 pm
Quote from: Stray on February 01, 2012, 02:01:23 pm
Spoiler: ShowHide
Here I am again. :'D

When I make a new event, which must be touched by the hero (or the event must touch the hero) this error message appears sometimes:
http://s7.directupload.net/images/120201/lg2visdu.png
Also, if I once touched the event, the commands in it doesn't play anymore.

Because of my bad english, I made an short example game. :^_^': There's only the ABS and some example events:

Download (8MB - I forgot to erase some pictures) (http://www.2shared.com/file/A35y63D-/failg.html)




did you read my post? (it's above your post)

Quote from: LiTTleDRAgo on January 28, 2012, 10:25:51 am
winkio probably forgot to remove this line

Quote
  #----------------------------------------------------------------------------
  # check_event_trigger_touch
  #  x - x-coordinate
  #  y - y-coordinate
  #  Check event if was triggered by touch. (pixel movement)
  #----------------------------------------------------------------------------
  def check_event_trigger_touch(x, y)
    # stop check if map interpreter is already running
    return false if $game_system.map_interpreter.running? || @trigger != 2
    # get pixel movement rate
    pix = $BlizzABS.pixel
    # if player touched this event and not jumping and not over_trigger
    if !jumping? && !over_trigger? &&
        $BlizzABS.util.rect_intersection(Rect.new(x * pix, y * pix, pix, pix),
        Rect.new($game_player.x, $game_player.y, pix, pix))
      # start
      raise @trigger.to_s
      start
      # started
      return true
    end
    # not started
    return false
  end

Title: Re: [XP] Blizz-ABS
Post by: Xsyiaris on February 03, 2012, 04:41:35 am
Quote from: Boba Fett Link on February 02, 2012, 07:13:08 pm
Make an event with \respawn[X] in the name where x is the list of IDs for the enemies you want.

For instance, if you want a respawn point for enemies with IDs 1, 2, and 3, then name the event \respawn[1, 2, 3].

All of this stuff came from the manual. I suggest you look in it before you ask here next time. ;)


Thank you!
Helped me alot.

EDIT:
Btw, a question sorry if i am asking an obvious question but,

When i'm doing \respawn[1,5,6] \time[20] how do i set the graphic for each mob, like its a one event for a 3 mobs to spawn, how do i set their graphic?

Please don't double post within a 24 hour period. ~ G_G
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on February 03, 2012, 03:47:18 pm
Quote from: Xsyiaris on February 03, 2012, 04:41:35 am
When i'm doing \respawn[1,5,6] \time[20] how do i set the graphic for each mob, like its a one event for a 3 mobs to spawn, how do i set their graphic?


\respawn[] goes in the name of the event at the location where the enemies will respawn, \time[] goes in the name of the enemy events. The enemies will already appear, but once they die the will respond (for your example) 20 seconds at the \respawn[] event.
Title: Re: [XP] Blizz-ABS
Post by: Stray on February 03, 2012, 09:19:17 pm
I removed the line with "raise @trigger.to_s". Nothing has changed.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on February 04, 2012, 06:44:13 am
try reloading the map / reenter the map
Title: Re: [XP] Blizz-ABS
Post by: Stray on February 05, 2012, 02:01:47 pm
Reloading or reenter? :^_^':
If you mean teleport from the map to another map and back, that doesn't work...
Title: Re: [XP] Blizz-ABS
Post by: TheCableGuy on February 11, 2012, 04:19:23 am
Quote from: EBellena on June 17, 2011, 08:02:47 pm
Hey, I seem to be having a compatibility problem with the latest version of Blizz ABS and Ccoa's UMS...

It's doesn't crash the game or anything, so it's not a huge issue, but once I added and configured the ABS in my game, the text in dialogue was instant instead of one letter at a time. It seems to be completely ignoring any pauses. I have UMS above BABS (Placing it below causes some features to fail, along with being instant, so I assume that's where it should be placed) and can't really see what's wrong. I'm not a scripter, so I have no idea what could be causing this. Does anyone know what it is that causes this? As I said, it's not a huge issue, but it seems like it kills the atmosphere a little. Any help is much appreciated!

I hate that my first post involves asking for help, but... Please help?    :P


I'm wondering if anyone has a fix for this problem as I ran into the same issue. Blizz ABS seams to disable any text speed altering functions of Ccoa's UMS.
Title: Re: [XP] Blizz-ABS
Post by: Futendra on February 11, 2012, 07:18:36 am
Quote from: Stray on February 01, 2012, 02:01:23 pm
Here I am again. :'D

When I make a new event, which must be touched by the hero (or the event must touch the hero) this error message appears sometimes:
Spoiler: ShowHide
(http://s7.directupload.net/images/120201/lg2visdu.png)

Also, if I once touched the event, the commands in it doesn't play anymore.

Because of my bad english, I made an short example game. :^_^': There's only the ABS and some example events:

Download (8MB - I forgot to erase some pictures) (http://www.2shared.com/file/A35y63D-/failg.html)




Kopie? Dutch? :D
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on February 11, 2012, 08:58:54 am
Quote from: TheCableGuy on February 11, 2012, 04:19:23 am
I'm wondering if anyone has a fix for this problem as I ran into the same issue. Blizz ABS seams to disable any text speed altering functions of Ccoa's UMS.


Try Wachunga and ForeverZer0's Multiple Message Windows script. The text scrolling works fine with Blizz ABS, however, the speech balloons don't work with the ABS.

http://forum.chaos-project.com/index.php?topic=5907.0
Title: Re: [XP] Blizz-ABS
Post by: TheCableGuy on February 11, 2012, 03:46:21 pm
Quote from: Boba Fett Link on February 11, 2012, 08:58:54 am
Quote from: TheCableGuy on February 11, 2012, 04:19:23 am
I'm wondering if anyone has a fix for this problem as I ran into the same issue. Blizz ABS seams to disable any text speed altering functions of Ccoa's UMS.


Try Wachunga and ForeverZer0's Multiple Message Windows script. The text scrolling works fine with Blizz ABS, however, the speech balloons don't work with the ABS.

http://forum.chaos-project.com/index.php?topic=5907.0


I tried that one. To be honest, the Demo turned me off of it. And I spent all last night Learning CCOA's and I don't want go through that again.

Even if no one has a fix for it, does anyone know what's causing it?

EDIT: Well, I don't know what's causing it but I did find a Work-around (sort of.) I just reverted to using an earlier version of Blizz-ABS. CCOA' UMS seams to have no issues with BABS version 2.8, in case anyone still having issues with it.
Title: Re: [XP] Blizz-ABS
Post by: Stray on February 11, 2012, 07:03:26 pm
Quote from: Futendra on February 11, 2012, 07:18:36 am
Kopie? Dutch? :D


German. :>
So what I have to do?
Title: Re: [XP] Blizz-ABS
Post by: Kirye on February 16, 2012, 01:32:07 am
Alright, got a quick question for you guys. D: Hope you can help.

Is there a way to manually add skills/items to the hotkey bar without the use of the Hotkey menu? I would assume that you can use a script call to do it, but I don't know how. I vaguely remember someone saying it's possible somewhere on these forums, but it would take me forever to find it again and the search function didn't help out too much.

I'd greatly appreciate any help on this.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 16, 2012, 01:53:10 am
Copypasta.

To throw things directly into your hotkeys, you can use the script call
$game_player.item_hotkeys[x] = y
where x is the hotkey number and y is the ID of the item. Same goes for skills
$game_player.skill_hotkeys[x] = y
Title: Re: [XP] Blizz-ABS
Post by: Kirye on February 16, 2012, 02:13:57 am
Quote from: KK20 on February 16, 2012, 01:53:10 am
Copypasta.

To throw things directly into your hotkeys, you can use the script call
$game_player.item_hotkeys[x] = y
where x is the hotkey number and y is the ID of the item. Same goes for skills
$game_player.skill_hotkeys[x] = y



Thanks! :D Saved me alot of time. <3
Title: Re: [XP] Blizz-ABS
Post by: Magus on February 16, 2012, 10:56:43 am
No offense, but blizz abs 2.84 is just broken.  It's mainly the abseal, I guess. No matter what I set:
"Maps without enemies" or "with abseal reach"  My character will still attack during dialoque or aka auto-run cutscenes scenes. And I hate having to use the stupid "disable blizz-abs" script for every freaking cutscene EVEN IN MAPS WITHOUT ENEMIES.
Just a warning, DO NOT USE Blizz-abs 2.84.
The last one I used previous which was babs 2.80 with 2.79 config didn't have this problem. So what I'm going to do is go down the list of abs's starting with 2.83 all the way to 2.80 just if they have the same problems too.

Once again, 2.84 is highly bugged. Do not use this UNLESS you're okay with having to MANUALLY disable blizz-abs for your towns, events, and cutscenes.

Thanks,

(Magus.  BTW: THIS IS NOT BASHING AT ALL. Simply a warning and bug reporting)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 16, 2012, 11:13:16 am
I guess winkio will have to hurry up with his overhaul. xD
How much else needs to be done until 3.0, winkio?
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 16, 2012, 12:52:05 pm
A lot.  I was going to just release an update with a few bugfixes, but classwork got in the way :/
Title: Re: [XP] Blizz-ABS
Post by: Taiine on February 19, 2012, 02:04:02 pm
I've not had any of those sort of issues in my game. O.o Only bug I have is not being able to use items like potions.
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on February 19, 2012, 03:41:59 pm
Quote from: Taiine on February 19, 2012, 02:04:02 pm
Only bug I have is not being able to use items like potions.


I think Winkio released an update for an error when using item hotkeys for 2.84, if that's what you mean.
Title: Re: [XP] Blizz-ABS
Post by: Taiine on February 19, 2012, 07:05:22 pm
I think that's it, wheres he fix?
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on February 20, 2012, 07:30:39 am
Just download Blizz-ABS again and it will have the update.
Title: Re: [XP] Blizz-ABS
Post by: chaucer on February 20, 2012, 06:30:20 pm
is anyone else having troubles pathfinding to an event? i thought it was a script compatibility issue then i tried with just blizz abs and the character gets the event then continue's to run around the map, even after he reaches event. no problems with the x,y coordinates though.
Title: Re: [XP] Blizz-ABS
Post by: Magus on February 23, 2012, 12:12:35 pm
Okay guys, it took a while but I went through and found out this:
1. Errors with a Universal message system called CCoa's UMS. (This is known though, SO DO NOT USE THIS WITH ANY BLIZZ-ABS ABOVE 2.79. Wait until Winkio has time to consider addressing this error.) In fact, there are a few problems within the message that I found which has me to thinking there's no wonder why it's compatible with anything above 2.79. I'm not a scripter by much, so don't jump the gun.

2. A few outside scripts that seem to alter things like scene_title and game)system. I believe the problems may be in those indivual scripts themselves...

However, when I removed the UMS  and certain outside scripts, A few of the problems vanished, but NOT all of them.  To be honest, it takes trial and error to find these little bugs. They can be annoying but not too big of a deal.
I'd say scratch CCoa's UMS entirely to all of those who uses BABS 2.8 and above.  It's a good UMS but in the case, needs to be updated by the author.

I'll continue to dig for more bugs and report them. I understand that Winkio has classwork and so I don't like to bug him or anything. Don't rush and work on the abs at your pace.
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on February 23, 2012, 03:17:43 pm
LiTTleDRAgo recently made a new edit of ForeverZer0's edit of Wachunga's Multiple Message system that is 100% compatible with Blizz-ABS 2.84, and I think it has pretty much all of the features of CCoa's UMS.

http://forum.chaos-project.com/index.php/topic,11299.0.html
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on February 24, 2012, 06:21:32 am
Quote from: Darth Link on February 23, 2012, 03:17:43 pm
LiTTleDRAgo recently made a new edit of ForeverZer0's edit of Wachunga's Multiple Message system that is 100% compatible with Blizz-ABS 2.84, and I think it has pretty much all of the features of CCoa's UMS.

http://forum.chaos-project.com/index.php/topic,11299.0.html


except face and message shortcut
Title: Re: [XP] Blizz-ABS
Post by: Stray on February 29, 2012, 07:43:07 am
Uhm, the event touching still doesn't work in my game. <.<
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on March 07, 2012, 02:03:44 am
Found an odd problem with enemies dropping items.

If you set any enemy(that actually is an enemy and not a lifeless object) to where it drops and item at the enemies tab and then when you go in to destroying it, sometimes the item will drop but you can't seem to pick it up but rather instead just walk right through it as if nothing is there.
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 07, 2012, 02:19:48 am
Yeah, it usually happens the first time an enemy is killed on a map or when the last enemy on a map is killed.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on March 07, 2012, 09:38:04 am
Yeah, is there any way to fix that?
Title: An Nice Suggestion For Blizz-ABS concerning projectiles
Post by: Magus on March 14, 2012, 09:44:34 am
At this point, these features should make it easier for a multitude of games: Rpgs, war games, etc.

1. Homing projectiles that disappear after a few seconds (or a certain range it could move.)
Perfect for bosses.  Reason I state this is, because an infinitely homing projectile is a bit unfair in my opinion. But if the projectile only homes for a short amount of time, giving the player a good enough time to evade it until it disappears, bosses and objects could benefit from this.

2.  Projectiles with move routes.  -- Allow players to customize a certain skill's move route. Like, if you want it to move in Zigzags  or in circles or whatever pattern, for example.  This one maybe a bit unreasonable an I apologize for this suggestion if it is..

3..--Animations that can damage foes SEE XAS for example. EDIT: <-- ignore this one... I think I found out how Mog hunter does it... T_T. Probably why some of those shits can't be dodged. 
Title: Re: [XP] Blizz-ABS
Post by: ShadowPierce on March 14, 2012, 09:59:41 am
I'm not that sure, but I believe the first two are entirely possible with BABS' new event creation system... Not sure, but it does seem kinda possible. :/
Title: Re: [XP] Blizz-ABS
Post by: Magus on March 14, 2012, 10:29:55 am
Quote from: ShadowPierce on March 14, 2012, 09:59:41 am
I'm not that sure, but I believe the first two are entirely possible with BABS' new event creation system... Not sure, but it does seem kinda possible. :/


Really?  If you found out more about this, can you explain.  I'll look into this as well.
Title: Re: [XP] Blizz-ABS
Post by: ShadowPierce on March 14, 2012, 11:50:36 am
I dunno, have a skill create a monster event with the skill you want to be executed... If you want it to execute prematurely while chasing the player, set a wait time and make it move toward the player until the time is up then execute an explosion skill or something... If you want it to have a move route, just set the event created event's move route then execute the skill... :P

Just an idea, though I haven't entirely tried it out yet... ;)
Title: Re: [XP] Blizz-ABS
Post by: Magus on March 16, 2012, 10:21:17 am
Quote from: ShadowPierce on March 14, 2012, 11:50:36 am
I dunno, have a skill create a monster event with the skill you want to be executed... If you want it to execute prematurely while chasing the player, set a wait time and make it move toward the player until the time is up then execute an explosion skill or something... If you want it to have a move route, just set the event created event's move route then execute the skill... :P

Just an idea, though I haven't entirely tried it out yet... ;)


I'll give this a try.   I know when I used even in the pass though, the events would go right through the player until he moves :/.  This does sounds like it would work though --so I'll give this an update and see what happens.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on March 23, 2012, 05:34:09 pm
Does anyone really know how to use the combos? I want to make like when the Imput is pressed (for example hold Attack for X frames) then id does something, but the window that pops out is just confusing, i don't see how i should use the == != etc in this very moment, could anyone explain that?
(http://i44.tinypic.com/155qnte.png)
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 23, 2012, 07:51:47 pm
@Skwig: ShowHide
(http://i1067.photobucket.com/albums/u430/kirbykid20/ComboExample.png)
Title: Re: [XP] Blizz-ABS
Post by: Skwig on March 24, 2012, 11:08:18 am
@kk20 thanks for the help with triggering, but the combo itself doesnt want to work lol... Made the same thing on the pic (even the commands) and it doesnt want to work.. Wheneer i hit attack it doent attack and when i hold for a long time and such it wont do the combo spell..Cant post screenies atm because i cant use my pc
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 24, 2012, 12:35:13 pm
I copied it exactly and it worked for me. You made sure that the skill you want to activate the combo has been configured?

I had contemplated about writing a guide on how to make interesting combos last year, but never found the motivation.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on March 24, 2012, 01:15:21 pm
Spoiler: ShowHide
(http://i42.tinypic.com/1418oyp.png)

Here is the picture of everything that could be related..
The ability setup seems pretty " default" but that is because i want the character to swirl around itself in the range of the sword and deal damage...
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 24, 2012, 06:15:43 pm
Copied your windows, still works for me. I'm doing these tests on a clean BABS project (no other scripts but BABS).

From the sounds of it, you want something similar to Link's Spin Attack in Zelda games. I remember using events to do something like that, but that was a long time ago.
Title: Re: [XP] Blizz-ABS
Post by: Stray on March 24, 2012, 06:44:20 pm
I still have the problem with touching an event.
Once I touch it, I can't touch it again.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 25, 2012, 12:26:30 am
@Skwig
Assuming you want the Link Spin Attack:
Copy this script and paste below BABS.
Coding Part: ShowHide
#==============================================================================
# K K 2 0     S C R I P T     E D I T S
#==============================================================================
#==============================================================================
# Script calls of switch changes now behaves as if using evented switch changes
#==============================================================================
class Game_Switches
  def []=(switch_id, value)
    if switch_id <= 5000
      @data[switch_id] = value
    end
    $game_map.need_refresh = true
  end
end
#==============================================================================
# Faulty handling of the evented "Script" call
#==============================================================================
class Interpreter
  def command_355
    old_index = @index
    # Set first line to script
    script = @list[@index].parameters[0] + "\n"
    # Loop
    loop do
      # If next event command is second line of script or after
      if @list[@index+1].code == 655
        # Add second line or after to script
        script += @list[@index+1].parameters[0] + "\n"
      # If event command is not second line or after
      else
        # Abort loop
        break
      end
      # Advance index
      @index += 1
    end
    # Evaluation
    result = eval(script)
    # If return value is false
    if result == false and old_index != @index
      # End
      return false
    end
    # Continue
    return true
  end
end
#==============================================================================
# For sake of making this easier to call
#==============================================================================
class Map_Battler < Game_Character
  alias call_babs_orig_use_skill use_skill
  def use_skill(skill, forced = false)
    if skill.is_a?(RPG::Skill)
      call_babs_orig_use_skill(skill, forced)
    else
      call_babs_orig_use_skill($data_skills[skill], forced)
    end
  end
end


Now recreate something like this:
Eventing Part: ShowHide
(http://i1067.photobucket.com/albums/u430/kirbykid20/SpinAttack.png)


@Stray
Reading back, I noticed that you tried removing the line "raise @trigger.to_s". I tried doing that in a new BABS game and it worked for me. As for the "Once I touch it, I can't touch it again", I have no idea what could be causing that. I could not get that error in my project. Could be a different script causing the problem. Try to explain your problem more.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on March 25, 2012, 02:58:19 am
@KK20: I messed around with the spell itself and it suddently started working.. now the issue is that i have to pick the enemy to target, even tho it's to all enemies in range
any idea how to remove that?
If not, I'll just do the thing you posted :3
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 25, 2012, 04:08:31 am
I think there's a script around here that removes the whole selection process. Smart/Auto-targetting or something like that.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on March 27, 2012, 10:24:22 am
@KK20 - thanks, helped a lot.

Another random question for everyone: Is there a way to make enemies slower when they have a certain state applied on them?
If that's not possible, this is a general RMXP question: Is there a way to make weapons and abilities have a CHANCE to apply a certain state, so it won't be a 100% chance like it is now?
An example in the spoiler
Spoiler: ShowHide
I am making frost magic, so it either slows enemies down, or stuns it (100% stun is overpowered)

Thanks
Title: Re: [XP] Blizz-ABS
Post by: Stray on March 27, 2012, 06:35:02 pm
As example: A simple event which is activated by touching:
Spoiler: ShowHide
(http://www7.pic-upload.de/28.03.12/unbmenv1v4o5.png)

Once I touched it, it doesn't work anymore. The sound is not played again. Then, after 20-30 seconds, I can touch it again and the sound is played.
But there are everytime these 20-30 seconds. This shouldn't be.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 27, 2012, 06:54:25 pm
Quote from: Blizz ABS User Manual2.2.5. Event Execution Lock
This option allows you to specify the time that needs to pass before events can be triggered again. This is necessary due to repeated execution on touch when using Pixel Movement.

In the script, you must set the option EVENT_LOCK to the number of seconds that you want.

You can find it under the "Basic Configuration" tab. If that's not the problem, then one of your other scripts is causing the issue.
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on March 27, 2012, 07:03:43 pm
Is that event by chance an enemy? If so then you need to add a comment that says the follow at the top of the event's code:

Trigger:PlayerTouch
Title: Re: [XP] Blizz-ABS
Post by: Stray on March 28, 2012, 08:37:55 am
You were right. The execution Lock was the issue.

EDIT:
Next problem:
I use the "Hermes script" for the messages.
Explanation: ShowHide
(http://www10.pic-upload.de/01.04.12/ddvgpdyl2677.png)

The first time the window appears above the hero. That's how it should be.
But after the first message command, when I use the same message again,
it doesn't work one more time just like before. The game shuts down and this confusing error emerges.

"\p" - "...the containing message will be opened as a speech-bubble-esque pop-up over a defined character"
[ 0 ] means it will appear above the hero.

This issue exists only with the ABS in the script database. That's why I post it here.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on April 02, 2012, 11:38:01 am
Hello, I was just wondering if I could make a spell that will shoot a projectile in every direction... Tried to make it with combos
>Turn UP
>Use ability X
>Turn left
>Use ability X
and so on.. but it won't do anything so i am looking for a way to make that happen
Thanks
Title: Re: [XP] Blizz-ABS
Post by: ShadowPierce on April 02, 2012, 12:42:07 pm
Maybe you need to put "Wait: 1 frame"s in between... I also suggest using "Turn 90 degrees" instead of "Turn DIRECTION", it just feels better and makes it look easier... :P
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on April 02, 2012, 02:15:05 pm
Quote from: Skwig on April 02, 2012, 11:38:01 am
Hello, I was just wondering if I could make a spell that will shoot a projectile in every direction... Tried to make it with combos
>Turn UP
>Use ability X
>Turn left
>Use ability X
and so on.. but it won't do anything so i am looking for a way to make that happen
Thanks


I know Winkio did something like that in this example game:
http://forum.chaos-project.com/index.php/topic,8792.0.html (http://forum.chaos-project.com/index.php/topic,8792.0.html)
Title: Re: [XP] Blizz-ABS
Post by: Skwig on April 03, 2012, 10:27:31 am
Quote from: Boba Fett Link on April 02, 2012, 02:15:05 pm
Quote from: Skwig on April 02, 2012, 11:38:01 am
Hello, I was just wondering if I could make a spell that will shoot a projectile in every direction... Tried to make it with combos
>Turn UP
>Use ability X
>Turn left
>Use ability X
and so on.. but it won't do anything so i am looking for a way to make that happen
Thanks


I know Winkio did something like that in this example game:
http://forum.chaos-project.com/index.php/topic,8792.0.html (http://forum.chaos-project.com/index.php/topic,8792.0.html)

not really.. i downloaded the game, checked out the spells-> nothing, checked the combos -> none
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 03, 2012, 01:11:03 pm
It's setup in an event.  You probably need to use force action script calls to get it to ignore the penalty of each use.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on April 04, 2012, 09:49:37 am
Quote from: winkio on April 03, 2012, 01:11:03 pm
It's setup in an event.  You probably need to use force action script calls to get it to ignore the penalty of each use.

I'm either stupid or blind or both because I can't seem to find the event.. Not in common events, not on maps, not anywhere..
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on April 04, 2012, 12:47:28 pm
Its the ice boss...look at his move route.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on April 04, 2012, 06:23:27 pm
Last problem thing..
I copied it, studied, adapted it
So I came out with a spell that triggers a common event that will make me spin and cast those spells, but the problem is this
$BlizzABS.actor_force_action(1, ENEMIES, 0, SKILL, 4) won't just work
It doesnt give an error, makes me spin but no spells come out.. i think the way i wrote it is wrong
The spell ID is 4 and the ID of player is 1, it should shoot at enemies
Thanks.
(I'm still making the 4 projectile thing)
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 04, 2012, 07:17:26 pm
What do you mean by "the ID of the player is 1?"  try:

$BlizzABS.actor_force_action(0, ENEMIES, 0, SKILL, 4)
Title: Re: [XP] Blizz-ABS
Post by: KK20 on April 04, 2012, 07:26:31 pm
Did my combo order like this:
        case com.aid
        when 1 #Action 1
          return [[COMFreeze, true],
                  [COMSkill, 7],
                  [COMTurn, DIR90Right],
                  [COMCompletion],
                  [COMSkill, 7],
                  [COMTurn, DIR90Right],
                  [COMCompletion],
                  [COMSkill, 7],
                  [COMTurn, DIR90Right],
                  [COMCompletion],
                  [COMSkill, 7],
                  [COMTurn, DIR90Right],
                  [COMCompletion],
                  [COMFreeze, false]]
        end
Looked good for me.

EDIT: lol...Just gave the combo to an enemy, and it spams it like no tomorrow when I walk in range.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on April 05, 2012, 02:50:44 am
Quote from: winkio on April 04, 2012, 07:17:26 pm
What do you mean by "the ID of the player is 1?"  try:

$BlizzABS.actor_force_action(0, ENEMIES, 0, SKILL, 4)


Actor ID of the main character is 1... Tried it with 1 and 0.. nothing he just spins around
Quote from: KK20 on April 04, 2012, 07:26:31 pm
Did my combo order like this:
        case com.aid
        when 1 #Action 1
          return [[COMFreeze, true],
                  [COMSkill, 7],
                  [COMTurn, DIR90Right],
                  [COMCompletion],
                  [COMSkill, 7],
                  [COMTurn, DIR90Right],
                  [COMCompletion],
                  [COMSkill, 7],
                  [COMTurn, DIR90Right],
                  [COMCompletion],
                  [COMSkill, 7],
                  [COMTurn, DIR90Right],
                  [COMCompletion],
                  [COMFreeze, false]]
        end
Looked good for me.

EDIT: lol...Just gave the combo to an enemy, and it spams it like no tomorrow when I walk in range.


Copied this exactly and it still jut made me spin.. i only made it to it casts another spell

something is wrong with my game :S
Could anyone upload a quick demo with the combo working? I must've done something wrong.
Thanks :3
Title: Re: [XP] Blizz-ABS
Post by: KK20 on April 05, 2012, 12:56:25 pm
Cause: When using combos to make an actor cast a spell, the actor must know the spell. In my example, my actor knew Skill ID 7 (Fire). When I removed it from his list of available skills, he just spun around.

Solution: Force the actor to cast the spell, regardless if he knows the spell or not.

How: In an uneditted Blizz ABS, go to line 1176. You should see this:
      when COMSkill # skill [int]
        # use skill
        @ch.use_skill($data_skills[command[1]])
Change it to this:
      when COMSkill # skill [int]
        # use skill
        @ch.use_skill($data_skills[command[1]], true)
Title: Re: [XP] Blizz-ABS
Post by: Skwig on April 06, 2012, 05:52:56 am
Quote from: KK20 on April 05, 2012, 12:56:25 pm
Cause: When using combos to make an actor cast a spell, the actor must know the spell. In my example, my actor knew Skill ID 7 (Fire). When I removed it from his list of available skills, he just spun around.

Solution: Force the actor to cast the spell, regardless if he knows the spell or not.

How: In an uneditted Blizz ABS, go to line 1176. You should see this:
      when COMSkill # skill [int]
        # use skill
        @ch.use_skill($data_skills[command[1]])
Change it to this:
      when COMSkill # skill [int]
        # use skill
        @ch.use_skill($data_skills[command[1]], true)

thanks, works now. Much love
Title: Re: [XP] Blizz-ABS
Post by: Futendra on April 06, 2012, 08:43:05 am
Can you put off hotkeys and skills completely? I don't need them in my game...
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on April 06, 2012, 10:04:26 am
Just don't give the player any skills, turn off the Hotkey part of the HUD and disable the Hotkey HUD button.

You could also remove the 'Skills' page from the menu.
Title: Re: [XP] Blizz-ABS
Post by: Futendra on April 06, 2012, 10:37:08 am
Quote from: Boba Fett Link on April 06, 2012, 10:04:26 am
Just don't give the player any skills, turn off the Hotkey part of the HUD and disable the Hotkey HUD button.

You could also remove the 'Skills' page from the menu.


Okay, but then the Pre-Menu loses its function too, any way to remove the Pre-Menu?
Title: Re: [XP] Blizz-ABS
Post by: Skwig on April 06, 2012, 03:14:18 pm
I am trying to make some puzzles and an intro but I can't change the player graphic through events or make him move but the problem is I can't make conditional branches like
>Conditional branch (Button UP pressed)
>Change actor graphic OR Set move route
because the conditional branch for buttons pressed dont work.. Is there a way to make it work? thanks
I set my movement keys to arrows (RMXP default)

also

Quote from: Futendra on April 06, 2012, 10:37:08 am
Quote from: Boba Fett Link on April 06, 2012, 10:04:26 am
Just don't give the player any skills, turn off the Hotkey part of the HUD and disable the Hotkey HUD button.

You could also remove the 'Skills' page from the menu.


Okay, but then the Pre-Menu loses its function too, any way to remove the Pre-Menu?

There's a way somewhere in script. But if you're super lazy and don't like the default menu then just get another one.. It will turn off the pre menu
Title: Re: [XP] Blizz-ABS
Post by: Stray on April 06, 2012, 03:31:37 pm
Just wondering if no one else has this weird problem... I mean, is this issue known?
QuoteI use the "Hermes script" for the messages.
Explanation: ShowHide
(http://www10.pic-upload.de/01.04.12/ddvgpdyl2677.png)

The first time the window appears above the hero. That's how it should be.
But after the first message command, when I use the same message again,
it doesn't work one more time just like before. The game shuts down and this confusing error emerges.

"\p" - "...the containing message will be opened as a speech-bubble-esque pop-up over a defined character"
[ 0 ] means it will appear above the hero.

This issue exists only with the ABS in the script database. That's why I post it here.
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 06, 2012, 04:14:43 pm
You didn't post the conflicting script, so there is no way to help you.
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on April 06, 2012, 07:15:59 pm
@Skwig: getting a different menu script will not disable the Blizz-abs premenu.

Quote from: Futendra on April 06, 2012, 10:37:08 am
Okay, but then the Pre-Menu loses its function too, any way to remove the Pre-Menu?


Use this script. It has the option to remove the premenu.

http://forum.chaos-project.com/index.php?topic=7836.0
Title: Re: [XP] Blizz-ABS
Post by: Zexion on April 06, 2012, 07:18:05 pm
Or if you use a custom menu, if you place it UNDER blizz abs, it will remove the pre-menu.
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on April 06, 2012, 08:14:26 pm
i have some events that show parts of the tileset, so that it looks like a wall. but for some reason, i can walk right over it. i checked all the passability stuff, and everything looks fine.

i think it's this script because it works fine without it. im using version 2.84
Title: Re: [XP] Blizz-ABS
Post by: Stray on April 06, 2012, 08:20:04 pm
I thought there would be much more people here who know this script. :O.o:
http://rmrk.net/index.php?topic=34922.0 (http://rmrk.net/index.php?topic=34922.0)
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 06, 2012, 08:30:41 pm
Oh goody, the script is split up into 20 different files.  I'm not going to bother looking through everything, but based on the scenario you described, I'm guessing Blizz-ABS overrides the update portion of some part of the script, and some variables related to messages aren't being reset properly.  It should be fixable with a small modification, but it will take a lot of time to figure out what needs to be modified.  That's about all the help I can give.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on April 07, 2012, 11:38:13 am
Quote from: Bob423 on April 06, 2012, 08:14:26 pm
i have some events that show parts of the tileset, so that it looks like a wall. but for some reason, i can walk right over it. i checked all the passability stuff, and everything looks fine.

i think it's this script because it works fine without it. im using version 2.84


Look at part 3

Spoiler: ShowHide
Quote
class Map_Battler < Game_Character
  #----------------------------------------------------------------------------
  # passable?
  #  x - x-coordinate
  #  y - y-coordinate
  #  d - direction
  #  Checks the passability. (pixel movement)
  #----------------------------------------------------------------------------
  def passable?(x, y, d)
    # calculate new coordinates
    nx = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    ny = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    # impassable if standing on impassable tile
    return false unless $game_map.self_passable?(x, y, d, self)
    # get pixel movement rate
    pix = $BlizzABS.pixel
    # if impassable in all directions
    unless $game_map.direction_passable?(nx, ny, 10 - d) &&
        $game_map.direction_passable?(nx, ny+pix-1, 10 - d) &&
        $game_map.direction_passable?(nx+pix-1, ny, 10 - d) &&
        $game_map.direction_passable?(nx+pix-1, ny+pix-1, 10 - d)
      # impassable
      return false
    end
    # new real coordinates
    rx, ry = nx * 128 / pix, ny * 128 / pix
    # get all events
    events = $game_map.events_only
    # rectangle
    rect = Rect.new(nx, ny, pix, pix)
    # if any event in the way
    if events.any? {|event|
        !event.through && (event.character_name != '' || event.tile_id >= 0) &&
        $BlizzABS.util.rect_intersection(rect, event.phitbox)}
            #Rect.new(event.x * pix, event.y * pix, pix, pix))}
      # If tiles other than self are consistent with coordinates
      if self == $game_event && event.tile_id >= 0
        # If obstacle bit is set
        if $game_map.passages[event.tile_id] & bit != 0
          # impassable
          return false
        # If obstacle bit is set in all directions
        elsif $game_map.passages[event.tile_id] & 0x0f == 0x0f
          # impassable
          return false
        # If priorities other than that are 0
        elsif $game_map.priorities[event.tile_id] == 0
          # passable
          return true
        end
      else

        # impassable
        return false
      end
    end
    # if any battler that is not self or an event in the way
    if ($game_map.events.values - [self] - events).any? {|battler|
        !battler.through && battler.character_name != '' &&
        $BlizzABS.util.rect_intersection(rect, battler.phitbox)}
            #Rect.new(battler.x, battler.y, pix, pix))}
      # impassable
      return false
    end
    # passable so far
    return true
  end
end
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on April 07, 2012, 12:05:50 pm
...that doesnt help...im not a scripter, although i'd like to be.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on April 07, 2012, 12:08:05 pm
try insert that piece of crap code below blizz abs part 3
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on April 07, 2012, 12:10:51 pm
oh thanks  :^_^':

edit:  2 new problems
1. that script makes ALL events impassable unless i check "through" that will take a TON of work to fix myself. is there a way to set it to only do that if the event has a graphic specified?

2. i used the "$game_system.minimap = 0" and "$game_system.minimap_button = false" the minimap disappears like it's supposed to, but the game freezes after that.
Title: Re: [XP] Blizz-ABS
Post by: ToxicTrevor on April 07, 2012, 02:51:31 pm
Hi, im using the newest 2.84 version of this and I keep encountering the same error.

"SyntaxError occurred while running script." -- No lines are specified or anything, and the reason I get this error is because I am using the "Generated Configuration Script" program (version 2.84) in place of part 1 of this script, just like it specifies too, also when I manually re script the original part 1
script it works fine, this makes me think that the problem is in the generator itself but I cant find whats wrong in the new script, I will post both of the scripts any help would be appreciated, thanks.


Original Unedited Blizz ABS part 1
Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-ABS by Blizzard and winkio
# Version: 2.84
# Auto-Generated Configuration Script
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                                    PART 1
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Copy-paste this auto-generated script into the script slot instead of Part 1
# of the default Blizz-ABS script.
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# BlizzABS
#------------------------------------------------------------------------------
#  This is the master control, configuration, utility and battle process
#  module for Blizz-ABS.
#==============================================================================

module BlizzABS
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Control
  #----------------------------------------------------------------------------
  #  This module provides in-game control configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Control
   
    CUSTOM_CONTROLS = false
    DISABLE_DEFAULT = true
    UP = "Key['W']"
    LEFT = "Key['A']"
    DOWN = "Key['S']"
    RIGHT = "Key['D']"
    PREVPAGE = "Key['Q']"
    NEXTPAGE = "Key['E']"
    CONFIRM = "Key['H']"
    CANCEL = "Key['F']"
    ATTACK = "Key['K']"
    DEFEND = "Key['L']"
    SKILL = "Key['J']"
    ITEM = "Key['I']"
    SELECT = "Key['O']"
    HUD = "Key['Z']"
    HOTKEY = "Key['X']"
    MINIMAP = "Key['C']"
    RUN = "Key['M']"
    SNEAK = "Key['.']"
    JUMP = "Key[',']"
    TURN = "Key['U']"
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Config
  #----------------------------------------------------------------------------
  #  This module provides Blizz-ABS configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Config
   
    # 2.1. # Basic Configuration
    MAX_PARTY = 4
    MAX_PETS = 1
    MAX_MONSTERS = 1
    MAX_SUMMONS = 1
    CATERPILLAR = false
    CORPSES = false
    EMPTY_CORPSES = false
    RECOVER_ON_LEVEL_UP = true
    FULL_DEFEND = true
    DIRECT_HOTKEYS = false
    AUTO_GAMEOVER = true
    DROP_AMMO = true
    MENU_COLOR_TINT = 0
    DISABLE_ABS_MODE = 0
    ITEM_DROP = true
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 80, 100)
    GOLD_DROP = ''
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
    DROP_TIME = 30
    EVENT_LOCK = 40
    ANIMATED_IDS = []
   
    # 2.2. # Movement Configuration
    PIXEL_MOVEMENT_RATE = 0
    REPAIR_MOVEMENT = true
    EIGHT_WAY_MOVEMENT = false
    SNEAK_ON_CHARGE = false
    NORMAL_SPEED = 4
    RUN_SPEED = 5
    SNEAK_SPEED = 3
    JUMPING = 2
    NO_JUMP_TAGS = []
    ALLOW_JUMP_TAGS = []
    NO_FLOOR_TAGS = []
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILITY = false
    ABSEAL_AUTOKILL = true
    ABSEAL_FACTOR = 4
    DISABLE_ANTILAG_IDS = []
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = true
    HUD_POSITION = 0
    HUD_TYPE = 0
    MINIMAP = true
    HOTKEYS = true
    ENEMY_HEALTH_BARS = 0
    ENEMY_HEALTH_BARS_MATCH_WIDTH = false
    BOUNCING_DAMAGE = false
    WEAPON_DATA_MODE = [0, 0]
    SKILL_DATA_MODE = [0, 0, 0]
    ITEM_DATA_MODE = [0, 0, 0]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '00000000'
    AI_DELAY_TIME = 40
    VIEW_RANGE = 5
    HEARING_RANGE_RATIO = 40
    RESPAWN_TIME = 0
    WALL_TAGS = []
    NO_ENEMY_TAGS = []
    EXP_MODE = 1
    KNOCKBACK_MODE = 2
   
    # 2.6. # Animation Configuration
    ANIMATIONS = true
    SMALL_ANIMATIONS = true
    DISPLAY_LEVEL_UP = true
    LEVEL_UP_ANIMATION_ID = 0
    FLEE_ANIMATION_ID = 0
    CALL_HELP_ANIMATION_ID = 0
    DEFEND_ANIMATION_ID = 0
    UNSUMMON_ANIMATION_ID = 0
   
    # 2.7. # Sprite Control Configuration
    A_ACTION_SPRITES = false
    A_WEAPON_SPRITES = false
    A_DEFEND_SPRITES = false
    A_SKILL_SPRITES = false
    A_ITEM_SPRITES = false
    A_IDLE_SPRITES = false
    A_CHARGE_SPRITES = false
    A_CHARGE_WEAPON_SPRITES = false
    A_CHARGE_SKILL_SPRITES = false
    A_CHARGE_ITEM_SPRITES = false
    E_ACTION_SPRITES = false
    E_SKILL_SPRITES = false
    E_IDLE_SPRITES = false
    E_CHARGE_SPRITES = false
    E_CHARGE_SKILL_SPRITES = false
    RUNNING_SPRITES = false
    SNEAKING_SPRITES = false
    JUMPING_SPRITES = false
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Alignments
  #----------------------------------------------------------------------------
  #  This module provides alignment configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Alignments
   
    GROUPS = [1, 2, 3, 4, 5, 6]
    LIFELESS_GROUPS = [4]
    LINKED_GROUPS = [5, 6]
    PERMANENT_GROUPS = [5, 6]
    ACTOR_GROUP = 1
    ENEMY_GROUP = 2
   
    def self.enemies(id)
      case id
      when 1 then return [2]
      when 2 then return [1, 3, 5, 6]
      when 5 then return [2]
      end
      return []
    end
   
    def self.allies(id)
      case id
      when 1 then return [1]
      when 2 then return [2]
      when 5 then return [5, 6]
      when 6 then return [5, 6]
      end
      return []
    end
   
    def self.neutral(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Weapons
  #----------------------------------------------------------------------------
  #  This module provides weapon configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Weapons
   
    def self.type(id)
      return SWORD
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.consume(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Skills
  #----------------------------------------------------------------------------
  #  This module provides skill configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Skills
   
    def self.type(id)
      return [DIRECT, EXPLNone]
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.0
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONPet, 0, 0]
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Items
  #----------------------------------------------------------------------------
  #  This module provides item configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Items
   
    def self.type(id)
      return [DIRECT, EXPLNone]
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 5.5
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONPet, 0, 0]
    end
   
    def self.drop_sprite(id)
      return false
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Enemies
  #----------------------------------------------------------------------------
  #  This module provides enemy configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Enemies
   
    def self.type(id)
      return SWORD
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.delay(id)
      return nil
    end
   
    def self.perception(id)
      return nil
    end
   
    def self.ai(id)
      return nil
    end
   
    def self.destruct(id)
      return 0
    end
   
    def self.respawn(id)
      return 0
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Combos
  #----------------------------------------------------------------------------
  #  This module provides combo configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Combos
   
    def self.total_actions(com)
      return 1
    end
   
    def self.commands(com)
      return []
    end
   
    def self.anim_data(com)
      return [0, [3, 3, 3, 3], '', false]
    end
   
  end
 
end



The code the generator created for me (Only edited simple controls)
Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-ABS by Blizzard and winkio
# Version: 2.84
# Auto-Generated Configuration Script
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                                    PART 1
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Copy-paste this auto-generated script into the script slot instead of Part 1
# of the default Blizz-ABS script.
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# BlizzABS
#------------------------------------------------------------------------------
#  This is the master control, configuration, utility and battle process
#  module for Blizz-ABS.
#==============================================================================

module BlizzABS
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Control
  #----------------------------------------------------------------------------
  #  This module provides in-game control configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Control
   
    CUSTOM_CONTROLS = true
    DISABLE_DEFAULT = true
    UP = "Key['Arrow Up']"
    LEFT = "Key['Arrow Left']"
    DOWN = "Key['Arrow Down']"
    RIGHT = "Key['Arrow Right']"
    PREVPAGE = "Key['Q']"
    NEXTPAGE = "Key['E']"
    CONFIRM = "Key['A']"
    CANCEL = "Key['Backspace']"
    ATTACK = "Key['A']"
    DEFEND = "Key['L']"
    SKILL = "Key['J']"
    ITEM = "Key['I']"
    SELECT = "Key['O']"
    HUD = "Key['.']"
    HOTKEY = "Key['X']"
    MINIMAP = "Key['C']"
    RUN = "Key['S']"
    SNEAK = "Key[''']"
    JUMP = "Key['Z']"
    TURN = "Key['U']"
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Config
  #----------------------------------------------------------------------------
  #  This module provides Blizz-ABS configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Config
   
    # 2.1. # Basic Configuration
    MAX_PARTY = 4
    MAX_PETS = 1
    MAX_MONSTERS = 1
    MAX_SUMMONS = 1
    CATERPILLAR = false
    CORPSES = false
    EMPTY_CORPSES = false
    RECOVER_ON_LEVEL_UP = true
    FULL_DEFEND = true
    DIRECT_HOTKEYS = false
    AUTO_GAMEOVER = true
    DROP_AMMO = true
    MENU_COLOR_TINT = 0
    DISABLE_ABS_MODE = 0
    ITEM_DROP = true
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 80, 100)
    GOLD_DROP = ''
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
    DROP_TIME = 30
    EVENT_LOCK = 40
    ANIMATED_IDS = []
   
    # 2.2. # Movement Configuration
    PIXEL_MOVEMENT_RATE = 0
    REPAIR_MOVEMENT = true
    EIGHT_WAY_MOVEMENT = false
    SNEAK_ON_CHARGE = false
    NORMAL_SPEED = 4
    RUN_SPEED = 5
    SNEAK_SPEED = 3
    JUMPING = 2
    NO_JUMP_TAGS = []
    ALLOW_JUMP_TAGS = []
    NO_FLOOR_TAGS = []
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILITY = false
    ABSEAL_AUTOKILL = true
    ABSEAL_FACTOR = 4
    DISABLE_ANTILAG_IDS = []
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = true
    HUD_POSITION = 0
    HUD_TYPE = 0
    MINIMAP = true
    HOTKEYS = true
    ENEMY_HEALTH_BARS = 0
    ENEMY_HEALTH_BARS_MATCH_WIDTH = false
    BOUNCING_DAMAGE = false
    WEAPON_DATA_MODE = [0, 0]
    SKILL_DATA_MODE = [0, 0, 0]
    ITEM_DATA_MODE = [0, 0, 0]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '00000000'
    AI_DELAY_TIME = 40
    VIEW_RANGE = 5
    HEARING_RANGE_RATIO = 40
    RESPAWN_TIME = 0
    WALL_TAGS = []
    NO_ENEMY_TAGS = []
    EXP_MODE = 1
    KNOCKBACK_MODE = 2
   
    # 2.6. # Animation Configuration
    ANIMATIONS = true
    SMALL_ANIMATIONS = true
    DISPLAY_LEVEL_UP = true
    LEVEL_UP_ANIMATION_ID = 0
    FLEE_ANIMATION_ID = 0
    CALL_HELP_ANIMATION_ID = 0
    DEFEND_ANIMATION_ID = 0
    UNSUMMON_ANIMATION_ID = 0
   
    # 2.7. # Sprite Control Configuration
    A_ACTION_SPRITES = false
    A_WEAPON_SPRITES = false
    A_DEFEND_SPRITES = false
    A_SKILL_SPRITES = false
    A_ITEM_SPRITES = false
    A_IDLE_SPRITES = false
    A_CHARGE_SPRITES = false
    A_CHARGE_WEAPON_SPRITES = false
    A_CHARGE_SKILL_SPRITES = false
    A_CHARGE_ITEM_SPRITES = false
    E_ACTION_SPRITES = false
    E_SKILL_SPRITES = false
    E_IDLE_SPRITES = false
    E_CHARGE_SPRITES = false
    E_CHARGE_SKILL_SPRITES = false
    RUNNING_SPRITES = false
    SNEAKING_SPRITES = false
    JUMPING_SPRITES = false
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Alignments
  #----------------------------------------------------------------------------
  #  This module provides alignment configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Alignments
   
    GROUPS = [1, 2, 3, 4, 5, 6]
    LIFELESS_GROUPS = [4]
    LINKED_GROUPS = [5, 6]
    PERMANENT_GROUPS = [5, 6]
    ACTOR_GROUP = 1
    ENEMY_GROUP = 2
   
    def self.enemies(id)
      case id
      when 1 then return [2]
      when 2 then return [1, 3, 5, 6]
      when 5 then return [2]
      end
      return []
    end
   
    def self.allies(id)
      case id
      when 1 then return [1]
      when 2 then return [2]
      when 5 then return [5, 6]
      when 6 then return [5, 6]
      end
      return []
    end
   
    def self.neutral(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Weapons
  #----------------------------------------------------------------------------
  #  This module provides weapon configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Weapons
   
    def self.type(id)
      return SWORD
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.consume(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Skills
  #----------------------------------------------------------------------------
  #  This module provides skill configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Skills
   
    def self.type(id)
      return [DIRECT, EXPLNone]
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.0
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONPet, 0, 0]
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Items
  #----------------------------------------------------------------------------
  #  This module provides item configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Items
   
    def self.type(id)
      return [DIRECT, EXPLNone]
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 5.5
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONPet, 0, 0]
    end
   
    def self.drop_sprite(id)
      return false
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Enemies
  #----------------------------------------------------------------------------
  #  This module provides enemy configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Enemies
   
    def self.type(id)
      return SWORD
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.delay(id)
      return nil
    end
   
    def self.perception(id)
      return nil
    end
   
    def self.ai(id)
      return nil
    end
   
    def self.destruct(id)
      return 0
    end
   
    def self.respawn(id)
      return 0
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Combos
  #----------------------------------------------------------------------------
  #  This module provides combo configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Combos
   
    def self.total_actions(com)
      return 1
    end
   
    def self.commands(com)
      return []
    end
   
    def self.anim_data(com)
      return [0, [3, 3, 3, 3], '', false]
    end
   
  end
 
end



(NOTE: I am only changing simple controls for movement, I can't manually re script this entire project myself so please don't suggest this.)
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 07, 2012, 02:55:18 pm
I just pasted the generated part 1 that you posted into a blank BlizzABS project and it worked fine.

If there is not a line specified, the error might be coming from a script call from an event that has incorrect syntax.
Title: Re: [XP] Blizz-ABS
Post by: Stray on April 07, 2012, 07:44:02 pm
@winkio:
I changed the custom message script from "Hermes" to the much better "UMS (Universal Message System)" script.
This time it's only one script. I think it's much easier to find the new problem. :O.o:

UMS Script (text file) (http://www.2shared.com/document/tZVez1gw/ums.html)

The new issue: ShowHide


\e             - makes the window appear above the [ ] event
\nm          - is obvious
\t1 & \t2   - is the connection to the window or comic-bubble.
                          "t1" for speaking and "t2" for shouting. There's also "th" for thinking.

(http://www7.pic-upload.de/08.04.12/njtfpw6xwq.jpg)
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on April 07, 2012, 09:41:34 pm
Quote from: Bob423 on April 07, 2012, 12:10:51 pm
1. that script makes ALL events impassable unless i check "through" that will take a TON of work to fix myself. is there a way to set it to only do that if the event has a graphic specified?


Spoiler: ShowHide
Quoteclass Map_Battler < Game_Character
  #----------------------------------------------------------------------------
  # passable?
  #  x - x-coordinate
  #  y - y-coordinate
  #  d - direction
  #  Checks the passability. (pixel movement)
  #----------------------------------------------------------------------------
  def passable?(x, y, d)
    # calculate new coordinates
    nx = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    ny = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    # impassable if standing on impassable tile
    return false unless $game_map.self_passable?(x, y, d, self)
    # get pixel movement rate
    pix = $BlizzABS.pixel
    # if impassable in all directions
    unless $game_map.direction_passable?(nx, ny, 10 - d) &&
        $game_map.direction_passable?(nx, ny+pix-1, 10 - d) &&
        $game_map.direction_passable?(nx+pix-1, ny, 10 - d) &&
        $game_map.direction_passable?(nx+pix-1, ny+pix-1, 10 - d)
      # impassable
      return false
    end
    # new real coordinates
    rx, ry = nx * 128 / pix, ny * 128 / pix
    # get all events
    events = $game_map.events_only
    # rectangle
    rect = Rect.new(nx, ny, pix, pix)
    # Change direction (0,2,4,6,8,10) to obstacle bit (0,1,2,4,8,0)
    bit = (1 << (d / 2 - 1)) & 0x0f

    # if any event in the way
    if events.any? {|event|
        !event.through && (event.character_name != '' ||
        (event.tile_id >= 0 &&
        ($game_map.passages[event.tile_id] & bit != 0 ||
         $game_map.passages[event.tile_id] & 0x0f == 0x0f)))
&&
        $BlizzABS.util.rect_intersection(rect, event.phitbox)}
            #Rect.new(event.x * pix, event.y * pix, pix, pix))}
      # impassable
      return false
    end
    # if any battler that is not self or an event in the way
    if ($game_map.events.values - [self] - events).any? {|battler|
        !battler.through && battler.character_name != '' &&
        $BlizzABS.util.rect_intersection(rect, battler.phitbox)}
            #Rect.new(battler.x, battler.y, pix, pix))}
      # impassable
      return false
    end
    # passable so far
    return true
  end
end
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on April 07, 2012, 11:15:56 pm
awesome, thanks :D
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on April 08, 2012, 12:45:33 am
Quote from: Bob423 on April 07, 2012, 12:10:51 pm
2. i used the "$game_system.minimap = 0" and "$game_system.minimap_button = false" the minimap disappears like it's supposed to, but the game freezes after that.


http://forum.chaos-project.com/index.php?topic=938.0
Title: Re: [XP] Blizz-ABS
Post by: ToxicTrevor on April 08, 2012, 01:38:52 am
Quote from: winkio on April 07, 2012, 02:55:18 pm
I just pasted the generated part 1 that you posted into a blank BlizzABS project and it worked fine.

If there is not a line specified, the error might be coming from a script call from an event that has incorrect syntax.


So what do you suggest? as the only event I have is the player spawn, and other than Blizz's scripts all my other scripts are the defaults.
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 08, 2012, 02:00:06 am
upload a demo with the problem and I'll take a look.
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on April 08, 2012, 02:08:17 am
Quote from: LiTTleDRAgo on April 08, 2012, 12:45:33 am
Quote from: Bob423 on April 07, 2012, 12:10:51 pm
2. i used the "$game_system.minimap = 0" and "$game_system.minimap_button = false" the minimap disappears like it's supposed to, but the game freezes after that.


http://forum.chaos-project.com/index.php?topic=938.0


oh cool, thanks :D
Title: Re: [XP] Blizz-ABS
Post by: ToxicTrevor on April 08, 2012, 02:18:41 am
Quote from: winkio on April 08, 2012, 02:00:06 am
upload a demo with the problem and I'll take a look.


http://www.mediafire.com/?iiivdunavdvqc6u

there you go.
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 08, 2012, 02:36:19 am
Oh, I should have picked up on this the first time.  You have the sneak control set to the ['] key, which is causing the problem.  We forgot to account for the fact that the name of the key needs to have an escape character.

Anyways, to get it to work for now, go into the script and change line 53 from

SNEAK = "Key[''']"


to

SNEAK = "Key['\\'']"


and everything should be all set.  I'll add this to the list of things to fix in the next version.
Title: Re: [XP] Blizz-ABS
Post by: ToxicTrevor on April 08, 2012, 02:41:25 am
Quote from: winkio on April 08, 2012, 02:36:19 am
Oh, I should have picked up on this the first time.  You have the sneak control set to the ['] key, which is causing the problem.  We forgot to account for the fact that the name of the key needs to have an escape character.

Anyways, to get it to work for now, go into the script and change line 53 from

SNEAK = "Key[''']"


to

SNEAK = "Key['\\'']"


and everything should be all set.  I'll add this to the list of things to fix in the next version.



Thanks! And glad I could help with that, hopefully if anyone else has this problem they will see our little back and forth conversation until the next version comes out.  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Stray on April 08, 2012, 09:00:53 am
Please, that's my last problem. I think there will be no issues anymore if it is fixed... or did I forgot something else this time?
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on April 08, 2012, 10:22:53 am
Quote from: Stray on April 07, 2012, 07:44:02 pm
@winkio:
I changed the custom message script from "Hermes" to the much better "UMS (Universal Message System)" script.
This time it's only one script. I think it's much easier to find the new problem. :O.o:

UMS Script (text file) (http://www.2shared.com/document/tZVez1gw/ums.html)

The new issue: ShowHide


\e             - makes the window appear above the [ ] event
\nm          - is obvious
\t1 & \t2   - is the connection to the window or comic-bubble.
                          "t1" for speaking and "t2" for shouting. There's also "th" for thinking.

(http://www7.pic-upload.de/08.04.12/njtfpw6xwq.jpg)



I can't see the image, what I saw in your image was

(http://www7.pic-upload.de/allownt.gif)
Title: Re: [XP] Blizz-ABS
Post by: Stray on April 08, 2012, 04:20:24 pm
Alternative Uploads
Mirror 1: ShowHide
(http://www.uploadking.biz/out.php/i222421_whouh.jpg)

Mirror 2: ShowHide
(http://www.bilderload.com/daten/whouhC3AJ5.jpg)

Mirror 3: ShowHide
(http://img716.imageshack.us/img716/1756/whouh.jpg)
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on April 08, 2012, 11:18:03 pm
Quote\e[42]\nm[Dat Girl]\t1
\e[042]\nm[Dat Hero]\t2


is there any difference between \e[42] and \e[042]?

could you upload a demo?
Title: Re: [XP] Blizz-ABS
Post by: Skwig on April 09, 2012, 04:43:32 pm
Hello, me again :(
I've got 2 question/ problems:
1.) I've seen in BLIZZ-ABS games (can't remember the name, was on this site) that there were fires that when you touched, they dealt X damage (not a problem) but the problem is that the damage the fire dealt was bouncy, as if an enemy hit you. I don't think the fires were enemies because there were quite a lot of them and i think that would lag. Therefore, is there a way to make events hit you with the bouncy damage?

2.) Is there an "official" Blizz abs CMS? I know blizz made stormtronics, which is cool n stuff but I'm looking for a CMS that will have the Shortcuts from the pre-menu in the normal menu. I am making a 1 player game so I don't need the AI stuffs.. -> Is there a way to edit the script / Is there a CMS that has the shortcut setting in the menu, not in the pre-menu that Blizz-abs has

Thanks :3 Sorry for the wall of text
Title: Re: [XP] Blizz-ABS
Post by: Futendra on April 09, 2012, 04:51:21 pm
Quote from: Skwig on April 09, 2012, 04:43:32 pm
2.) Is there an "official" Blizz abs CMS? I know blizz made stormtronics, which is cool n stuff but I'm looking for a CMS that will have the Shortcuts from the pre-menu in the normal menu. I am making a 1 player game so I don't need the AI stuffs.. -> Is there a way to edit the script / Is there a CMS that has the shortcut setting in the menu, not in the pre-menu that Blizz-abs has

Thanks :3 Sorry for the wall of text


With a little editting you can add a new tab that opens Scene_Hotkeys (I guess), that isn't too hard, then just place that CMS underneath Blizz-ABS and it should work just fine.
Title: Re: [XP] Blizz-ABS
Post by: Magus on April 09, 2012, 05:03:24 pm
Will there ever be any chance for Blizz-abs JUMPING enemies. Because every time I attempt to make a boss/enemy jump, I always receive an error.
Title: Re: [XP] Blizz-ABS
Post by: Stray on April 10, 2012, 07:05:36 am
Quote from: LiTTleDRAgo on April 08, 2012, 11:18:03 pm
Quote\e[42]\nm[Dat Girl]\t1
\e[042]\nm[Dat Hero]\t2


is there any difference between \e[42] and \e[042]?

could you upload a demo?


There's no difference.
UMS-Demo here (http://www.file-upload.net/download-4259325/UMS.zip.html)
if it doesn't work again:
Mirror 1 (http://www.filedropper.com/ums)
Mirror 2 (http://www.fileuploadx.de/110029)

I checked if it works with the normal, unchanged Blizz ABS. But it's somehow a different thing.
Here with my example-project:
Example (http://www.2shared.com/file/xtm9uZ00/FOFE.html)
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on April 10, 2012, 05:20:09 pm
Quote from: Skwig on April 09, 2012, 04:43:32 pm
1.) I've seen in BLIZZ-ABS games (can't remember the name, was on this site) that there were fires that when you touched, they dealt X damage (not a problem) but the problem is that the damage the fire dealt was bouncy, as if an enemy hit you. I don't think the fires were enemies because there were quite a lot of them and i think that would lag. Therefore, is there a way to make events hit you with the bouncy damage?


That was probably me in my small game 'The Game' Demo. The fire was not an enemy, just an event with a player touch. I inserted this call script:
$BlizzABS.actor_deal_damage(0, CONSTANT, 10)

And then had a move route command that made the Player step back.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on April 12, 2012, 12:13:23 pm
Quote from: Stray on April 10, 2012, 07:05:36 am
Quote from: LiTTleDRAgo on April 08, 2012, 11:18:03 pm
Quote\e[42]\nm[Dat Girl]\t1
\e[042]\nm[Dat Hero]\t2


is there any difference between \e[42] and \e[042]?

could you upload a demo?


There's no difference.
UMS-Demo here (http://www.file-upload.net/download-4259325/UMS.zip.html)
if it doesn't work again:
Mirror 1 (http://www.filedropper.com/ums)
Mirror 2 (http://www.fileuploadx.de/110029)

I checked if it works with the normal, unchanged Blizz ABS. But it's somehow a different thing.
Here with my example-project:
Example (http://www.2shared.com/file/xtm9uZ00/FOFE.html)


Umm, there is no error between UMS demo and unchanged BlizzABS
it's problem probably in your other scripts

your example game is more than 20 mb in 2shared which I can't download
can you upload it in Mediafire, if possible with smaller size since my connection is suck
Title: Re: [XP] Blizz-ABS
Post by: Stray on April 12, 2012, 08:48:59 pm
Now it has only 9 MB.
I had no time to sign up to mediafire. Instead, I uploaded it somewhere else. I hope it's ok.
2shared (http://www.2shared.com/file/_0KNXkpS/Forbidden_Feathers_-_UMS_Demo.html)
Megafileupload (http://www.megafileupload.com/en/file/348328/Forbidden-Feathers---UMS-Demo-zip.html)
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on April 13, 2012, 12:29:18 am
Quote from: Stray on April 12, 2012, 08:48:59 pm
Now it has only 9 MB.
I had no time to sign up to mediafire. Instead, I uploaded it somewhere else. I hope it's ok.
2shared (http://www.2shared.com/file/_0KNXkpS/Forbidden_Feathers_-_UMS_Demo.html)
Megafileupload (http://www.megafileupload.com/en/file/348328/Forbidden-Feathers---UMS-Demo-zip.html)


Here, place it after UMS

Spoiler: ShowHide
Quote#==============================================================================
# Window_Message
#----------------------------------------------------
# This class was modified to override Blizz-ABS battle handling for correct
# window position display.
#==============================================================================

class Window_Message

  #--------------------------------------------------------------------------
  # Override reset_window
  #--------------------------------------------------------------------------
  alias reset_window_blizzabs_later reset_window
  def reset_window(change_opacity = true)
    # store old in_battle flag and set new in_battle flag
    tmp, $game_temp.in_battle = $game_temp.in_battle, false
    # if ccoa's UMS is being used
    if $game_system.ums_mode != nil
      # call original method with parameter
      reset_window_blizzabs_later(change_opacity)
    else
      # call original method
      reset_window_blizzabs_later
    end
    # restore in_battle flag
    $game_temp.in_battle = tmp
  end

end
Title: Re: [XP] Blizz-ABS
Post by: Stray on April 13, 2012, 09:03:58 am
Thanks, you guys are awesome. You're totally mentioned in the credits.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on April 18, 2012, 11:24:53 am
Hillo
Just wonering if there's a way to edit the speed of weapons or the pEnalty
Dont't go "omg noob" yet
The thing is, i want to do this ingame. Such as thru states n stuff
The point: i want to make an ability that speeds up attacks.. So it lowers the penalty on certain items temporarily
Example: your attacks take 16 frames. You take the haste potion and your attacks take 12 frames for 30 seconds.
Thanks
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 18, 2012, 01:20:43 pm
It would require a small custom script.
Title: Re: [XP] Blizz-ABS
Post by: Heretic86 on April 20, 2012, 09:26:51 pm
nm, wrong thread...   :haha:
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on April 22, 2012, 02:38:17 pm
i have an event that has this
player move route:
move down
wait for moves completion

what should happen, is prevent the player from passing the tile, or even staying on the tile.r
it is a one way path, but for some reason, blizz abs makes it so, if the player holds up, they can move past the tile. i want to make it so the tile works exactly the way is does without blizz abs. is there a way to do this? like a script fix, or something?
Title: Re: [XP] Blizz-ABS
Post by: Skwig on April 23, 2012, 10:09:03 am
Is there a way to move the weapon sprites (_wpn_X) a little more up? I have some sprites, but i'm too retarded to edit it and i lack the talent to do so.
-> There are too many sprites to edit, IMO it will be easier to change some numbers in part 2 or 3 of ABS
Thanks. :3

(http://i40.tinypic.com/nxubk5.png)
pic to help you
the _atk one is the location of the player
Title: Re: [XP] Blizz-ABS
Post by: Andreavnn on April 23, 2012, 06:04:25 pm
Anyone up for a challenge that can help me fix this script to work with BABS?

Spoiler: ShowHide
#==============================================================================
# ** Sprite Mirror
#------------------------------------------------------------------------------
#    Based on Sprite Shadow
#    modified by Rataime
#    New Edits by DerVVulfman
#    February 12, 2008
#------------------------------------------------------------------------------
#
# Introduction:
#  This system allows you and events to have their image reflected on various
#  tagged surfaces.
#
#------------------------------------------------------------------------------
#
# Revisions to note:
#
#  1) Added formatted headers and comments throughout the script.
#
#==============================================================================



#==============================================================================
# ** Sprite_Mirror
#------------------------------------------------------------------------------
#  This sprite is used to position character mirror reflections relative to map
#  position.  It observes the Game_Character class and automatically changes
#  sprite conditions.
#==============================================================================

class Sprite_Mirror < RPG::Sprite
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :character
  attr_accessor :events
  attr_accessor :event_y
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     viewport  : viewport
  #--------------------------------------------------------------------------
  def initialize(viewport = nil)
    super(viewport)
    @character = $game_player
    @events = 0
    @event_y = 0
    self.opacity = 0
    update
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If tile ID, file name, or hue are different from current ones
    if @tile_id != @character.tile_id or
       @character_name != @character.character_name or
       @character_hue != @character.character_hue
      # Remember tile ID, file name, and hue
      @tile_id = @character.tile_id
      @character_name = @character.character_name
      @character_hue = @character.character_hue
      # If tile ID value is valid 
      if @tile_id >= 384
        self.bitmap = RPG::Cache.tile($game_map.tileset_name,
          @tile_id, @character.character_hue)
        self.src_rect.set(0, 0, 32, 32)
        self.ox = 16
        self.oy = 32
      # If tile ID value is invalid
      else
        self.bitmap = RPG::Cache.character(@character.character_name,
          @character.character_hue)
        @cw = bitmap.width / 4
        @ch = bitmap.height / 4
        self.ox = @cw / 2
        self.oy = @ch
      end
    end
    # Set visible situation
    self.visible = (not @character.transparent)
    # If graphic is character
    if @tile_id == 0
      sx = (@character.pattern) * @cw
      sy = (@character.direction - 2) / 2 * @ch
      if @character.direction==8
        sy = 0 * @ch
      end
      if @character.direction==2
        sy = 3 * @ch
      end
      self.src_rect.set(sx, sy, @cw, @ch)
    end
    # Set sprite coordinates     
    self.x = @character.screen_x
    self.y = self.event_y - ($game_player.screen_y - self.event_y).abs + 30
    self.z = 10
    # Set blend method and bush depth
    self.blend_type = @character.blend_type
    self.bush_depth = @character.bush_depth
    # Animation
    if @character.animation_id != 0
      animation = $data_animations[@character.animation_id]
      animation(animation, true)
      @character.animation_id = 0
    end
  end
end



#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
#  This sprite is used to display the character.It observes the Game_Character
#  class and automatically changes sprite conditions.
#==============================================================================

class Sprite_Character < RPG::Sprite
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias mirror_initialize initialize
  alias mirror_update update 
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     viewport  : viewport
  #     character : character (Game_Character)
  #-------------------------------------------------------------------------- 
  def initialize(viewport, character = nil)
    @character = character
    super(viewport)
    if character.is_a?(Game_Player)
      $game_map.mirror = Sprite_Mirror.new(viewport)
    end
    # Perform the original call
    mirror_initialize(viewport, @character)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #-------------------------------------------------------------------------- 
  def update
    # Perform the original call
    mirror_update
    if (@mirror != nil and character.is_a?(Game_Event) and
      character.list != nil and character.list[0].code == 108 and
      character.list[0].parameters == ["m"])
      if $game_player.screen_y - self.y < 80 and
        self.y < $game_player.screen_y and
        ($game_player.screen_x - self.x).abs < 17
        if (character.list[1]!=nil and character.list[1].code == 108)
          @mirror.opacity=character.list[1].parameters[0].to_f
        else
          @mirror.opacity=$game_player.opacity
        end
        @mirror.events = self.id
        @mirror.event_y = self.y
      else
        if @mirror.events == self.id
          @mirror.events = 0
        else
          if @mirror.events == 0
            @mirror.opacity = 0
          end
        end
      end
    end
    @mirror = $game_map.mirror
    if character.is_a?(Game_Player)
      @mirror.update
    end
  end
end



#==============================================================================
# ** Scene_Save
#------------------------------------------------------------------------------
#  This class performs save screen processing.
#==============================================================================

class Scene_Save < Scene_File
  #--------------------------------------------------------------------------
  # * Alias Listings
  #-------------------------------------------------------------------------- 
  alias mirror_write_save_data write_save_data
  #--------------------------------------------------------------------------
  # * Write Save Data
  #     file : write file object (opened)
  #-------------------------------------------------------------------------- 
  def write_save_data(file)
    $game_map.mirror = nil
    # Perform the original call
    mirror_write_save_data(file)
  end
end



#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles the map. It includes scrolling and passable determining
#  functions. Refer to "$game_map" for the instance of this class.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------   
  attr_accessor :mirror
end



#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  This class brings together map screen sprites, tilemaps, etc.
#  It's used within the Scene_Map class.
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------   
  alias mirror_map_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------   
  def initialize
    $game_map.mirror = nil
    # Perform the original call
    mirror_map_initialize
  end
end
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 24, 2012, 02:19:44 am
Try changing this line:

class Sprite_Character < RPG::Sprite


to this:

class Sprite_Character_ABSEALed


and put it below Blizz-ABS. It might just work.
Title: Re: [XP] Blizz-ABS
Post by: Andreavnn on April 24, 2012, 10:12:23 am
Thanks Blizz I'll give it a shot when I get off work tonight.
Title: Re: [XP] Blizz-ABS
Post by: Grogy on April 26, 2012, 12:56:53 pm
Quote from: Skwig on April 23, 2012, 10:09:03 am
Is there a way to move the weapon sprites (_wpn_X) a little more up? I have some sprites, but i'm too retarded to edit it and i lack the talent to do so.
-> There are too many sprites to edit, IMO it will be easier to change some numbers in part 2 or 3 of ABS
Thanks. :3

(http://i40.tinypic.com/nxubk5.png)
pic to help you
the _atk one is the location of the player

Does anyone know how to do this? I want to use xas attack sprites too
Title: Re: [XP] Blizz-ABS
Post by: Andreavnn on April 26, 2012, 01:28:33 pm
Use a photo editor, I would use GIMP, make the canvass size bigger (I don't know by know much maybe like 5 or 6) then Ctrl+A and use the arrow up key to move the image up. Save & export. Then import the new image into RGPXP and see if it works, you might need to do some trial and error.

Spoiler: ShowHide
Thanks SP
Title: Re: [XP] Blizz-ABS
Post by: Grogy on April 26, 2012, 04:30:30 pm
Quote from: Andreavnn on April 26, 2012, 01:28:33 pm
Use a photo editor, I would use GIMP, make the canvass size bigger (I don't know by know much maybe like 5 or 6) then Ctrl+A and use the arrow up key to move the image up. Save & export. Then import the new image into RGPXP and see if it works, you might need to do some trial and error.

Spoiler: ShowHide
Thanks SP


The thing is i would need to edit every dimension of parts of the sprite and not the whole image.. And i have like 15 sprites sooo...
Title: Re: [XP] Blizz-ABS
Post by: Andreavnn on April 26, 2012, 05:02:03 pm
No you shouldn't need to edit anything. _atk1 needs to be an actor swinging a weapon without the weapon and _wpn needs to just be a picture of the weapon and everything will line up correctly. However, you are using two images that are the same where both are a character swinging an axe. So you need to edit the _wpn image or find a image of just an axe. You can try here  http://forum.chaos-project.com/index.php/topic,6563.0.html (http://forum.chaos-project.com/index.php/topic,6563.0.html)

_atk1 replaces the actor and _wpn is placed over the _atk1 image it is displaced a little because normally is it just a weapon. How that isn't too complicating.  :facepalm:
Title: Re: [XP] Blizz-ABS
Post by: Grogy on April 27, 2012, 08:23:08 am
1.) I already have sprites, that's why I want a script edit because the weapon sprite doesn't appear there from thin air
2.) I already checked out like all the weapon sprites and the only ones worth are the default ones.. every other one either animates weirdly or doesn't fit the default character
Title: Re: [XP] Blizz-ABS
Post by: Andreavnn on April 27, 2012, 09:43:16 am
Spoiler: ShowHide
Quote2.6.5. Actor Action Sprites
Enabling this option changes the spritesets of actors when they are attacking, defending, using a skill, or using an item and plays a sprite animation. Additionally, you can enable a more extensive action sprite control for attacking, defending, skill, and item sprites individually by checking their boxes. This more extensive system will use a seperate sprite for each weapon, sheild, skill, or item. Note that this option applies to both the player and allies.



Spoiler: ShowHide
Quote5.1.1. Action Sprites (Actors and Enemies)
Action sprites are used when attacking, defending, using a skill, or using an item. The sprites must be named according to this convention:


example:
normal spriteset - arshesKnight.png
defending spriteset - arshesKnight_def.png
skill spriteset - arshesKnight_skl.png
item spriteset - arshesKnight_itm.png
example:
normal spriteset - jason.png
defending spriteset - jason_def.png
skill spriteset - jason_skl.png
item spriteset - jason_itm.png

The suffices_def, _skl and _itm need to be added on defending, skill spritesets and item spritesets respectively like in the examples. Attack sprites need to be named slightly differently. Since it is possible to create different weapon types for actors, it is necessary to use a special sprite for each weapon type for actors. The suffix _atk needs to be added together with the weapon type number.


example:
normal spriteset - lord marius.png
attack spriteset for swords - lord marius_atk1.png
attack spriteset for flails - lord marius_atk3.png

Additionally you have to specify weapon sprites for the types. The sprites have the same name as the attack sprites with _wpn added behind. This is necessary because weapon sprites can be displayed under the enemy and need to be separated from the actual action sprite.


example:
normal spriteset - lord marius.png
weapon spriteset for spears - lord marius_wpn2.png
weapon spriteset for shuriken - lord marius_wpn7.png
Each attack type requires one weapon sprite which may be a 1x1 pixel sprite if necessary. Keep in mind that all spriteset files must have the same dimensions or else the system will cause a glitch with animations being displayed on the sprites. Usually the weapon is alone on the weapon sprite without the character, but you can alternatively use an empty sprite (with the same dimensions as the original sprite) for the action sprite and put both the character and the weapon on the weapon sprite. Weapon sprites are not displayed like characters sprites, they are centered around the character sprite. This feature can increase the quality of the game, but it requires a lot more effort because of the creation of extra spritesets for the characters. If the spritesets are not named correctly, the system will not work! Read Blizz-ABS Weapon Types for more information about weapon types.

Since enemies don't have weapon types, the weapon type number needs to be omitted in the file names for enemies.


example:
normal spriteset - dragon.png
attack spriteset - dragon_atk.png
normal spriteset - harpy.png
attack spriteset - harpy_atk.png

Additionally you have to specify weapon sprites for the types. The sprites have the same name as the attack sprites with _wpn added behind. This is necessary because weapon sprites can be displayed under the enemy and need to be separated from the actual action sprite.


example:
normal spriteset - monster 34.png
weapon spriteset - monster 34_wpn.png
normal spriteset - alterEgo.png
weapon spriteset - alterEgo_wpn.png

Each enemy requires only one weapon sprite which may be a 1x1 pixel sprite if necessary. Keep in mind that all spriteset files must have the same dimensions or else the system will cause a glitch with animations being displayed on the sprites. Usually the weapon is alone on the weapon sprite without the character, but you can alternatively use an empty sprite (with the same dimensions as the original sprite) for the action sprite and put both the character and the weapon on the weapon sprite. Weapon sprites are not displayed like characters sprites, they are centered around the character sprite. This feature can increase the quality of the game, but it requires a lot more effort because of the creation of extra spritesets for the characters. If the spritesets are not named correctly, the system will not work!
5.1.2. Weapon Sprites (Actors Only)
Weapon sprites use a special sprite for each weapon, instead of each weapon type. Usually the weapon is alone on the weapon sprite without the character, but you can alternatively use an empty sprite (with the same dimensions as the original sprite) for the action sprite and put both the character and the weapon on the weapon sprite. Weapon sprites are not displayed like characters sprites, they are centered around the character sprite. The weapon spritesets need to be named exactly the same as the actor's normal sprite followed by _wpn_ID where ID is the weapon's database ID without leading zeros. It is independent from weapon types.


example:
normal spriteset - zeriab.png
attack spriteset for spears - zeriab_atk2.png
attack spriteset for flails - zeriab_atk3.png
Weapon ID 1 - zeriab_wpn_1.png
Weapon ID 34 - zeriab_wpn_34.png

Since a separate weapon sprite is used for each actor that uses the weapon, it is possible to let two different actors handle the same weapon differently, i.e. a strong knight would swing a huge sword differently than a little girl would. This feature can increase the quality of the game, but it requires a lot more effort because of the creation of extra spritesets for the characters. If the spritesets are not named correctly, the system will not work! Read Blizz-ABS Weapon Types for more information about weapon types.


You _wpn_ sprite must be the same dimensions as your actor sprite from what I can tell they are, but your  _wpn_ sprite isn't being displayed on top of your actor, but rather below it because is it a _wpn. May Blizz can help you better, I had the same problem with my actor and I had to edit the image to fix it not the script because they script is built to display _wpn sprites that way.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 27, 2012, 07:33:07 pm
I haven't read everything that was written, but...

While your normal sprites are centered at the bottom (like RMXP default), the weapon sprites (and I think the attack sprites as well) are centered in the center of the file.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on April 28, 2012, 11:24:28 am
Quote from: Blizzard on April 27, 2012, 07:33:07 pm
I haven't read everything that was written, but...

While your normal sprites are centered at the bottom (like RMXP default), the weapon sprites (and I think the attack sprites as well) are centered in the center of the file.

Sorry, I wasn't checking the forums for a bit.
So do you know how to change that centering?
Or atleast tell me +- where is the part with _wpn sprites in the script so i'd try to fiddle around with it
Thanks
Title: Re: [XP] Blizz-ABS
Post by: Andreavnn on April 28, 2012, 12:11:21 pm
Module the will disable dash if a actor doesn't have any SP?
Title: Re: [XP] Blizz-ABS
Post by: ShadowPierce on April 28, 2012, 12:16:50 pm
Seriously man, common events...

If player's SP = 0 then $game_system.run_speed = <Whatever Speed You Want> Else $game_system.run_speed = <Your Default Running Speed>

Set its trigger to Parallel... :P
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on April 28, 2012, 12:20:58 pm
mind if i repeat this? i have an eventing problem

i have an event that has this
player move route:
move down
wait for moves completion

what should happen, is prevent the player from passing the tile, or even staying on the tile.r
it is a one way path, but for some reason, blizz abs makes it so, if the player holds up, they can move past the tile. i want to make it so the tile works exactly the way is does without blizz abs. is there a way to do this? like a script fix, or something?
Title: Re: [XP] Blizz-ABS
Post by: Andreavnn on April 28, 2012, 01:33:39 pm
@SP didn't know what the script command was.
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 28, 2012, 03:19:30 pm
Quote from: Bob423 on April 28, 2012, 12:20:58 pm
mind if i repeat this? i have an eventing problem

i have an event that has this
player move route:
move down
wait for moves completion

what should happen, is prevent the player from passing the tile, or even staying on the tile.r
it is a one way path, but for some reason, blizz abs makes it so, if the player holds up, they can move past the tile. i want to make it so the tile works exactly the way is does without blizz abs. is there a way to do this? like a script fix, or something?


either add wait commands until the event lock time runs out, or lower the event lock time (but that could lead to other problems).
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on April 28, 2012, 04:44:56 pm
event lock time? what is it used for?
and how do i edit it?
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 28, 2012, 06:05:46 pm
You can edit it in the config.  Its use is also explained there, but it is used to prevent events from being triggered multiple times while walking over them.
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on April 28, 2012, 09:25:44 pm
ok thanks, i'll try that

edit: it worked, thanks :D
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on May 01, 2012, 09:16:40 am
Hello to all at the forum :D
I'm new here.. but not to RPG maker.
I was a HUGE fan of RPG Maker and 2k3.

And I only ran demos of XP till the other day..
I decided to buy XP and pick this hobby back up because of BLIZZ. Due to the "Online System" and the "ABS".

Ive been fiddling around with them both...still much to learn atm.

------------Question Is--------------------

I've been able to resolve most questions I've had with blizz ABS thus far.. but i can not..for some reason...get enemies to attack.. the just simply wont.
They chase me...get on top of me.. but will not react.
I can attack or just sit there.. they will not attack.
I can kill them.. and they will re spawn..and still not attack.
ive been at it for about 5 hours.. I've imported everything from sir lag a lot. and tried to copy the system exactly (from ground zero tho..a new project) yet..nothing.

I copied from the raw "Blizz-ABS Script 1.0.9.3.txt".
I've noticed a lot of "zero" codes..like.. unmodified or set to "false" or being disabled so far...so maybe im missing a code in there.
I've looked thru "BlizzABS::Config" countless times thinking i missed a trigger.
I've played with "AI_Data_Map_Enemy" changing "state = 0" to 2 for attack...and cant seem to get attacks to work.
I've searched the web and forum..unfortunately the forum search that has results on my searches start me at page 1 every time.. and this thread alone is over 200 pages.
I've also read the manual ("Blizz-ABS Manual 1.0.9.3") over about 4 times or so and cant seem to find any info on this.

I hate to just ask questions out of the blue. I also like to be self reliant but i haven touched C, Flash, VB, Java or any other languages in around 7 years or more.. so im really out of practice on coding too.

I'm stumped.. perhaps im over looking it and its simple.. any help would be appreciated :)

Thank you for such a great system guys :)
I hope I decide to stick with this and make something great :)

PS. Sorry.. I write books for posts.. :P
Title: Re: [XP] Blizz-ABS
Post by: Skwig on May 01, 2012, 02:29:29 pm
Quote from: Kiwa on May 01, 2012, 09:16:40 am
Insert a wall of text here

Hello and welcome to the forum
First of all, I'd update your ABS script to 2.84 because it seems like you're using the old one from lag a lot
Second,Just go to your enemy database and allow enemies to attack.. nothing using a script.. just go and in the action tab thing select attack or any ability you want and you should be ready to go
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on May 01, 2012, 03:10:14 pm
Thanks :D
Actually it was old script.
I took notice a while ago that in sir lag a lot its 1.9.. and front page has 2.8 something.
I downloaded it and re implemented it and recoded bits here and there and it works great! :D
I'm not sure what the 1.9 issue was. I had 2 moves in the data base one set to 4 and one set to 5 rating..but they never hit me...but anywhoo it doesn't matter.. this version works great, feels better some how and the AI reactions were great with no modification to my data base.
they used all moves i specified earlier.

I also noticed that all the old lag alot sets don't work with animated char. i need to rename them all.

This system has been amazing so far.. and a very fast learning curve.

Thank you forum for a wonderful code,

Thank you for the reply :D
Title: Re: [XP] Blizz-ABS
Post by: Skwig on May 03, 2012, 03:22:53 pm
Hillo,
I kinda have a very specific  request.. The thing is: can i make / how do i make a spell that
1. Slows down the target
2. Deal damage every x frames to the target and drain manafrom the player (wont damage if you dont have the nescessary mana)
3. While you channel the skill the channeling is cancelled when you get damaged or move

TL;DR: make a drain life spell that will tick infinitely if you have the mana for each tick

And i am using the tonsof addonds which has the drain life option...
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on May 04, 2012, 04:59:54 am
I my self am still new ..(obviously)..But here are my thoughts.

1. Slowing targets. you can do without the ABS. since you can control the walk speed with "set move route" or use the "Sctipt..."
I haven't gotten this far yet.. I'm still building from the ground up. but if I did it (like back in 2k3).. I would make a spell that triggered a parallel process in "data base > common event"

2. my guess is as for the DoT (damage over time) you'll either need to recode entirely new spell.. or maybe try using the combo system.
I don't think RMXP has DoT effect...but like I said..I'm new to it.

3. Casting cancel on move. There is an option in Blizz ABS config for many options including range and knock back effects.
casting is labeled at "Charge type" and there is "penalty".

Sorry I don't have much information or help.. but maybe it can help give you some insight to play around with until someone can give you a real answer :) GL.
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on May 05, 2012, 02:10:28 am
Hey Skwig...look what i found in the script section!

HoT DoT system
http://forum.chaos-project.com/index.php?topic=2481.0

hopefully it doesn't cancel out my link since im new here.
if it does.. you can find it under "Script Database" > "Player / Party / Troop Add-on" > "HoT DoT"
one down... 2 to go >:3

GL!
Title: Re: [XP] Blizz-ABS
Post by: ToxicTrevor on May 05, 2012, 01:59:36 pm
I hate to ask for more noob-ish help, but I was wondering if there was a way to make it when an item (EX. Potion) is picked up it is automatically used?
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on May 05, 2012, 08:37:16 pm
Easy. Use a parallel process Common event set to a switch that you turn on at the start of the game. Just use a conditional branch to check for the item and remove it.

Personally, I would make the item itself do nothing, and do the effects manually in the common event.
Title: Re: [XP] Blizz-ABS
Post by: ToxicTrevor on May 08, 2012, 09:33:33 pm
Quote from: Boba Fett Link on May 05, 2012, 08:37:16 pm
Easy. Use a parallel process Common event set to a switch that you turn on at the start of the game. Just use a conditional branch to check for the item and remove it.

Personally, I would make the item itself do nothing, and do the effects manually in the common event.


Thanks for the help!
Title: Re: [XP] Blizz-ABS
Post by: Skwig on May 09, 2012, 02:24:47 pm
Hurro
Is there a way to turn on healthbars by a script call? I have it turned off by default but i need to turn it on for one enemy and turn it off after
Thanks
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on May 09, 2012, 02:35:12 pm
Quote from: Skwig on May 09, 2012, 02:24:47 pm
Is there a way to turn on healthbars by a script call? I have it turned off by default but i need to turn it on for one enemy and turn it off after
Thanks


You could just rename the event and add the \hide tag. Or vice versa.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on May 10, 2012, 01:58:04 pm
Quote from: Boba Fett Link on May 09, 2012, 02:35:12 pm
Quote from: Skwig on May 09, 2012, 02:24:47 pm
Is there a way to turn on healthbars by a script call? I have it turned off by default but i need to turn it on for one enemy and turn it off after
Thanks


You could just rename the event and add the \hide tag. Or vice versa.

Wait..
So you mean there is a \command for showing the health bars? Awkward
Btw i am using a custom health bar script but i need the blizz ones turned on during one encounter
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on May 10, 2012, 05:59:54 pm
\hide doesn't turn on or off the health bars, it just hides it for that specific enemy. You could use a call script to add or remove \hide to enemies whenever you want.
Title: Re: [XP] Blizz-ABS
Post by: hansiec on May 10, 2012, 08:06:32 pm
any idea what the problem to mine is:

When setting the map using the $game_map.data[x,y,layer] I can still pass unpassable tiles (water as an example) and I can walk over them even when they are not set passable, it does not happen when editing with main RMXP though. (I think it may be because of the intelligent movement or something I got no clue.)
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on May 10, 2012, 11:05:01 pm
try adding this script

class Game_Map
  def refresh_virtual_passability
    @virtual_passability = $BlizzABS.util.setup_passability(@map)
    $game_map.need_refresh = true
  end
end


then after use $game_map.data[x,y,layer], use this
$game_map.refresh_virtual_passability

Title: Re: [XP] Blizz-ABS
Post by: hansiec on May 11, 2012, 05:44:35 pm
Yeah thanks I'll try this, I didn't really lookup the methods for long (and I am not used to work with Blizz-Abs)
Title: Re: [XP] Blizz-ABS
Post by: Skwig on May 12, 2012, 03:50:42 am
Quote from: Boba Fett Link on May 10, 2012, 05:59:54 pm
\hide doesn't turn on or off the health bars, it just hides it for that specific enemy. You could use a call script to add or remove \hide to enemies whenever you want.

Yes..That is what i want to do..
I was asking for the script call the whole time :S
Title: Re: [XP] Blizz-ABS
Post by: Landith on May 13, 2012, 12:31:15 am
(http://i1070.photobucket.com/albums/u499/Landith1/error.png)
Event Page: ShowHide
(http://i1070.photobucket.com/albums/u499/Landith1/eventpage.png)


Can anyone tell me what I'm doing wrong? I tried following the User Manual word by word but for some reason it's not working and I'm getting that error which is line
Spoiler: ShowHide

    def create_move_route(data)
      # create new move route
      move_route = RPG::MoveRoute.new
      # return if empty move route
      return move_route if data.size == 0
      # set move route data
        move_route.repeat = data[0]
        move_route.skippable = data[1]
        if move_route.list.size > 0
          move_route.list = []
          data[2].each {|d| move_route.list.push(create_move_command(d))}
        end
      # return completed move route
      return move_route
    end

data[2].each {|d| move_route.list.push(create_move_command(d))}


But I don't have anything in the Move Command? In the User Manual it says '[DATA] is a move route data array, and must be completely filled out or left entirely blank.'
Which I just left it blank and I'm getting that error. I even tried doing [false, false, []] but it still gave me that error?

Maybe I set up the event wrong? Basically what I'm trying to do is create 2 events that split up the Giant Slime into 2 different smaller slimes, but I can't quite get it to work..
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 13, 2012, 02:20:50 am
You are missing a set of brackets around your event page data (I know, there are tons of sets of brackets, that's why I have to get around to making an editor for this stuff).  Right after you set the name, in the fourth line of each script call is

\e[14]',[[],[0,"092-


which needs to be changed to

\e[14]',[[[],[0,"092-


and the last line of each script call is

[]])


which needs to be changed to

[]]])


You might find different errors after fixing this part.  If so, post them up and I'll have another look.
Title: Re: [XP] Blizz-ABS
Post by: Landith on May 13, 2012, 02:30:20 am
Now I get a Syntax error :wacko:
This is so confusing lol
x = $game_map.events[3].x
y = $game_map.events[3].y
$BlizzABS.create_event(x+1,y,  
'Slime\\e[14]',[[[],[0,          
"092-Monster06",0,2,0,255,0],      
0, 3, 3,],true,true, false, false,
false,0,[]]])


Is what I have

Just kidding... I'm so tired  :facepalm: I forgot to open the brackets after 3

But that works thanks Winkio :) *levels up* just because I was trying to get it to work for like an hour... lol
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 13, 2012, 02:34:01 am
something looks wrong with the 6th line.  You have

3,],true


which makes no sense.  I think it should be

3,[],true


EDIT: nevermind, you already saw it.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 13, 2012, 08:52:34 am
Just to throw something out there landith, when I gave you this piece of code yesterday,
x = $game_map.events[3].x
y = $game_map.events[3].y


I didn't mean replace "@event_id". If you leave the 3 as @event_id, then the code can just be copied and pasted in any event.

x = $game_map.events[@event_id].x
y = $game_map.events[@event_id].y
Title: Re: [XP] Blizz-ABS
Post by: Vexus on May 17, 2012, 09:10:04 am
I was wondering if anyone could help in making this run script compatible with blizz abs:

Spoiler: ShowHide
#===============================================================================
# Stand/Walk/Run Script --- RMXP Version
#===============================================================================
# Written by Synthesize
# Version 2.50
# January 26, 2008 (v1)
#     Revised: March 1, 2008 (v2)
#     Revised: September 4, 2010 (v2.5)
#===============================================================================
# Customization
#-------------------------------------------------------------------------------
module StandWalkRun
  Use_run = true   # Use Run Points?
  Use_run_sprite = false    # Use a Running sprite?
  Run_speed = 4   # Player speed while running
  Walk_speed = 3  # Player speed while walking
  Run_sprite_suffix = '_run'   # Running Sprite Suffix
  Run_points = 300   # The maximum amount of Run Points
  Run_restore_points = 1   # The amount of points recieived at Run_points_restore frames
  Run_points_restore = 1   # 1 Run Point is restored in X Frames
  Restore_run_while_walking = false   # Restore points while walking?
  Use_idle_sprite = false   # Use Idle Sprite?
  Idle_sprite_suffix = '_idle'   # idle Sprite Suffix
  Use_anime = true   # Animate your Idle Sprite?
  Idle_time = 40    # Time before sprite is animated
 
  def self.sound(percent)
    case percent
      #when 100 then RPG::AudioFile.new(name, volume, pitch)
      when 11..50
        return RPG::AudioFile.new('Breathing', 90, 0)
      when 0..10
        return RPG::AudioFile.new('Heavy Breathing', 100, 0)
    end
      return nil
    end
  end
#-------------------------------------------------------------------------------
# Scene_Map:: The main functions of the script are here
#-------------------------------------------------------------------------------
class Scene_Map
  # Aliases
  alias syn_map_update update
  #-----------------------------------------------------------------------------
  # Initiate variables
  #-----------------------------------------------------------------------------
  def initialize
    if $game_player.old_character_name == nil
     $game_player.old_character_name = $game_player.character_name
    end
    @wait_time = 0
    @wait_time2 = 0
  end
  #-----------------------------------------------------------------------------
  # Update:: Update the scene
  #-----------------------------------------------------------------------------
  def update
    syn_map_update
    if Input.dir4 == 0
      wait(1, false) if StandWalkRun::Use_idle_sprite
      if $game_player.move_route_forcing == false
        call_idle($game_player.character_name + StandWalkRun::Idle_sprite_suffix, StandWalkRun::Use_anime) if @wait_time == StandWalkRun::Idle_time
        $game_temp.syn_state = "idle"
      end
      restore_run if StandWalkRun::Use_run
      else
      $game_temp.syn_state = ""
      restore_run if StandWalkRun::Restore_run_while_walking
      call_idle($game_player.old_character_name, false) if $game_player.character_name != $game_player.old_character_name
      @wait_time = 0
      end
      if $game_temp.sprite_changed == true
      $game_player.old_character_name = $game_player.character_name
      $game_temp.sprite_changed = false
      end
    end
  #-----------------------------------------------------------------------------
  # Call_Idle:: Sets and animates the idle Sprite
  #-----------------------------------------------------------------------------
  def call_idle(sprite, anime)
    $game_player.set_step_anime(anime)
    $game_player.set_graphic(sprite)
  end
  #-----------------------------------------------------------------------------
  # Restore_Run: Restore Run Points
  #-----------------------------------------------------------------------------
  def restore_run
    if $game_player.run_points < $game_player.max_run_points
      wait(1, true)
      $game_player.run_points += StandWalkRun::Run_restore_points if @wait_time2 == StandWalkRun::Run_points_restore
      @wait_time2 = 0 if @wait_time2 == StandWalkRun::Run_points_restore
    end
  end
  #-----------------------------------------------------------------------------
  # Wait:: Allows Wait Times
  #-----------------------------------------------------------------------------
  def wait(duration, value)
    for i in 0...duration
      @wait_time += 1 if value == false
      @wait_time2 += 1 if value
      break if i >= duration / 2
    end
  end
end 
#-------------------------------------------------------------------------------
# Game_Temp:: Create current state
#-------------------------------------------------------------------------------
class Game_Temp
  attr_accessor :syn_state
  attr_accessor :sprite_changed
  alias syn_temp_init initialize
  def initialize
    @syn_state = ""
    @sprite_changed = false
    syn_temp_init
  end
end
#-------------------------------------------------------------------------------
# Game_Character:: Create the Change_Sprite method
#-------------------------------------------------------------------------------
class Game_Character
  # Attr(s)
  attr_accessor :old_character_name
  attr_accessor :run_points
  attr_accessor :max_run_points
  alias syn_ch_init initialize
  #-----------------------------------------------------------------------------
  # Initialize Variables
  #-----------------------------------------------------------------------------
  def initialize
    @run_points = StandWalkRun::Run_points
    @max_run_points = @run_points
    syn_ch_init
  end
  #-----------------------------------------------------------------------------
  # Set Setp Animation
  #-----------------------------------------------------------------------------
  def set_step_anime(value)
    @step_anime = value
    return @step_anime
  end
end
#-------------------------------------------------------------------------------
# Game_Player:: This handles the dash process
#-------------------------------------------------------------------------------
class Game_Player < Game_Character
  alias syn_player_update update
  alias syn_player_refresh  refresh
  alias syn_player_move_type_custom move_type_custom
  def dash?
    return false if @run_points == 0 and StandWalkRun::Use_run
    return true if Input.press?(Input::A)
  end
  def refresh
    syn_player_refresh
    self.old_character_name = @character_name
  end
  #-----------------------------------------------------------------------------
  # Update:: Update the scene
  #----------------------------------------------------------------------------
  def update
    if dash?
      if Input.dir4 == 0
        $game_player.set_graphic($game_player.old_character_name)
      end
      unless $game_temp.syn_state == "idle"
        set_graphic(@character_name + StandWalkRun::Run_sprite_suffix) if StandWalkRun::Use_run_sprite
        @move_speed = StandWalkRun::Run_speed
        @run_points -= 1
        rate = (StandWalkRun::Run_points > 0 ? @run_points.to_f / StandWalkRun::Run_points : 0)
        se = StandWalkRun.sound(rate*100)
        $game_system.se_play(se) if se != nil
        syn_player_update
      end
    else
      @move_speed = StandWalkRun::Walk_speed
      syn_player_update
    end
  end
  def set_graphic(character_name)
    @tile_id = 0
    @character_name = character_name
  end
  #--------------------------------------------------------------------------
  # * Move Type : Custom
  #--------------------------------------------------------------------------
  def move_type_custom
    old_ch_name = @character_name
    syn_player_move_type_custom
    if old_ch_name != @character_name # Change Graphic
      self.old_character_name = @character_name
    end
  end
end
#-------------------------------------------------------------------------------
#            * This script is not compatible with RPG Maker XP *
#-------------------------------------------------------------------------------
# Written by Synthesize
# Version 2.00
# Requested by Cerulean Sky
#===============================================================================
# Stand/Walk/Run   - RMXP Version
#===============================================================================


I prefer having stamina while running instead of running forever and it's slightly edited to make a sound when your at 50% and at 0%.

Thanks
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on May 17, 2012, 05:35:50 pm
Actually, you can do the same thing pretty easily with common events.

Use this to help you get started. There's a link made by KK20 in the third to last post.

http://forum.chaos-project.com/index.php/topic,7766.0.html (http://forum.chaos-project.com/index.php/topic,7766.0.html)
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on May 21, 2012, 03:51:33 pm
Just curious, are there any extra plans for defending sprites?

Currently, whether you move or not while defending, the defend sprites are not animated. Will those be animated normally in the future? (As in, animation is still when standing still, etc)

Somebody may have mentioned this before, I checked with the search engine to see related posts but couldn't find any. If I'm saying something that's been said fifty times already by other members I am sorry :(
Title: Re: [XP] Blizz-ABS
Post by: thebloodelf on May 21, 2012, 11:45:17 pm
I have had a really hard time with making lifeless objects. Could someone please help? :stupid:
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on May 23, 2012, 05:31:26 pm
 :yesmaster:

Okay. I don't have the manual in front of me so some of these tags might be off.

To keep an enemy from moving add the \move tag to events name.

You can also change the enemy's alignment to a lifeless object by add ing \g[n], where n is the ID of the lifeless alignment. There is one already set up in the default Blizz-abs Config.

Next time, though, check in the manual first. It has all this stuff and more.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on June 26, 2012, 12:33:32 pm
Hello, i have a problem. I can't seem to configure my summon correctly. After the time of summon ends, it just blinks and can't desummon or summon it again.
Spoiler: ShowHide
(http://i49.tinypic.com/azjscw.png)

THanks in advance
Edit: As it turns out, it only happens when Actor skill sprites are turned on.. any idea how to fix this?
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 27, 2012, 01:09:17 am
Do you have actor sprites for the summon?
Title: Re: [XP] Blizz-ABS
Post by: Skwig on June 27, 2012, 06:18:55 am
Quote from: winkio on June 27, 2012, 01:09:17 am
Do you have actor sprites for the summon?

The normal sprite
Attack sprite
Skill sprite
Weapon sprite
-> The summon only has a weapon, which once used makes him go into a combo that spams a spell ( that skill has a sprite)
Title: Re: [XP] Blizz-ABS
Post by: Pyramid_head on June 28, 2012, 10:56:16 am
I'm using Blizz-ABS for a sci-fi game I'm making, I'm wondering if it's possible for for the following features to be added/edited.

- Ammo clips, i.e. a pistol clip holds 5 bullets, so if the pistol is used five times, a pistol clip is consumed.

- Ammo being hotkeyed before it can be consumed, I was wondering if this feature could be disabled, i.e as long as the item is in your inventory it will be consumed.

-Faster projectile speed. this is slightly self explanitory really.

Also; I'm not entirely sure how to create an item that carries the attack power instead of the weapon.
"it is possible to create weapons with no power and make the ammunition carry the power effects"

Any and all help is greatly appreciated.

P.Head
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 28, 2012, 11:33:30 am
@Skwig: hm, I have to test it further.  It might be a bug in the script.

@Pyramid_head: the ammo stuff can be done with a separate script for now, but will be included in version 3.0.  Projectile speed needs a larger rework, but is still planned for version 3.0.
Title: Re: [XP] Blizz-ABS
Post by: Pyramid_head on June 28, 2012, 12:03:48 pm
Thats fine, I was just wondering if it could be done. Could you point me to a script that would take care of my ammo troubles for me, or would I have to make a request. Also, when is 3.0 scheduled for release?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 28, 2012, 12:36:52 pm
Quote from: Pyramid_head on June 28, 2012, 10:56:16 am
"it is possible to create weapons with no power and make the ammunition carry the power effects"


Yes, you set the ammo power by simply setting the "Recover HP" of the item to a negative value and, voila, the items you shoot will do damage. Remember to set up Blizz-ABS so it can use this item type as ammo.
Title: Re: [XP] Blizz-ABS
Post by: Scoryth on July 03, 2012, 11:29:04 pm
Two questions.
1 - When I use the ABS config, I can't seem to set the hotkey menu and the minimap menu on. The player has to press the appropriate key. I thought I could have them display by default. I checked the HUD, minimap, and Hotkeys checkboxes before generating and copying the script, and yet they still aren't appearing.

2 - I apologize if this question has been asked before, but is there a way I can turn off the HUD like during cutscenes and then back on during regular gameplay? Is there a script call or something? Thanks.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 04, 2012, 12:17:51 am
Quote5.5.3. HUD Script Reference
$game_system.hud = true/false - turns the HUD on and off.
$game_system.hotkeys = true/false - turns the hotkey display on and off.
$game_system.minimap = 0, 1, 2 - turns the minimap off, in corner, and fullscreen.

Autostart in an event.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on July 07, 2012, 09:58:27 am
Quote from: Skwig on June 26, 2012, 12:33:32 pm
Hello, i have a problem. I can't seem to configure my summon correctly. After the time of summon ends, it just blinks and can't desummon or summon it again.
Spoiler: ShowHide
(http://i49.tinypic.com/azjscw.png)

THanks in advance
Edit: As it turns out, it only happens when Actor skill sprites are turned on.. any idea how to fix this?

So i was trying to do this spell by eventing.. It all goes fine, but the desummon is a pain again...
I get the error on the pic, screens of the events included
(http://i49.tinypic.com/epgd1c.png)
#1 is triggered by the spell
#2 is trigerred by the common event, had issues if it was together
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 08, 2012, 03:13:27 pm
That line occurs under "use_skill". @battler is equal to nil. Are you forcing the use of a skill when a battler is removed from the map (which in this case is most likely your summon/fire orb)?
Title: Re: [XP] Blizz-ABS
Post by: Skwig on July 09, 2012, 07:20:10 am
Quote from: KK20 on July 08, 2012, 03:13:27 pm
That line occurs under "use_skill". @battler is equal to nil. Are you forcing the use of a skill when a battler is removed from the map (which in this case is most likely your summon/fire orb)?

Well..
The orb has a weaspon with max range has this combo
(http://i47.tinypic.com/11kcpde.png)
because i couldn't trigger it properly.
So, Once i summon it, it will automatically attack a mob, which will trigger the combo.
The common event keeps track of the duration of the summon, because there's probably a bug in ABS that winkio knows about.

TL;DR: Yes, any ABS way to remove the character without the error?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 09, 2012, 02:05:30 pm
I'm guessing the fire orb is removed while it is using its combo. Looking at that combo sequence, there's a LOT of wait commands. Also, looking at the common event, the orb lasts for only 300 frames.

You have tested this on an empty map, right? If there are no enemies for your orb to attack, it should desummon correctly (I assume). As for a fix, I'm not sure yet.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on July 09, 2012, 02:31:40 pm
Quote from: KK20 on July 09, 2012, 02:05:30 pm
I'm guessing the fire orb is removed while it is using its combo. Looking at that combo sequence, there's a LOT of wait commands. Also, looking at the common event, the orb lasts for only 300 frames.

You have tested this on an empty map, right? If there are no enemies for your orb to attack, it should desummon correctly (I assume). As for a fix, I'm not sure yet.

Yes, but it is very diffucult, if not impossible to match the duration of summon with the amount of "ticks"
Because the start of the ticking isn't instant. THere is some delay, and therefore. Impossible.
Ex.: The summon could start the combo when there are 5seconds left, or 0,5...
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 09, 2012, 02:48:27 pm
Just for the heck of it, try adding this below the BABS scripts
class Map_Battler < Game_Character
  alias battler_wasnt_nil_use_skill use_skill
  def use_skill(skill, forced = false)
    return if @battler.nil?
    battler_wasnt_nil_use_skill(skill, forced)
  end
end
Title: Re: [XP] Blizz-ABS
Post by: Skwig on July 10, 2012, 06:04:28 am
Quote from: KK20 on July 09, 2012, 02:48:27 pm
Just for the heck of it, try adding this below the BABS scripts
class Map_Battler < Game_Character
 alias battler_wasnt_nil_use_skill use_skill
 def use_skill(skill, forced = false)
   return if @battler.nil?
   battler_wasnt_nil_use_skill(skill, forced)
 end
end


That..actually works :O
Thank you so much, I tried to make this work for ages and now it does.
Here, have some more karma, and thanks (once again)

Also, is there an option to keep projectiles from passing unpassable tiles, or something with tags? i have a feeling i've seen something like that in the manual, but can't seem to find it now.
Thanks
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 10, 2012, 04:56:37 pm
That would be a "Wall Tag". It can be found in the configuration under "Enemy Behavior".
Title: Re: [XP] Blizz-ABS
Post by: Skwig on July 10, 2012, 07:39:56 pm
Quote from: KK20 on July 10, 2012, 04:56:37 pm
That would be a "Wall Tag". It can be found in the configuration under "Enemy Behavior".

If you mean this:
Spoiler: ShowHide
This option allows you to select terrain tags (in the tileset database) will be treated as walls. Enemies can't see opponents through walls. If there is a wall between an enemy and the player, the enemy won't be able to see the player. Note that he can still be heard, though.

Then that doesn't stop the projectiles from passing
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 10, 2012, 08:12:50 pm
This is where a wall and a projectile are processed (located in Part 3 of BABS):
  #----------------------------------------------------------------------------
  # update_projectile
  #  Updates additional projectile behavior.
  #----------------------------------------------------------------------------
  def update_projectile
    # if not moving or out of screen or non-homing projectile hitting a wall
    if !moving? || out_of_screen?(128) ||
        !BlizzABS::REMHomingBase.include?(@type) &&
        BlizzABS::Config::WALL_TAGS.include?(self.terrain_tag)
I even went and tested it and the projectile disappeared as soon as it touched the wall. As long as your skill is non-homing, it should be working.

Are you sure you configured everything correctly?
Title: Re: [XP] Blizz-ABS
Post by: Skwig on July 11, 2012, 07:33:44 am
Okay, as it seems i made a little mistake with the tags..
Now,is there a way to make the explosion trigger (end, contact, both) apply to the walls, too?
Ex.: Spell has a range of 8, explosion on end only. The spell goes through enemies and will explode at the end, or when it touches a wall..
Would be very helpful
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 11, 2012, 06:27:54 pm
1.) CTRL + F to find the line "def update_projectile" in Part 3 of BABS.
2.) Within this chunk of code, scroll down until you find "else" all by itself (line 4370 I think)
3.) Right below it, on the next line, paste this
check_explosion(self) if @explode_id
so that it looks like
#There's code up there...
      else
        check_explosion(self) if @explode_id
        # set termination flag
        @terminate = true
#The rest of the code following below...
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on July 12, 2012, 05:39:46 pm
This is nice, KK20. Winkio should add it to the real thing.
Title: Re: [XP] Blizz-ABS
Post by: DevilHuntress on July 12, 2012, 05:44:09 pm
Blizzard, sir, I have to thank you for creating this amazing script, I never expected something so complex to be so easy to use.
But I have a small question, from what I experienced until now I nnoticed a small delay between the attacks, is there some kind of turbo function to make the game more hack&slash or something like in those bullet-hell shm-ups?
Also, I am extremely sorry if this question was asked before.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 12, 2012, 07:02:35 pm
Derped a bit on my last post. What I meant to put was this:
check_explosion(self) if (@explode_id and BlizzABS::Config::WALL_TAGS.include?(self.terrain_tag))
With this, if a projectile goes off screen it won't explode. My previous post's code does not do that. The location of where to put the code is still the same.

lol thanks Boba. Even if it was only one little line :P But yeah, this is a pretty interesting feature. There should be a collab of small BABS script edits (mainly because I've made a lot). But with the next update coming soon, it probably wouldn't work too well (unless the script maintains a lot of the default code)...

As for your question DH, I think that would be the attack delay you are referencing to (AKA penalty). That can be edited within the configuration for each individual weapon/skill/enemy.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on July 12, 2012, 08:19:35 pm
Thanks KK20, that works just as I need
I have an issue, thouh (not sure if it's because of your scriptlet)
The animation (like target animation) won't play after the spell reaches the maximum distance or touches a wall.
Not sure if this is an issue with the newer version of your add-on, because I only tried the first one and I'm not on the PC.
Thanks, in advance.
Also thanks for not losing your mind with my problems :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 12, 2012, 11:20:28 pm
Quote from: DevilHuntress on July 12, 2012, 05:44:09 pm
Blizzard, sir


Man, that makes me feel so old.

Quote from: DevilHuntress on July 12, 2012, 05:44:09 pm
I have to thank you for creating this amazing script, I never expected something so complex to be so easy to use.
But I have a small question, from what I experienced until now I nnoticed a small delay between the attacks, is there some kind of turbo function to make the game more hack&slash or something like in those bullet-hell shm-ups?
Also, I am extremely sorry if this question was asked before.


Yes, there is a cooldown parameter for all types of attacks. Just look it up in the manual. It's called penalty.
Title: Re: [XP] Blizz-ABS
Post by: DevilHuntress on July 13, 2012, 04:34:54 am
Thank you
Quote from: Blizzard on July 12, 2012, 11:20:28 pm
Man, that makes me feel so old.

Sorry about that
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 13, 2012, 04:43:34 am
Like a true Sir: ShowHide
(http://images.cryhavok.org/d/11341-1/Questionable+Morals.jpg)
Title: Re: [XP] Blizz-ABS
Post by: StarSkipp on July 13, 2012, 11:14:49 am
Hey everyone, I hope this is the right place to post, but I have a few graphical issues relating to BABS.
I wanted to try out the idle animations for my charsets, but a number problems started to crop up that seem directly related to that specific animation setting.

Spoiler: ShowHide
(http://rpgmaker.net/media/content/users/4418/locker/Glitch_problem.png)


1. When the actor is struck by an status inflicted skill, he starts going into a walking animation loop. It only lasts untill the end of its duration.
2. At the end of the animation for using weapons or skills, he starts to loop again at the 4th frame for roughly half a second. Something I also noticed was how the party members suddenly got themsevles stuck into the environments.
3. And finally at the enemy respawn they seem to pile up all together in the same spot, not bothering to move.

This appears to only happen when I have the idle setting scripted in. Other than that the game runs perfectly fine without it. I'm sorry if this is a well known bug, but I couldn't find anything directly referencing to it in the forums. 
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 13, 2012, 11:22:44 am
3. Make sure that you have made the respawn point passable or if you are using respawn points.
Title: Re: [XP] Blizz-ABS
Post by: Kirye on July 16, 2012, 03:54:46 pm
I'm pretty sure this isn't possible without huge edits, but I feel I should ask anyway. Is it possible to link weapon sprites just to the weapon ID, and not the actor sprite as well? I ask this because in my game, you choose between one of 12 classes, 4 elements and male/female. There are 96 different character sprites for each individual selection. Each class can choose between 20 weapons. You can see where i'm going with this.

I'd appreciate any help I can get on this.
Title: Re: [XP] Blizz-ABS
Post by: Vexus on July 22, 2012, 04:43:39 am
I'm trying an evented sprint with blizz abs that lowers your "mana" and when depleted you can't run until mana regens but for some odd reason when the mana is drained fully character keeps on running.

I copied exactly the running event from the horror template which uses blizz abs and there it works fine (Tough it has problems with sneaking there on mine sneak works running doesn't.)

http://forum.chaos-project.com/index.php/topic,11547.0.html

Any idea why it's not working?

There's no point in leaving it in my game currently unless it works heh.

Thanks
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 22, 2012, 01:20:20 pm
The download link near the end of the thread (http://forum.chaos-project.com/index.php/topic,7766.0.html)

Pretty much the same thing you posted, also by AJNR95 (http://forum.chaos-project.com/index.php/topic,11285.0.html)
Title: Re: [XP] Blizz-ABS
Post by: Vexus on July 22, 2012, 02:43:26 pm
Tried your event in the demo I still can run with 0 stamina.

It's either a script confliction or something else I don't get.

Ps. One thing the horror template run event has better is that if you stand still after x frames stamina regens faster than keeping moving.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 22, 2012, 04:00:32 pm
Should have probably asked this first: Did you make the script edit to BABS to modify the game player's speed?

QuoteOpen Part 2 of BlizzABS. Locate 'def update_control' (Line 3592). A few lines below, find 'player.move_speed = player.normal_speed' (Line 3596) and replace it with
player.move_speed = player.normal_speed unless $game_switches[id]
Replace 'id' with whatever switch you want to be on in order to run your parallel process event.
Go down a bit and find 'player.move_speed = Config::RUN_SPEED' (Line 3605) and replace it with
player.move_speed = Config::RUN_SPEED unless $game_switches[id]
Again, replacing 'id' with the switch you want.
Title: Re: [XP] Blizz-ABS
Post by: Vexus on July 22, 2012, 04:05:32 pm
No I didn't but after I did even the horror template dash version works.

So thanks a lot kk :)
Title: Re: [XP] Blizz-ABS
Post by: Skwig on July 28, 2012, 09:20:15 am
Hello, i have an issue.
I have an event #1 that's triggered once combat starts and it checks how many enemies are alive. Once they are dead, it goes into the conditional branch.
#2 is triggered once all enemies are dead and the conditional branch in #1 is done. The event starts following the player and then it should talk to him, but i get an error, that's on the pic
More info about everything is in the pic, too. Please try to ignore that it's not in english :D
Spoiler: ShowHide
(http://i49.tinypic.com/vuxpl.png)
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 28, 2012, 02:38:28 pm
It's an issue of triggering an event with "Event Touches Player". This has been discussed (and fixed) before, as seen below.
Spoiler: ShowHide

Quote from: LiTTleDRAgo on January 28, 2012, 10:25:51 am
winkio probably forgot to remove this line

Quote
  #----------------------------------------------------------------------------
  # check_event_trigger_touch
  #  x - x-coordinate
  #  y - y-coordinate
  #  Check event if was triggered by touch. (pixel movement)
  #----------------------------------------------------------------------------
  def check_event_trigger_touch(x, y)
    # stop check if map interpreter is already running
    return false if $game_system.map_interpreter.running? || @trigger != 2
    # get pixel movement rate
    pix = $BlizzABS.pixel
    # if player touched this event and not jumping and not over_trigger
    if !jumping? && !over_trigger? &&
        $BlizzABS.util.rect_intersection(Rect.new(x * pix, y * pix, pix, pix),
        Rect.new($game_player.x, $game_player.y, pix, pix))
      # start
      raise @trigger.to_s
      start
      # started
      return true
    end
    # not started
    return false
  end

Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on July 28, 2012, 11:13:38 pm
now that I see this thread again,
I wondered if Blizz Abs development was stopped
there is not a slight update since last year  :P

Quote from: First Post« Last Edit: March 03, 2011, 02:21:47 PM by winkio »
Title: Re: [XP] Blizz-ABS
Post by: ForeverZer0 on July 28, 2012, 11:32:42 pm
winkio has been working on a new version in his free time. I don't think its "high-priority", but as far as I know it is not abandoned.
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 28, 2012, 11:54:45 pm
I can get 2.85 out this week, but 3.0 has to be pushed back again.  I just finished my summer research position, which has been eating away most of my time.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 29, 2012, 03:35:02 am
Make sure to include the upgraded Input module in 2.85.
Title: Re: [XP] Blizz-ABS
Post by: theneonheart on August 07, 2012, 09:07:01 am
I have a few questions, probably pretty darn noobish questions...

1) Why are AI Behavior and AI Triggers in the menu for my game when I test play?

2) I'm trying to get projectile weapons, guns, to work for my main character and other players... I don't think I really even need the hotkey system since they're all going to have one type of ammo for each gun and it seems like a hassle to set up the hotkeys in the game (also don't need that on the menu). But I can't even get the bullet to match the gun, so to speak, since the weapons won't work.

I had it working at one point, but now it just makes that sound when I press fire like, no ammo, or no power to make this work. I have the weapons set up in the game and in the script configuration, set to consume the item of ammunition, which I have the character pick up in an event. But how do I get it to load in the gun or whatever? I even got the ammo link to a hotkey but still nothing. The weapons are in the menu under equipment and the ammo is in the menu under inventory, from which I can't get it to do anything when I choose it.

I'm using the 'one-man custom menu system' by Rune but don't know if that is effecting this in particular.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 07, 2012, 08:30:22 pm
1) I'm sure that's an intended feature of BABS. If you want to remove that from the menu, I think the edit wouldn't be too hard to do.

2) Read this post by me and see if it applies to you: http://forum.chaos-project.com/index.php/topic,10398.msg152010.html#msg152010 (http://forum.chaos-project.com/index.php/topic,10398.msg152010.html#msg152010)
Title: Re: [XP] Blizz-ABS
Post by: Metaron on August 08, 2012, 01:27:47 pm
I'm having a small bit of difficulty storing the HP of an enemy into a variable. I've read the manual  under 4.4.5. Control tools and added this "$game_variables[79] = $BlizzABS.get_enemy(96).hp" into an event as a script call that is run through as a parallel process while the enemy is on the map so it is constantly updated with the enemies HP. When this event becomes active in the game I get the error message:

"Script 'Part 2' line 3292: NoMethodError occurred.
undefined method 'battler' for nil;NilClass"

I'm most likely initiating the command wrong, if anyone could explain the correct way to set this up I'd be very grateful.

I'm also running the latest version of Blizz Abbs.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 11, 2012, 09:02:25 pm
Quote from: Metaron on August 08, 2012, 01:27:47 pm
"Script 'Part 2' line 3292: NoMethodError occurred.
undefined method 'battler' for nil;NilClass"
The reason for the error is because you are trying to find a battler that does not exist. In other words, the event ID #96 either does not exist on the map or it is not an enemy.

To prevent further errors like this, you should do something like this in a script call:
if $BlizzABS.is_enemy?(96)
$game_variables[79] =
$BlizzABS.get_enemy(96).hp
end
That way, it won't throw an error at you if the battler doesn't exist.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 11, 2012, 09:13:55 pm
This should work even better

if $BlizzABS.is_enemy?(96)
$game_variables[79] =
$BlizzABS.get_enemy(96).hp
else
$game_variables[79] = 0
end


When the enemy doesn't exist, the variable will be 0.

*levels up KK20*
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 12, 2012, 02:15:46 am
Oh yeah, duh! I even went ahead and tested my previous snippet. The variable will remain at the last HP value the monster had before being killed.

So yeah, I dun goofed. :^_^': Thanks Blizz
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on August 12, 2012, 02:17:40 am
so i've just made a simple CMS, and i want to include the premenu commands in the command window (and remove the premenu) would i use $scene = Scene_Hotkeys.new or something?
Title: Re: [XP] Blizz-ABS
Post by: Metaron on August 12, 2012, 09:18:58 am
Thanks guys, it works perfectly ^^.
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on August 12, 2012, 07:28:49 pm
Quote from: Bob423 on August 12, 2012, 02:17:40 am
so i've just made a simple CMS, and i want to include the premenu commands in the command window (and remove the premenu) would i use $scene = Scene_Hotkeys.new or something?


k, i got rid of the premenu, and AI trigger and AI behavior both work. but i still dont know how to get Hotkeys to work.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on August 12, 2012, 11:43:40 pm
$scene = Scene_Hotkeys.new(tone = Tone.new(0, 0, 0, 0), index = 0)

  #  tone - screen background tone
  #  index - index character in party
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on August 12, 2012, 11:49:29 pm
thanks
Title: Re: [XP] Blizz-ABS
Post by: veinhardt.nightshade on August 13, 2012, 10:59:13 am
Um... Is there a compatible lighting effects script on Blizz-ABS?
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on August 14, 2012, 12:12:12 pm
Could you explain more? Do you want light following the player, or torches and stuff glowing, or what?
Title: Re: [XP] Blizz-ABS
Post by: veinhardt.nightshade on August 15, 2012, 02:58:41 am
Quote from: Boba Fett Link on August 14, 2012, 12:12:12 pm
Could you explain more? Do you want light following the player, or torches and stuff glowing, or what?


the torches script... just like by near fantastica's...
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on August 16, 2012, 07:15:44 am
Hey fellas,

Ive been trying for a bit no to figure out how to make an enemy NPC stand still ....then attack if i get in his sight or hearing range.
there are a lot of cool ideas i have if i can get it working.

and also..
is there a way i can always show the hot keys? i looked in the "Blizz-ABS Config 2.84"(which is a FANTASTIC addition to the already amazing ABS)  as well as the code it self in page 1 of the BABS. cant seem to locate a way to always show the hot keys ...currently every time i play my game i have to hit the button to display it. a minor nuisance for me... but if i actually release the game id want it displayed for user sake.

Thanks! Hopefully soon I can release a small demo to show what ive been up to.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 16, 2012, 07:23:19 am
Search for script commands in the manual. There's a list of all script commands.
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on August 16, 2012, 10:52:05 am
Thanks blizz.

There is a lot of good stuff in there i feel i can use at some point.
i now have both my mini map and the hot keys activated :D thanks.

I didn't see anything in there i could use 'Directly' for making my select NPC stationary until in line of sight or hearing.
I thought about making an enemy with its own "State" with the "restrictions: Can't move".
but then when the enemy hears or or sees me.. it cant move.
so im going to try to play with:
$BlizzABS.enemy_can_see?(event_id, target_type, target)
$BlizzABS.enemy_can_hear?(event_id, target_type, target)

that runs off of a parallel process in the common events...or perhaps just on the individual maps that will remove that state upon either of those 2.
(tho i don't really know how to fill in the id, type, and target...lol)

we'll see if it works lol.
any words of wisdom? lol

Thanks, As always!


EDIT**

Well i got the Code to force a "state" on the enemy making him stand still..but i think i need more coding experience to make it where it can be freed from sight.. i cant figure it out lol.

any ideas?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 16, 2012, 02:09:01 pm
Nice problem solving you did there. Yes, you are on the right track--parallel process and apply a state. I've made the script call you should use
if $BlizzABS.is_enemy?(1)
if $BlizzABS.enemy_can_perceive?(1,
ACTORS, PARTY)
$BlizzABS.enemy_change_state(1,
false, 20)
else
$BlizzABS.enemy_change_state(1, true,
20)
end
end
Give that a whirl.
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on August 16, 2012, 04:10:55 pm
Thanks for the code.

I tried my best to modify it to fit in. No errors popping up but i am getting an issue.. just as if the code was never there.
so let me first explain some of my set up.

/e[33]
is my enemy im using. hes event 3 (003)

18
is my "Standing Stationary" State.

now i have 1 event on a 2 page self switch parallel process invisible to all jammed in a wall somewhere. (event 6)
Page 1:

$game_system.hotkeys = true
$game_system.minimap = 1
$BlizzABS.enemy_change_state(TROOP,
true, 18)
Control Self Switch A =ON


Page 2: (Self Switch A =ON)

if $BlizzABS.is_enemy?(33)
if $BlizzABS.enemy_can_perceive?(33,
ACTORS, PARTY)
$BlizzABS.enemy_change_state(TROOP,
false, 18)
else
$BlizzABS.enemy_change_state(TROOP,
true, 18)
end
end


Page 1 has worked since i made the post earlier. I immediately tried it..then posted my desperate cry for coding help.
So i feel the error is in my modifying your code.
I tried to change true to ADD and false to REMOVE...and that didn't work.
I tried to remove my code on page 1. that didn't work either. they just walked around like they never had any code.

Ill keep putzing  with it.. thanks for the help!

Also just tried changing perceive to "BlizzABS.enemy_can_see?(7, ACTORS,
0)"
also tried "33" all to cause syntax error in code..lol
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 16, 2012, 05:02:53 pm
I tried using enemy_can_see and it didn't work on a "Can't Move" state. enemy_can_perceive works though. I've tested my code and it works. You made sure that page 2 in your event is set to parallel process?

Also, according to that edit, all of your enemies will move when one specific enemy can detect an actor.

EDIT
Actually, when I made this edit, enemy_can_see works.
Spoiler: ShowHide
    #--------------------------------------------------------------------------
    # enemy_can_see?
    #  id          - event ID
    #  target_type - enemies or actors
    #  target      - which target
    #  Checks is the given enemy can see a specific battler.
    #--------------------------------------------------------------------------
    def enemy_can_see?(id, target_type, target)
      # get enemies
      enemies = get_enemies(id)
      # can't see if not a battler
      return false unless enemies[0].is_a?(Map_Battler)
      # get targets to check
      targets = get_targets(target_type, target)
      # return result
      return (targets.any? {|t| enemies.any? {|e|
          $BlizzABS.AI.can_see_char?(e, t.real_x, t.real_y)}})
    end
Which makes me wonder why "see" had a different return process than "hear" and "perceive".
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on August 16, 2012, 09:45:24 pm
Yes Page 1 and Page 2 are both Parallel Processes. Yeah i added TROOP to try it out. i also did individual event number and it failed. so i decided to try troop...and it also failed.
I know page 2 is running just fine because i put a message with "show text" in the page.. and it spammed my character so much  with the message, i couldn't move.
So the issue has to be in my modification somewhere..perhaps i linked to an ID or something improperly? you see no Errors in your code i modified to fit my game?
tho the code its self seemed pretty easy to understand. perhaps I'm overestimating my self

your code you just linked just last post.. is that to be placed in the Script Editor? or in a parallel process event? (it looks rather fancy for 'call script')
ill play with it.. see if i can get it to work

Thank you! again...
*a brief history*
I have past exp with RPG maker and 2k3..a long time past.. but it was my main hobby back then (good ole don miguel)..so i remember quite a bit with eventing and such. (thats why parallel process with a state was one of my first ideas.."back in mah day..we had no fancy shmancy scripting!!" lol)
I also have coding exp from many years back using some C++, Action script, Ti-Basic, Basic, VB6..and a few others..however these were 10 years ago or so. some how, some of it comes back to me.. and others make my brain smoke lol.
so sometimes i look at stuff and say.. oh that will be easy!! then i write it..and ERROR ..and I'm like wtf!?

so please forgive my ignorance. hopefully ill pick it up quickly after some more practice.

:P
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 16, 2012, 09:58:13 pm
Facepalming myself right now due to my inability to read clearly. You don't put the monster's database ID in the script (which is 33 in your case). You want to use the event's ID (which you said was 3).
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on August 16, 2012, 11:59:00 pm
OK! i removed part of MY code. Leaving only your code


if $BlizzABS.is_enemy?(3)
if $BlizzABS.enemy_can_perceive?(3,
ACTORS, PARTY)
$BlizzABS.enemy_change_state(3,
false, 18)
else
$BlizzABS.enemy_change_state(3,
true, 18)
end
end


and.....IT WORKS!!

If i fall from their perc circle range they drop their chase..which in some instances can work to my advantage and the players..
and i think Blizz had a script command to raise an enemys hearing, sight, and perc.
So i can use that..or perhaps make an entirely new monster

Any way! this is GREAT!
Thanks soooo much man!
you've been helping me a lot. I'm sure more questions will arise from me...if there is anything i can do for you in return PM me and let me know.

I'm not a good coder but I'm decently handy with pencil art and Icons(so far) i haven't really done any chip set or char mods since back in 2k3...like 7 or so years ago. so i cant say I'm worth a damn on that. even char development ...ect.. name it ill try my best!

Again thank you! :D
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on August 18, 2012, 02:04:13 pm
Quote from: LiTTleDRAgo on August 12, 2012, 11:43:40 pm
$scene = Scene_Hotkeys.new(tone = Tone.new(0, 0, 0, 0), index = 0)
  #  tone - screen background tone
  #  index - index character in party


ok, so, i used that, and everything was working fine. but once i started a new save, it wouldnt let me use items i had set as hotkeys. skills work, but not items
Title: Re: [XP] Blizz-ABS
Post by: ToastyMuffin on August 19, 2012, 02:28:34 am
I have no idea what i'm doing wrong. i made 3 script areas above main, and labeled them BS 1 BS 2 and BS 3.
alright, so i copy the script of part 3 into 3, 2 into 2, and then i go through all of the configuration and generate the script. i copy and paste that into BS 1. so, when i start a game, the enemies do not have health bars or attacks or anything, and it seems as though all that happened was the controls changed. and when i attack, it says that  it cannot find the image and then shuts down.
i watched a youtube video to try and understand, and i did everything in it exactly, but it will not work for me.
i know, it must be pretty simple, as i am the only one who can't get it to even go, and i'm sorry.
but please. help.
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on August 19, 2012, 05:49:49 am
Did you copy the pages out of sir lag a lot?
Or straight from the abs zip?
I'm guessing from the zip.
it shouldn't ask for the animations by default. The option should be turned off by default.
The enemy hp bars are also an option to turn on by a simple check box.

If you want the character to animate for his spells or melee. You need to turn the option on and create your individual frames.

Just for the sake of getting things running. Disable all animations you turned on for enemy and hero.
Regenerate the script. Copy it again..and replace script1 with the new copy. It should function.
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on August 19, 2012, 07:44:48 am
Why not try putting the default first script in there to see if it runs? Then try changing things one at a time.
Title: Re: [XP] Blizz-ABS
Post by: ToastyMuffin on August 19, 2012, 12:44:09 pm
i turned all animations off, and set the health bar on, and when i start playtesting, notihing changed. i copied the generated script into part one, and replaced the default, and it didn't work. i also tried the default one and it didn't work. :???:
and no i am not using any scripts that could influence it. also, i am testing this in a room with 1 ghost. i named it Ghost/e[1] and....... didn't work.
i also tried putting a space in, Ghost /e[1] and it doesn't work.
okay, so i copied a Zinger from lag a lot and pasted it into my game, and what do you know, i walk up to it and when i attack, i can actually see damage coming off of him, and he goes back. so.... what am i doing wrong with my ghost? i looked at the event and they are both the same, the onyl difference being that one is a ghost and one isn't.
Title: Re: [XP] Blizz-ABS
Post by: ToastyMuffin on August 19, 2012, 01:46:29 pm
okay so i got the enemies to work now, i just need to be able to get the animations. how would i make one of swinging a sword?
Title: Re: [XP] Blizz-ABS
Post by: ForeverZer0 on August 19, 2012, 01:47:16 pm
What image does it say is missing? Do you have that image?
If not, you need to place it wherever it says its missing from.
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on August 19, 2012, 02:17:04 pm
Thing is toasty,
There is no animation of him swinging the sword. Its not part of babs.
So if you click the option to turn it on, it will give an error because it cant find the char sheet it needs until you make it.

You need one for the weapon and one for the hero doing the animations.

Look at the sir lagolot demo youll get a grasp on it.
Tho the new system looks for different names olfor the char sets.

In the same folder you find lag-o-lot. Youll see somethibg like lag-o-lot_atk_0

How i learned was by picking apart lag alot and building it all over again.
Take the lag o lot art import it in and rename it.

GL hope i helped...even a little
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on August 21, 2012, 11:22:26 pm
I don't know what I'm doing wrong, but I'm trying to configure the "no enemy terrain tag". I set the number to 2 in the first part of the script that says "no enemy terrain tag = [2]" Then I created a new map and placed tiles with number 2 on them, then changed the tileset to a different tileset and change it back to the one it was intended to be after I edited one of the tiles to say 2 on the terrain tag and still, enemies are walking over the terrain tag with 2 on them.
Title: Re: [XP] Blizz-ABS
Post by: Moshan on August 22, 2012, 06:25:40 am
 Is it possible to make a combo which trigger after you hit the target 3 times (or another number of times)
I'm still trying to figure out how combos works...
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 22, 2012, 05:31:47 pm
To my knowledge, I don't think there's a built-in way to achieve that. Combos are a list of actions/commands that are carried out in a sequential order (like Move Routes for events). What kind of attack/combo did you have in mind?
Title: Re: [XP] Blizz-ABS
Post by: Moshan on August 23, 2012, 06:29:55 am
 Well I was thinking if is possible to trigger a combo after a number of hits...only that. The combo included some movement and the use of a skill  :^_^': . But to be honest I don't find the Blizz-Abs Combo System very useful because it's not like "normal" combos, it just force you to make some actions without a condition. Shouldn't the combos trigger after some succesful hits or after not being hit for an amount of time?
Title: Re: [XP] Blizz-ABS
Post by: Skwig on August 23, 2012, 02:07:08 pm
Hi.. I was wondering if there was a way to prevent enemies from respawning when you go from screen to screen. Only when i use the /respawn thing.
Perfectly simple way to do this is to have Self switch turned on when the enemy dies.. But I haven't noticed anything like that.
Any ideas?
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on August 23, 2012, 02:15:59 pm
By default, the enemy's event page code runs when it dies (if you want it to run when something else happens, it is explained in the manual). So you can use Self switches to keep enemies from respawning.
Title: Re: [XP] Blizz-ABS
Post by: theneonheart on August 24, 2012, 08:16:48 pm
Hey, I'm trying to figure out how to make weapons work with ammo without using hotkeys, and I'm not sure of the configuration for the database and the blizz abs script to make it work. I want it so whenever my character picks up a gun and ammo, if they equip the gun, it automatically uses the ammo for that gun. I have several weapons programmed in, just not set up, and they all use unique items for ammo. There may be an instance where one weapon uses 2 different types of ammo, or two modes like single barrel shotgun or double barrel, but basically the 10 slots for hotkeys isn't the best setup for what I'm going for and I don't know how to modify it really.

It would be really nice if the ammo would show up on screen like a hotkey display, but just show how much ammo you have of just that one or two types in the hud, but automatically and not so you have to key it in.

Also, I don't want to flood you with questions but I think it might be somewhat related since they're both on the pre-menu, I want to know how to get rid of the 'AI Behaviors' and 'AI Triggers' and basically by-pass the pre-menu altogether.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 25, 2012, 03:22:13 am
@adytza001
I think I know a work-around for something like that, but it would require editting to your enemy events. It involves the use of triggers and $game_variables while making all the attacks combos.

@theneonheart
Removal of the AI commands:
Paste below BABS: ShowHide
BlizzABS::Cache::CommandsPreMenu = ['Menu', 'Hotkeys', 'Cancel']

class Scene_Menu
  #----------------------------------------------------------------------------
  # override main
  #----------------------------------------------------------------------------
  def main
    # if index flag does not exist
    if @index_flag == nil
      # set in_battle flag
      $game_temp.in_battle = true
      # create HUD if HUD is turned on and HUD active
      @hud = Hud.new if BlizzABS::Config::HUD_ENABLED && $game_system.hud
      # if ASSIGNMENT is turned on and assignment display active
      if BlizzABS::Config::HOTKEYS && $game_system.hotkeys
        # create assignment display
        @hotkeys = Hotkey_Assignment.new
      end
      # if MINIMAP is turned on and minimap active
      if BlizzABS::Config::MINIMAP && $game_system.minimap > 0
        # create HUD
        @minimap = Minimap.new
        # create HUD
        @minimap.update
      end
      # create options window
      @window = Window_Command.new(192, BlizzABS::Cache::CommandsPreMenu)
      # if no actors in the party
      if $game_party.actors.size == 0
        # disable options
        @window.disable_item(1)
      end
      # set x and y position
      @window.x, @window.y = 320 - @window.width/2, 240 - @window.height/2
      # set z position
      @window.z = 21000
      # set back opacity
      @window.back_opacity = 160
      # create spriteset
      @spriteset = Spriteset_Map.new
      # create viewport
      @view = Viewport.new(0, 0, 640, 480)
      # if using a fixed tint
      if BlizzABS::Config::MENU_COLOR_TINT > 0
        # get tint
        tint = BlizzABS::Config::MENU_COLOR_TINT
      else
        # randomize tint
        tint = rand(8) + 1
      end
      # tint viewport
      case tint
      # black-white tint
      when 1 then @view.tone = Tone.new(-40, -40, -40, 255)
      # blue tint
      when 2 then @view.tone = Tone.new(-255, -255, 0, 255)
      # green tint
      when 3 then @view.tone = Tone.new(-255, 0, -255, 255)
      # red tint
      when 4 then @view.tone = Tone.new(0, -255, -255, 255)
      # yellow tint
      when 5 then @view.tone = Tone.new(0, 0, -255, 255)
      # mangenta tint
      when 6 then @view.tone = Tone.new(0, -255, 0, 255)
      # cyan tint
      when 7 then @view.tone = Tone.new(-255, 0, 0, 255)
      # darker tint
      when 8 then @view.tone = Tone.new(-60, -60, -60, 0)
      end
      # transition
      Graphics.transition
      # loop
      loop do
        # update game screen
        Graphics.update
        # update input
        Input.update
        # stop if frame update
        break if update_before_main
      end
      # freeze screen
      Graphics.freeze
      # delete HUD elements that exist
      [@hud, @hotkeys, @minimap].each {|s| s.dispose if s != nil}
      # delete window
      @window.dispose
      @window = nil
      # delete spriteset
      @spriteset.dispose
      @spriteset = nil
      # delete viewport (screen tint) if new scene is still the menu or map
      @view.dispose if $scene.is_a?(Scene_Menu) || $scene.is_a?(Scene_Map)
      @view = nil
    end
    # call original method if scene is still the menu
    main_blizzabs_later if $scene.is_a?(Scene_Menu)
  end
  #----------------------------------------------------------------------------
  # update_before_main
  #  Processes the pre-menu.
  #----------------------------------------------------------------------------
  def update_before_main
    # updates path finder
    $BlizzABS.AI.update
    # update window
    @window.update
    # if window is active
    if @window.active
      # if B is pressed
      if Input.trigger?(Input::B)
        # play cancel sound
        $game_system.se_play($data_system.cancel_se)
        # create map scene
        $scene = Scene_Map.new
        # exit this scene
        return true
      # if C is pressed
      elsif Input.trigger?(Input::C)
        # which option
        case @window.index
        when 0
          # play sound
          $game_system.se_play($data_system.decision_se)
          # set in_battle flag
          $game_temp.in_battle = false
        when 1
          # if not actors in the party
          if $game_party.actors.size == 0
            # play buzzer sound effect
            $game_system.se_play($data_system.buzzer_se)
            # exit method
            return
          end
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create hotkey assignment scene with the current screen tint
          $scene = Scene_Hotkeys.new(@view.tone)
        when 2
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create map scene
          $scene = Scene_Map.new
        end
        # exit this scene
        return true
      end
    end
    # don't exit this scene
    return false
  end
 
end
I provided one solution to your ammo problem, but if that didn't work out for you, then you are better off throwing that as a script request. (And I'm pretty busy for this week so I can't look into it soon)
Title: Re: [XP] Blizz-ABS
Post by: Moshan on August 25, 2012, 10:32:27 am
 Thanks for reply...but to be honest I don't want to complicate the game using so many variables. For now I decided to abandon the combo option for my game but if I find the action very boring I will be glad to ask for your 
advice. Thanks again!
Title: Re: [XP] Blizz-ABS
Post by: theneonheart on August 27, 2012, 11:02:04 pm
Quote@theneonheart
Removal of the AI commands:
Paste below BABS: ShowHide
BlizzABS::Cache::CommandsPreMenu = ['Menu', 'Hotkeys', 'Cancel']

class Scene_Menu
  #----------------------------------------------------------------------------
  # override main
  #----------------------------------------------------------------------------
  def main
    # if index flag does not exist
    if @index_flag == nil
      # set in_battle flag
      $game_temp.in_battle = true
      # create HUD if HUD is turned on and HUD active
      @hud = Hud.new if BlizzABS::Config::HUD_ENABLED && $game_system.hud
      # if ASSIGNMENT is turned on and assignment display active
      if BlizzABS::Config::HOTKEYS && $game_system.hotkeys
        # create assignment display
        @hotkeys = Hotkey_Assignment.new
      end
      # if MINIMAP is turned on and minimap active
      if BlizzABS::Config::MINIMAP && $game_system.minimap > 0
        # create HUD
        @minimap = Minimap.new
        # create HUD
        @minimap.update
      end
      # create options window
      @window = Window_Command.new(192, BlizzABS::Cache::CommandsPreMenu)
      # if no actors in the party
      if $game_party.actors.size == 0
        # disable options
        @window.disable_item(1)
      end
      # set x and y position
      @window.x, @window.y = 320 - @window.width/2, 240 - @window.height/2
      # set z position
      @window.z = 21000
      # set back opacity
      @window.back_opacity = 160
      # create spriteset
      @spriteset = Spriteset_Map.new
      # create viewport
      @view = Viewport.new(0, 0, 640, 480)
      # if using a fixed tint
      if BlizzABS::Config::MENU_COLOR_TINT > 0
        # get tint
        tint = BlizzABS::Config::MENU_COLOR_TINT
      else
        # randomize tint
        tint = rand(8) + 1
      end
      # tint viewport
      case tint
      # black-white tint
      when 1 then @view.tone = Tone.new(-40, -40, -40, 255)
      # blue tint
      when 2 then @view.tone = Tone.new(-255, -255, 0, 255)
      # green tint
      when 3 then @view.tone = Tone.new(-255, 0, -255, 255)
      # red tint
      when 4 then @view.tone = Tone.new(0, -255, -255, 255)
      # yellow tint
      when 5 then @view.tone = Tone.new(0, 0, -255, 255)
      # mangenta tint
      when 6 then @view.tone = Tone.new(0, -255, 0, 255)
      # cyan tint
      when 7 then @view.tone = Tone.new(-255, 0, 0, 255)
      # darker tint
      when 8 then @view.tone = Tone.new(-60, -60, -60, 0)
      end
      # transition
      Graphics.transition
      # loop
      loop do
        # update game screen
        Graphics.update
        # update input
        Input.update
        # stop if frame update
        break if update_before_main
      end
      # freeze screen
      Graphics.freeze
      # delete HUD elements that exist
      [@hud, @hotkeys, @minimap].each {|s| s.dispose if s != nil}
      # delete window
      @window.dispose
      @window = nil
      # delete spriteset
      @spriteset.dispose
      @spriteset = nil
      # delete viewport (screen tint) if new scene is still the menu or map
      @view.dispose if $scene.is_a?(Scene_Menu) || $scene.is_a?(Scene_Map)
      @view = nil
    end
    # call original method if scene is still the menu
    main_blizzabs_later if $scene.is_a?(Scene_Menu)
  end
  #----------------------------------------------------------------------------
  # update_before_main
  #  Processes the pre-menu.
  #----------------------------------------------------------------------------
  def update_before_main
    # updates path finder
    $BlizzABS.AI.update
    # update window
    @window.update
    # if window is active
    if @window.active
      # if B is pressed
      if Input.trigger?(Input::B)
        # play cancel sound
        $game_system.se_play($data_system.cancel_se)
        # create map scene
        $scene = Scene_Map.new
        # exit this scene
        return true
      # if C is pressed
      elsif Input.trigger?(Input::C)
        # which option
        case @window.index
        when 0
          # play sound
          $game_system.se_play($data_system.decision_se)
          # set in_battle flag
          $game_temp.in_battle = false
        when 1
          # if not actors in the party
          if $game_party.actors.size == 0
            # play buzzer sound effect
            $game_system.se_play($data_system.buzzer_se)
            # exit method
            return
          end
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create hotkey assignment scene with the current screen tint
          $scene = Scene_Hotkeys.new(@view.tone)
        when 2
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create map scene
          $scene = Scene_Map.new
        end
        # exit this scene
        return true
      end
    end
    # don't exit this scene
    return false
  end
 
end
I provided one solution to your ammo problem, but if that didn't work out for you, then you are better off throwing that as a script request. (And I'm pretty busy for this week so I can't look into it soon)


Thanks. I used that script and it got rid of the AI programming, and changed the hotkeys some. I posted a request for a script for what I was asking for too. If someone makes a script, will I have to change the script you gave me so that it just gets rid of the AI programming? I'm just trying to anticipate conflicts in the future. I'd rather just have it cut out the AI controls for now and wait for a possible new script.
Title: Re: [XP] Blizz-ABS
Post by: Skwig on September 02, 2012, 07:32:47 am
Hi, I've been trying to make the moving platform puzzle, and I'm pretty sure I am doing it wrong. I want a conditional branch that checks if the left arrow key is pressed
This is what I use
$game_system.Input.trigger?(Key['Arrow Left'])

And I only get this error
(http://i47.tinypic.com/aonz9j.png)

Nowhere in the user manual (atleast I didn't find it :S ) is written how to properly use these commands.
Thanks
Title: Re: [XP] Blizz-ABS
Post by: G_G on September 02, 2012, 10:03:18 am
You don't use $game_system to check for input. And you're forgetting the Input module in front of Key.
Input.trigger?(Input::Key['Arrow Left'])
Title: Re: [XP] Blizz-ABS
Post by: Boba Fett Link on September 02, 2012, 02:33:25 pm
Quote from: Skwig on September 02, 2012, 07:32:47 am
Nowhere in the user manual (atleast I didn't find it :S ) is written how to properly use these commands.


It is under Systematics. And it does explain how to use them, but not the best. In other parts of the manual, it explains each argument. But here, it doesn't explain that you need to have the Input:: in the argument. It just says Key.

Winkio will probably fix it in the next release.
Title: Re: [XP] Blizz-ABS
Post by: swick on September 13, 2012, 04:39:15 pm
I was just wondering if anybody knows of ANY way to "fatigue" the player for a while after he/she's been dashing for a period of time? It just feels a bit unrealistic when my character is constantly able to run.
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on September 19, 2012, 09:58:38 pm
Is there a way to make a bomb item? i can't seem to figure it out. does it involve common events, or does someone have a plug-in that will help?

i want to make it so that, when used, the bomb is dropped (or thrown if possible) and then, after a set amount of time, it explodes, and deals damage to all surrounding actors, and enemies. i know XAS has something like that, but it's too late to switch, and XAS confuses me. i tried having it trigger a skill, but that doesn't work either.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on September 19, 2012, 10:05:59 pm
Timed traps. As for throwing, that would probably need to be coded manually.
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on September 19, 2012, 10:50:13 pm
i tried timed traps. they dont make the item explode afterwards
Title: Re: [XP] Blizz-ABS
Post by: KK20 on September 19, 2012, 10:55:53 pm
Looked at the code, and it's all there. You won't see the explosion unless the appropriate target is nearby the trap's range.

This isn't the first time someone has requested playing an explosion animation, regardless of hitting a target or not, and I am slowly starting to believe this should be built into the code.
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on September 19, 2012, 11:14:46 pm
yup, that's my problem  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 20, 2012, 02:56:19 am
I'm not sure if "User Animation" would work on a Timed Trap. Try adding one and see if it animates the actor or the bomb that you place.
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on September 20, 2012, 06:34:59 am
if you mean make it trigger a common event, which says "show animation: this event [explosion1]" or something to show the explosion, i just tried it. didn't work. :(
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on September 29, 2012, 08:38:35 pm
sorry about the double post, but i figured i'd have a better chance of a reply this way

anywho, i have an alignment group, that is allies with the player, and enemies with the enemies. i want to make it so these allies act exactly like party members, except they can't be controlled. right now, it's easy to accidentally attack them, and then they  attack you. it's really weird when people, who are supposed to be friends are killing each other for no reason. any suggestions?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 30, 2012, 04:58:34 am
A double post after 24 hours is alright. If you don't want to double post, you can always use the "Modify" option in the top right corner of the post as the topic will appear as unread to other members if the last post was edited.
Title: Re: [XP] Blizz-ABS
Post by: shintashi on October 01, 2012, 12:45:17 am
i haven't messed with XP since last year, but I decided to try a Zelda style game and installed the Blizz ABS system, and I've been digging through the help files, trying to figure out how to get something like a status menu or character sheet to appear, kind of like in the original setup or something closer to a Zelda (8 bit) inventory menu + stats.

The interface is so different I'm not even sure where to begin. - I'm asking because I'm guessing there's already some menu display option with stats that 'pauses' the action, or something similar, and I just haven't been able to find it, or it's some kind of add on someone else already programmed and I just have to install it once I know what it is.
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on October 03, 2012, 09:27:09 pm
Quote from: Blizzard on September 30, 2012, 04:58:34 am
A double post after 24 hours is alright. If you don't want to double post, you can always use the "Modify" option in the top right corner of the post as the topic will appear as unread to other members if the last post was edited.


oh, didn't know it did that.

so about my question
Quote
i have an alignment group, that is allies with the player, and enemies with the enemies. i want to make it so these allies act exactly like party members, except they can't be controlled. right now, it's easy to accidentally attack them, and then they  attack you. it's really weird when people, who are supposed to be friends are killing each other for no reason. any suggestions?
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on October 04, 2012, 02:51:36 am
Quote from: Bob423 on October 03, 2012, 09:27:09 pm
i have an alignment group, that is allies with the player, and enemies with the enemies. i want to make it so these allies act exactly like party members, except they can't be controlled. right now, it's easy to accidentally attack them, and then they  attack you. it's really weird when people, who are supposed to be friends are killing each other for no reason. any suggestions?


you could try adding another element to the system called "Ally Immune" and for every enemy you have as an ally (since they have to be first created as enemies in the database) make them immune to this element (setting resistance to E, setting it to F will absorb) and adding it to all the skills
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on October 04, 2012, 08:52:34 pm
well the problem is, some enemies have the same skills that the player can use. also, that would only make them not hurt the character. they will still consider you an enemy if you attack them.

so basically, i want to make sure allies never change, they will heal you (if they have healing skills), and help fight.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 04, 2012, 11:31:15 pm
Ever try setting the alignment group to the default ally (which should be 1)? None of your attacks will hurt the character and they behave much like a party member does.
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on October 05, 2012, 07:30:31 pm
oh, thanks, that worked perfectly :D


edit: alright, i have a new problem. how do i use combos? it's not explained anywhere in the help file how to make a character start a combo. what i want, is to make a combo that's sort of like a skill. is there a way to do that?
Title: Re: [XP] Blizz-ABS
Post by: Xim on November 07, 2012, 03:57:59 pm
I get this message, whenever an enemy kills another enemy.
QuoteScript 'Blizz-ABS 2.84 Part 2' LINE 2054: NoMethodError occurred.

undefined method 'exp=' for#<Game_Enemy:0xf4d0890>


I think the game is trying to give EXP to an enemy or something. I don't really get why though.  :shy:
Title: Re: [XP] Blizz-ABS
Post by: ThallionDarkshine on November 22, 2012, 10:33:26 am
Alright, I just found a small bug with combos on enemies. Jump commands don't work b/c the method 'jump_passable?' is never defined in Map_Enemy. It's just in Map_Actor.
Title: Re: [XP] Blizz-ABS
Post by: sasofrass on December 07, 2012, 01:59:34 pm
How would you make it so using the 1234567890 keys with the actionbar can also be used with the numpad numbers?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 07, 2012, 02:49:50 pm
Find this line in part 2 (it occurs twice, should be somewhere close to line 4700):

Input.trigger?(Input::Key[i.to_s]) &&


Change both of them to this:

(Input.trigger?(Input::Key[i.to_s]) || Input.trigger?(Input::Key["NumberPad " + i.to_s])) &&

Title: Re: [XP] Blizz-ABS
Post by: gmaker808 on December 13, 2012, 11:33:33 pm
Hello ABS lovers I have been using this script and was in the middle of testing my game when i ran across an unsolved error please some one help im very new to scripting and cant figure this out.

Script 'Game_Battler 3' Line 139: TypeError Occurred
false cant be coerced into fixnum.

please help. thank you.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on December 13, 2012, 11:39:42 pm
It would help considerably if you told us
1) What exactly did you do and when the error popped up and
2) Other scripts you may be using

That error points to a line in calculating skill damage:
rate += (user.int * skill.int_f / 100)

Clearly, you must have something else going on in your project. Why it would stop here makes no sense to me.
Title: Re: [XP] Blizz-ABS
Post by: gmaker808 on December 19, 2012, 11:19:16 pm
If I use a skill on an enemy it works the first time but then when I use it again the game crashes and that error pops up
Script these are the scripts I'm using and it's in this order.
-------------------------------------
CCoa's UMS
-------------------------------------
Blacksmith Configuration
-------------------------------------
Tons of add ons
Part1
Part2
Part3
-------------------------------------
ABS PART1
ABS PART2
ABS PART3
ABS fixes
Active action info
Easy party switcher
EXP in HUD
Hotkey number modifier
(*) Bestiary
Bestiary Blizz-ABS plugin
-------------------------------------
Easy overdrive system
action recharge time
-------------------------------------
Legacy class change
Job stat modifier
(*) stat distribution system
-------------------------------------
Rain of add-ons
-------------------------------------
Show event name
Advanced shop status window
Item storage
Dynamic gardening
-------------------------------------
Title: Re: [XP] Blizz-ABS
Post by: G_G on December 19, 2012, 11:22:04 pm
Try posting the error. That'd be a little more helpful.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on December 19, 2012, 11:30:00 pm
@G_G
QuoteScript 'Game_Battler 3' Line 139: TypeError Occurred
false cant be coerced into fixnum.

:huh:

Anyways, from that list of scripts, it's too hard to tell right off the bat what it is. I think you're better off uploading a demo.
Title: Re: [XP] Blizz-ABS
Post by: G_G on December 19, 2012, 11:48:48 pm
Derp. My bad, I guess I should have read the previous posts. xD I didn't realize he had already posted here.
Title: Re: [XP] Blizz-ABS
Post by: Vexus on December 22, 2012, 08:29:53 pm
Hi, I'm testing the combat in my project and would like some insight on how to remove the text when you get hit/attack.

Don't want to show how much damage you deal or get dealt. (That's what the hud is for.)

Thanks.

[Edit]

Also how come the enemy doesn't stay in the same position after it attacks?

First I had knockback on and removed it now after it attacks me it goes away then comes again.

How to solve this?

Thanks
Title: Re: [XP] Blizz-ABS
Post by: gmaker808 on December 22, 2012, 10:59:39 pm
I posted the link to my game on the bottom theres really not much but test maps at the moment if you could please take a look and hopefully find the problem.

http://www.mediafire.com/?g9f2sa3pyg23z6m
Title: Re: [XP] Blizz-ABS
Post by: KK20 on December 23, 2012, 01:40:11 am
After playing around with the data files (because, for some reason, I was getting the "This project is from an old version of RPG Maker and cannot be loaded" error), I figured it out. The problem was in Rain of Add-Ons. The culprit:

if  skill.int_f = 0 #...and rest of code

If you go to lines 257 and 489, please add another '=' so that it looks like

if  skill.int_f == 0 #...and rest of code


I went ahead and fixed that in the original forum post.

@Vexus
Part 3, Line 4959. Directly below the super, put
self.visible = false

The other, I think, is just how the AI is designed: run in, attack, and run back before the enemy can counter. I have no idea how the AI is written (nor am I willing to study it) and cannot help with that.
Title: Re: [XP] Blizz-ABS
Post by: Vexus on December 23, 2012, 05:05:36 am
Cool thanks that worked.

So I was thinking on the 2nd one since if you leave knockback the enemy comes back again instead of running away how would a "stun" do in this regard?

So after it attacks the enemy gets stunned for x time and resumes again.

Dunno I'm not a scripter but I kinda see it weird as this is being done for zombies in my project and they certainly wouldn't run away then come again :/

[Edit]

Also trying to give skills to enemies but they either get ignored or if I remove the default attack they wander around and do nothing.


Uhm wth?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on December 23, 2012, 02:16:44 pm
No it doesn't work. Stunning only stops the processing of the monster's AI, meaning after it attacks and gets stunned, it is still programmed to run away as soon as it can move again.

Did you make sure to set a scope for the skills? All new skills default to 'None'.
Title: Re: [XP] Blizz-ABS
Post by: Vexus on December 23, 2012, 07:33:17 pm
Ops you where right didn't set scope  :shy:

Anyway it's really a shame regarding the enemies running back after they attack and come again specially for a zombie game like I'm doing :/

Thanks for the help anyway.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on December 23, 2012, 09:57:25 pm
lol got bored and found out where it happens. Part 2, Line ~6295
char.move_away_random(ai.target, false, ai.act.range)

Comment that out.

I tried replacing that with a move_toward but it still moved weird.
Title: Re: [XP] Blizz-ABS
Post by: gmaker808 on December 23, 2012, 10:39:35 pm
Thank you so much!
Title: Re: [XP] Blizz-ABS
Post by: Vexus on December 24, 2012, 04:21:43 am
Cool!

Thanks, you're awesome :)
Title: Re: [XP] Blizz-ABS
Post by: Felix0 on December 31, 2012, 05:37:05 pm
I'm running into an error where when using the combo feature of Blizz-ABS. The Skill command doesn't work if the person doesn't have the skill known. Yet in the Blizz-ABS manual it states it works as a forced action.
Title: Re: [XP] Blizz-ABS
Post by: winkio on December 31, 2012, 05:52:09 pm
Hm, it seems I forgot to save a change, because I remember testing that functionality, but it is clearly not in there.  It might have been overwritten or something.  Anyways, on line 1176 of part 2, change from this:

@ch.use_skill($data_skills[command[1]])


to this:

@ch.use_skill($data_skills[command[1]], true)


Let me know if that doesn't solve the problem.
Title: Re: [XP] Blizz-ABS
Post by: Vexus on January 06, 2013, 05:22:43 am
Say, would it be possible to have corpses on the ground not passable?

I find it weird that when an enemy dies the corpse is over your character and passable.

I also tried using a script that forces Z value on events but it seems to not work on the corpses.

Any idea what to do?

Thanks
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 06, 2013, 08:03:13 am
Quote from: Vexus on January 06, 2013, 05:22:43 am
Say, would it be possible to have corpses on the ground not passable?

I find it weird that when an enemy dies the corpse is over your character and passable.


it will create glitch (ex, you killed all the enemies around you but now you're stuck because you can't move)
Title: Re: [XP] Blizz-ABS
Post by: Vexus on January 06, 2013, 09:08:25 am
In my project you don't fight, these scenarios are needed story wise so it wouldn't cause any problem.
Title: Re: [XP] Blizz-ABS
Post by: Vexus on January 08, 2013, 03:56:58 pm
Sooooooooooo can I have enemies once dead turn into corpses that are not passable and/or higher z value than your character for some reason?
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 08, 2013, 04:13:35 pm
Your best bet would be a simple edit to the method where enemies turn into corpses, but it's not something that belongs in the standard Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 08, 2013, 04:39:06 pm
I made them all "through", because you could get stuck in a corpse if the enemy would turn into one while you are standing close to it. Reconsider that feature.
Title: Re: [XP] Blizz-ABS
Post by: Vexus on January 09, 2013, 09:00:53 am
As I said as response to drako in my project you don't fight so this problem would never happen, I need the corpses to remain story wise as they don't contain any loot I want it as visual.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 09, 2013, 10:04:16 pm
you can try to create a new event with babs event creation when the zombie is killed
Title: Re: [XP] Blizz-ABS
Post by: Vexus on January 11, 2013, 10:10:37 am
New event? that wouldn't look good when x zombie dies and his corpse appears somewhere else or I got your explanation wrong?

Still, an edit would be so hard to do instead of having to do an event per infected that may die? I can do a thread in script request and stop spamming this thread with my nonsense :)

Thanks
Title: Re: [XP] Blizz-ABS
Post by: Zexion on January 11, 2013, 12:32:34 pm
I'm wondering why you would even need an ABS in your game if there is no fighting... you could easily achieve similar effects(if not better) by eventing things...
Title: Re: [XP] Blizz-ABS
Post by: Vexus on January 11, 2013, 01:20:08 pm
For the hud functions, sneak/run, enemy vs enemy vs you combat, so I can push them away with the attack button, I said you don't fight but that doesn't mean I couldn't add some traps to hurt/slow down the infected, many scripts compatible with this that are useful, should I go on?
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on January 14, 2013, 10:01:55 am
Quote from: Vexus on January 11, 2013, 10:10:37 am
New event? that wouldn't look good when x zombie dies and his corpse appears somewhere else or I got your explanation wrong?


yes, but of course you should set the summoned event (x,y) with the zombie (x,y) when that zombie get killed
Title: Re: [XP] Blizz-ABS
Post by: Skwig on January 23, 2013, 02:26:33 pm
Hi
Havent been active for a long time but now i am back:P
Any way to make a status that will make the enemy uunable to move but you can still artack and casr spells? Maybe set movement speed to 0?
and another status that will change the enemys movement speed by X?
Thanks in advance
Title: Re: [XP] Blizz-ABS
Post by: KK20 on January 23, 2013, 03:55:43 pm
First off, something like that should be posted here: http://forum.chaos-project.com/index.php/topic,6164.0.html

Secondly, winkio has already answered this.
Quote from: winkio on October 13, 2012, 10:20:00 pm
Agreed.  In what I have finished so far of v3.0, running and sneaking behave as independent bonuses to move speed, which still allows you to change the base movement speed underneath.  I did that with the idea of haste/slow status effects in mind, but you are right that it also opens up a lot of options for combos.


As for right now, I'm not sure if there is an easy work around. I think I tried doing this before but I don't remember if I was successful.
Title: Re: [XP] Blizz-ABS
Post by: Moshan on January 31, 2013, 03:26:06 pm
 I haven't use Blizz-Abs for a long time...but I think last time when trying to make a game, when the character was idle he looked like he was breathing...but now it dosen't do anything...it stops at the first pose of the sprite.
Title: Re: [XP] Blizz-ABS
Post by: ThallionDarkshine on January 31, 2013, 03:35:12 pm
I'm pretty sure you have to setup idle poses in the configuration.
Title: Re: [XP] Blizz-ABS
Post by: Moshan on February 01, 2013, 01:53:13 am
 Well...I have the spriteset with idle poses, but when the character is idle he only change his graphic to first pose of spriteset not continuously to every pose.
Title: Re: [XP] Blizz-ABS
Post by: Zexion on February 03, 2013, 03:31:08 pm
Question:
If I set the hotkeys feature off.. so player can't use 123456..etc..can I still assign skills to hotkeys and force them to be used through an event?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 04, 2013, 04:03:23 pm
What are you trying to accomplish? It's not like you need to store a skill/item in a hotkey to force the use of it.
Title: Re: [XP] Blizz-ABS
Post by: Zexion on February 04, 2013, 04:50:28 pm
I'm trying to store skills/items in hotkeys so that I can have an easily configurable menu with which users can add skills and such to their list which gets longer as you unlock more slots. BUUTT I don't want them to use hotkeys. I will set up an event that cycles through the list of hotkeys and will use whichever one is currently selected when a button is pressed.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 05, 2013, 08:26:09 pm
Spoiler: ShowHide

# Cycling through hotkeys is used with R and L buttons (default Q and E keys)

# Configure this. You can change it in-game with script call:
# BlizzCFG::Hotkeys = number
module BlizzCFG
  Hotkeys = 3
end

class Hotkeys
  BlizzABS::Cache::Keys = 0...BlizzCFG::Hotkeys
  BlizzABS::Cache::HotkeyRange = 1..BlizzCFG::Hotkeys
end

class Scene_Hotkeys
  def update_choice
# set x position
    @choice.x = 160 + @index * 32
    # if pressed B
    if Input.trigger?(Input::B)
      # play cancel sound
      $game_system.se_play($data_system.cancel_se)
      # create map scene
      $scene = Scene_Map.new
    # if C is pressed
    elsif Input.trigger?(Input::C)
      # play sound
      $game_system.se_play($data_system.decision_se)
      # not active
      @active = false
      # the one that was active the last time is now active
      @skill_window.active = @last_active
      @item_window.active = (!@last_active)
    # if RIGHT is being pressed
    elsif Input.repeat?(Input::RIGHT)
      # if RIGHT is pressed or index is less than 9
      if Input.trigger?(Input::RIGHT) || @index < BlizzCFG::Hotkeys-1
        # play sound
        $game_system.se_play($data_system.cursor_se)
        # set new index
        @index = (@index + 1) % BlizzCFG::Hotkeys
      end
    # if LEFT is being pressed
    elsif Input.repeat?(Input::LEFT)
      # if LEFT is pressed or index is equal or greater than 1
      if Input.trigger?(Input::LEFT) || @index >= 1
        # play sound
        $game_system.se_play($data_system.cursor_se)
        # set new index
        @index = (@index + BlizzCFG::Hotkeys-1) % BlizzCFG::Hotkeys
      end
    end
  end
end

class Scene_Map
  #----------------------------------------------------------------------------
  # update_hotkeys
  #  Updates hotkey assignment display.
  #----------------------------------------------------------------------------
  def update_hotkeys
  end
end
   
# Deleted method to disable the player from being able to assign skills/items to
# the buttons.
class Game_Player
  attr_accessor :current_hotkey
  alias init_hotkey_edit initialize
  def initialize
    init_hotkey_edit
    @current_hotkey = 0
  end
 
  alias update_hotkey_controls update
  def update
    if Input.trigger?(Input::R) or Input.trigger?(Input::L)
      @current_hotkey += (Input.trigger?(Input::R) ? 1 : -1)
      @current_hotkey %= (BlizzCFG::Hotkeys)
    end
    @battler.skill = self.skill_hotkeys[(@current_hotkey+1)%10]
    @battler.item = self.item_hotkeys[(@current_hotkey+1)%10]
    update_hotkey_controls
  end
 
end

Something like this you mean?
Title: Re: [XP] Blizz-ABS
Post by: Zexion on February 05, 2013, 08:31:14 pm
Wow, I can't believe you made me a script for that  :'( <3 I'll have to look at this a little more later to see exactly what how it works lol because I am still writing an english paper :P
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 05, 2013, 08:54:04 pm
It really wasn't that hard to make, plus I have a whole bunch of time to kill. Ironic how college starts back up again yet I have more free time now than during winter break. Anyways, the script assumes Direct Hotkeys are off (duh). It also implements this script (http://forum.chaos-project.com/index.php/topic,9922.0.html).
Title: Re: [XP] Blizz-ABS
Post by: Zexion on February 05, 2013, 09:30:02 pm
Wait so does that mean I could litterally have like 15 hotkeys? lol
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 06, 2013, 12:04:11 am
With the proper edits, yes. I believe you can push more elements into the @skills_hotkeys and @item_hotkeys and, with that script I provided, cycle through them. The problem becomes assigning skills/items to these new hotkeys. Obviously that'll require an edit to the Scene_Hotkeys class (or through very fancy eventing).
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 11, 2013, 08:16:43 pm
Quote from: adytza001 on January 31, 2013, 03:26:06 pm
I haven't use Blizz-Abs for a long time...but I think last time when trying to make a game, when the character was idle he looked like he was breathing...but now it dosen't do anything...it stops at the first pose of the sprite.

You have to turn actor action sprites on.
Title: Re: [XP] Blizz-ABS
Post by: Moshan on February 12, 2013, 01:50:55 am
A_ACTION_SPRITES = true
A_IDLE_SPRITES = true
I don't get what's wrong...
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 12, 2013, 01:53:53 am
You have to choose which actors get animated.  I think it's something like 'ANIMATED_IDS'.  This is something that is super easy to search for in the manual. 
Title: Re: [XP] Blizz-ABS
Post by: Moshan on February 13, 2013, 04:34:11 pm
 Thanks! It works!
Title: Re: [XP] Blizz-ABS
Post by: Someone on February 19, 2013, 12:09:29 pm
I have a problem too.
I've been using this to make a game, but when I try to start a new game, it now gives me the following error:
Quote from: ErrortrololololoScript 'bliss_2' line 2229: NameError occured.

uninitialized constant BlizzABS::Processor:Map_Actor


I have no idea what is causing it. I tried re-installing the 2nd part of the script in case I change something by accident, but it's no use.  :facepalm:
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 19, 2013, 01:19:48 pm
Err...that line points to a comment for me. What's the exact syntax of that line?
Title: Re: [XP] Blizz-ABS
Post by: Someone on February 19, 2013, 03:28:08 pm
The line that contains the error:
Quote(1...Config::MAX_PARTY).each {|i| @actors.push(Map_Actor.new(i))}


EDIT: Updating the thing to the latest version of the script fixed the issue. Figures. 

:facepalm: X 2 COMBO
Title: Re: [XP] Blizz-ABS
Post by: Ironcomics on February 19, 2013, 05:08:21 pm
Thanks so much :D, I've been trying to figure it out for an hour and a half :O. It only works when i write \e[1] \respawn\time[5] I dunno why but it only when i put in the \e[1] ot works.
Thanks so much for your help :D.
Title: Re: [XP] Blizz-ABS
Post by: Someone on February 20, 2013, 03:54:07 pm
Looks like I got a genuine error this time:
QuoteScript 'Bliss_2' line 2054: NoMethodError occurred.

undefined method 'exp=' for #<Game_Enemy:0x983ba60>

This happens whenever an enemy kills another enemy that'd give experience.
If an enemy kills an enemy who grants 0 experience, then nothing bad happens.
I am using the "Bonus" xp setting.

On a side note, is it possible to make certain alignments immune to player attacksL
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 20, 2013, 04:03:37 pm
The answer to that has been posted before. Might have to dig back some pages.

Set the alignment equal to the actors group (which is, by default, 1).
Title: Re: [XP] Blizz-ABS
Post by: Someone on February 21, 2013, 10:18:15 am
Umm, I want 3 teams. The Player is on team 1, but team 2 & 3 are supposed to fight each other as well.  :wacko:
However, they cause crashes if they do that.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 22, 2013, 12:39:39 am
Going to have to be a bit more specific than that, perhaps even show the part in the configuration as to how the alignment groups are configured.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 22, 2013, 01:15:21 am
Quote from: KK20 on February 20, 2013, 04:03:37 pm
The answer to that has been posted before. Might have to dig back some pages.


Yes, it has, but you didn't find it either.

Change the line after the error (line 2055) from

Code: ruby
bat.exp += exp if !bat.cant_get_exp?


to

Code: ruby
bat.exp += exp if !bat.cant_get_exp? && bat.is_a?(Game_Actor)
Title: Re: [XP] Blizz-ABS
Post by: Moshan on February 22, 2013, 02:39:52 am
 Is it possible to make Blizz-ABS compatible with rgss3?
Title: Re: [XP] Blizz-ABS
Post by: rgangsta on February 22, 2013, 10:03:13 am
Quote from: adytza001 on February 22, 2013, 02:39:52 am
Is it possible to make Blizz-ABS compatible with rgss3?


It's possible but it would take quite a while to convert from RGSS to RGSS3.
Title: Re: [XP] Blizz-ABS
Post by: Moshan on February 22, 2013, 02:53:20 pm
 Oh...Maybe someone will try it...Thanks for replying!
Title: Re: [XP] Blizz-ABS
Post by: Scitz on February 23, 2013, 09:20:23 am
Hello.

Maybe its already been asked and talked about but well this topic has 248 pages (Edit: 249 now xD) so i diddent read everything.

I have a question about Caterpilar in ABS.

If i have a party member and i die and caterpilar is on. i become that party member right?
Well thats the whole reason caterpilar and RMX-OS give corrupt savedata (as far i noticed)

Anyway is there a way (there probaly is) to make me not become my party member if i die.
Disable the "p" is something i know how to do but the auto switch i dont know..


Thanks in advance i hope i explained everything enough to understand.
Title: Re: [XP] Blizz-ABS
Post by: Midako on February 24, 2013, 07:40:15 am
Hello KK20 maybe u can help me.

i do use Blizz-ABS with RMX-OS
but when i do logout he don't send any position to the Server so there is just a database entry with 0,0 for the x,y position.

i did test it without Blizz-ABS no problem he do send my position to the server.
but with Blizz-ABS it don't work :S

maybe u can help me ?

with Regrads
Midako
Title: Re: [XP] Blizz-ABS
Post by: rgangsta on February 24, 2013, 10:50:47 am
Quote from: adytza001 on February 22, 2013, 02:53:20 pm
Oh...Maybe someone will try it...Thanks for replying!


There are other ABS for ACE that you can use.

There's RE Shooting System I and II, Royal ABS, Falcao Pearl ABS, Imperial Action System I and II, Bullpup Shooting Engine, Blasphemia ABS, Sapphire Action System IV, and XAS ACE.

If you're interested in any of these, I can provide you with a download link of the demo. If not, disregard this post.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 25, 2013, 03:04:20 pm
Quote from: Midako on February 24, 2013, 07:40:15 am
i do use Blizz-ABS with RMX-OS
but when i do logout he don't send any position to the Server so there is just a database entry with 0,0 for the x,y position.

i did test it without Blizz-ABS no problem he do send my position to the server.
but with Blizz-ABS it don't work :S

I haven't worked with RMX-OS in a couple years (and that was when I was still learning RGSS basics). You have the BlizzABS Controller, yes?
Title: Re: [XP] Blizz-ABS
Post by: Grim on February 28, 2013, 05:01:51 am
It appears I'm getting a error when I try
$BlizzABS.utils.reset_alignment_group
(5)


with the script http://forum.chaos-project.com/index.php/topic,938.0.html.

Error:
QuoteNoMethodError occurred while running script.

undefined method 'utils' for #<BlizzABS::Processor:0x8fa4f60>
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 28, 2013, 03:38:04 pm
it should be 'util' not 'utils'
Title: Re: [XP] Blizz-ABS
Post by: Someone on March 08, 2013, 08:06:36 am
1-Is there perhaps a way to make enemies smarter?
As of now, you can just push some of em into a corner and keep whacking your melee weapon. They'll give little/no resistance.

2-Some enemies use the "actions" AI, but this doesn't help much. (They just fly around randomly and seem to hit the player even less, if anything)

3-Also, some monsters I use NEVER seem to use their skills? (Unless it's their only attack)

4-Is there a way to make "Defend" less effective or disable it entirely?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 12, 2013, 08:24:14 pm
1. You can script your own. Otherwise, you can define their movement and give them specific actions all through eventing.

2. Not sure what is being asked (probably just an extension of the above question)

3. Forgot what the reason behind this was.

4. All explained in the configuration and manual.
Title: Re: [XP] Blizz-ABS
Post by: Someone on March 17, 2013, 07:59:07 am
Let me rephrase that:
Sometimes, enemies will stop moving and do absolutely nothing making them very easy to kill.
Characters in my part might do this too.
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on March 26, 2013, 05:27:32 am
Hey guys. i had a question about the defend option in BABS.

I'm not using full defend. i want people to take damage from defending.
but i also want to work on whats in the off hand.

Example:
Sword and shield = High reduction (75% ish)
Sword and Sword = Medium reduction (50% ish)
dagger or bare hand =  Low reduction ( 10% ish)

to me it just kinda makes sense that if i block with a shield the impact isnt as bad and i don't get cut.
i block with 2 swords i still may get hit hard or cut but reduces the blow a lot.
i block with my bare arms it hurts A LOT..but my head didn't get smashed in.
thats kinda the idea behind my thinking. lol
is there any script that i can use to change the values upon equipping an item?

Also if possible is there a script or option that i over looked to create a wep that requires say both hands and makes the 2nd hand slot unusable?
Currently i have a limitation on weps and classes that wont allow them to cross equip but i would kinda like to over ride that to have more "theory crafting" or "bad" choices.

Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 27, 2013, 01:52:16 pm
First one will have to be scripted.

As for the second, there's a script by Guillaume777 that does this: Multi-Slot Equipments
Title: Re: [XP] Blizz-ABS
Post by: Someone on March 27, 2013, 02:11:30 pm
Is there a way to allow the player & enemies to move while attacking?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 27, 2013, 02:17:03 pm
Combos.

Unless I'm not understanding the question clearly.
Title: Re: [XP] Blizz-ABS
Post by: Someone on March 27, 2013, 02:51:17 pm
No, I ment moving freely.
So players/enemies can attack and dodge at the same time.
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on March 28, 2013, 11:16:54 am
Thanks KK20.
It wasn't in the data base that i could find a but a quick search brought it to me.
gonna have to read it over 2 or 3 times.. cuz my quick check and mod had saw no change lol.

As for the attack and move option.
if its skills just make sure there is no "charge" time. for regular attack i haven't putzed with it but maybe you can change the "penalty" to 0 on the wep to effect that.
the "penalty" is the option that tells how many frames have to pass before you can move or attack again.
Title: Re: [XP] Blizz-ABS
Post by: Vexus on April 01, 2013, 01:33:42 pm
Hi there.

Anyone can help me in telling me how to turn a normal event into an enemy? (Tried checking the)

To clarify:

I have a door and when I choose the option "Barricade" I'd like the event to turn from a normal event into an enemy maybe on 2nd page or something. (I don't want it to be always an object because the enemy has said group as kill on sight.)

So if anyone could help me I'd like to have a normal door event turned into an object enemy through an option when you interact with it.

Thanks.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on April 01, 2013, 02:16:04 pm
$game_map.rename_event(EVENT_ID, 'NEW_NAME')

Rename the event using the same syntax to create an enemy.
Title: Re: [XP] Blizz-ABS
Post by: Vexus on April 02, 2013, 08:26:21 am
Thanks that worked I think though the enemies won't attack the event for some reason unless I am inside the event with ctrl of course.

Any idea why? (I could provide a demo if needed)

Thanks
Title: Re: [XP] Blizz-ABS
Post by: Vexus on April 07, 2013, 01:54:45 pm
Bump regarding previous post of mine plus another question.

Say, is it possible so enemies that follow you don't go back to their starting position when you outrun them but remain where they lose sight of you and wander there? I think this could solve the previous issue where the enemies are not attacking the door.

Thanks for the help.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on April 07, 2013, 02:19:22 pm
Are your alignment groups set up correctly? It was looking fine on my end.

Not sure about the other question since my enemies do not return to their original starting point (and a quick look through the code doesn't show any signs of events returning to their starting point).

Title: Re: [XP] Blizz-ABS
Post by: Vexus on April 07, 2013, 07:57:33 pm
Quote from: KK20 on April 07, 2013, 02:19:22 pm
Are your alignment groups set up correctly? It was looking fine on my end.

Not sure about the other question since my enemies do not return to their original starting point (and a quick look through the code doesn't show any signs of events returning to their starting point).



Alignments are set correctly my assumption is if there is some priority over which enemy they focus on.

The event call you suggested works fine just to be clear it's just the enemy doesn't recognise it instantly that it has changed from a simple event into an enemy.

The enemies don't go back to their starting position but once they lose sight of you they go back a few tiles then start wandering there. Usually they always go out of the screen area when they move back.

--

Best way to examine the issue is by making a demo but not sure if any of you could help in checking it out from there.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on April 07, 2013, 08:42:54 pm
It's basically the only way to be sure. If you don't think a demo will help, nothing else you can possibly do will be better. Like I said though, everything on my end works. I had two events standing next to each other: one being an enemy and the other being a normal event. I activate the name change on the normal event and the enemy started attacking it instantly.

And don't forget about ABSEAL where events aren't processed outside of the screen.
Title: Re: [XP] Blizz-ABS
Post by: Vexus on April 10, 2013, 06:28:51 am
Sent it to you by pm thanks for the help.
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on April 24, 2013, 03:52:38 am
I need to change some things in Blizz ABS. I'm decent at editing now but sometimes I have problems finding the lines I need, and the things I wanted to add in are real necessary for a game project I'm working on XD;;

What I was hoping to do was:

Make it so defending affects damage taken from skills like in the default battle system again. I disabled full defend and reconfigured the core battle system itself so the defense rate is dependent on one of the character's stats.

That said, I also would like to know where it checks whether a player (or enemy) is being hit when they are defending so that I may add in a line where it'll play a sound effect.

If somebody could point me in the right direction I believe I can take it from there. Thankies :'>
(I'm posting/asking in the wrong topic aren't I? 8C )
Title: Re: [XP] Blizz-ABS
Post by: KK20 on April 24, 2013, 09:53:20 am
 :hm: I think this will help...

http://forum.chaos-project.com/index.php/topic,11163.msg169995.html#msg169995
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on April 25, 2013, 08:22:43 am
Oh my goodness, this is beautiful

Thank you so much KK20 ;v;

I didn't know the skill blocking would need this many lines lol so there's no way I could have made this myself. I think I can handle the rest of my ideas from here, so I really appreciate this c:

('Course I may have to break BABS a couple of times to figure out where to stick the sound command but that's what I do best hurr)
Title: Re: [XP] Blizz-ABS
Post by: Zexion on April 29, 2013, 04:38:06 pm
Question: Does the input method in blizz-abs overwrite the default input method? If so how would I remove the input part of the script completely? Reason being that I want to have Gamepad support by default...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 29, 2013, 04:42:03 pm
Yes, it does, but you can't remove it as Blizz-ABS won't work without it. I mean, you can try to delete "module Input" on top of part 2 of the script, but I can already tell you that you will experience heavy problems.
Title: Re: [XP] Blizz-ABS
Post by: Zexion on April 29, 2013, 04:46:12 pm
Technically the input should only affect the player though, right? So If I remove it, that would would only make controls not work?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 29, 2013, 05:48:35 pm
No, the thing is that the script was made in such a way that it uses and needs specific constants defined in the input module.
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on May 09, 2013, 07:59:11 pm
I'm making a sequel to a game of mine that uses this script, and the sequel doesnt use it. I'm trying to make a way to convert an old save file from the first game to work in the second game so that players can unlock secret stuff. the only problem is that, when i select "continue" while an old save is in the new project folder, i get an error that said it needed the class or module "BlizzABS" I made a dummy class, and it sort of worked. I got a new error that said it was looking for the class "BlizzABS::AlignmentData" or something. I did the same thing, but now it gives me an error that says "dump format error" And I have no idea how to fix it.

in short, is there a way to make save files made with a project that uses BlizzABS work in a project that doesn't?
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 16, 2013, 02:35:01 am
Version 2.85 is out now, with around 20 bugfixes!  Special thanks to anyone who waited around long enough for this one!
List of bugfixes:
Fixed game crashing bug that occured when items were used
Allowed players to defend against projectiles
Fixed a bug where short combos would not get processed
Fixed a bug that caused traps to lag
Made skills and items used in combos forced by default
Fixed a bug where when getting stuck on a wall while running, the first frame of the running animation would be shown instead of the standing animation.
Fixed a bug where using 'Wait for Move Completion' would cause the game to crash
Fixed a bug where using the Jump command on enemies would cause the game to crash
Fixed a bug that allowed the player to walk through all events
Fixed a bug that caused the game to crash when one enemy killed another
Fixed a bug with one of the combo conditions
Fixed a bug with events with the 'Event Touch' trigger
Fixed a bug which was causing battler sprites to update more frequently than necessary
Fixed a bug with the ABS not being disabled during cutscenes and dialogue
Fixed a bug with using skills, items, and attacks without a battler
Made exploding projectiles explode on contact with terrain with the WALL TAG
Allowed number keys on numpad to be used for hotkeys as well as the numbers at the top of the keyboard
Fixed hash iteration errors that may present in later version of Ruby (for ARC)
Fixed a bug with wait commands run after the death of a lifeless object
Performed numerous updates and enhancements to the input module



And v3.0 is back in development, so hopefully that gets done soon.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 16, 2013, 04:06:09 am
You awesome person, you. <3
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 16, 2013, 02:34:08 pm
I realized I forgot to change the VERSION variable within the script to 2.85, so I reuploaded with that small change.
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 16, 2013, 04:12:06 pm
Nice job winkio! Can't wait to see more updates and improvements. Glad to see you back. :)
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 16, 2013, 05:12:08 pm
Thanks!  Just looking back at what I finished two years ago for v3.0, I'm already excited for how it will turn out.
Title: Re: [XP] Blizz-ABS
Post by: Stray on May 16, 2013, 06:50:56 pm
Nooby question right ahead: What script call do I use to switch the running true or false?
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 16, 2013, 07:18:16 pm
player.move_speed = Config::RUN_SPEED


but it gets reset every frame.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 16, 2013, 07:49:08 pm
Or is he talking about this:
$game_system.running_button = true/false

Anyways, nice to see that list of bug fixes. I noticed a lot that I have mentioned. ;)
Haven't checked yet, but did you address corpses' Z-values (http://forum.chaos-project.com/index.php/topic,13101.0.html)?
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 16, 2013, 08:03:52 pm
I did not.  I'll do another small update in a week with things like this that I missed.
Title: Re: [XP] Blizz-ABS
Post by: Stray on May 17, 2013, 04:16:28 pm
I don't want to disable the buttons for running. I want to activate running per script call.

Quote from: winkio on May 16, 2013, 07:18:16 pm
player.move_speed = Config::RUN_SPEED

but it gets reset every frame.

I get this error.
Spoiler: ShowHide
(http://oi44.tinypic.com/plqmg.jpg)
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 17, 2013, 04:19:00 pm
Sorry, try this

$game_player.move_speed = BlizzABS::Config::RUN_SPEED
Title: Re: [XP] Blizz-ABS
Post by: Stray on May 17, 2013, 06:03:20 pm
Ok, there's no error anymore, but the character still isn't running. Nothing happens.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 17, 2013, 06:25:31 pm
As I said, it gets reset every frame.  You need to either put it in a parallel process or a custom script.
Title: Re: [XP] Blizz-ABS
Post by: Stray on May 17, 2013, 07:06:14 pm
I tried to make it with a simple parallel process with only the script call inside it, it doesn't work.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 17, 2013, 07:14:01 pm
Looks like movement is processed before the common event changes the move speed.
QuoteOpen Part 2 of BlizzABS. Locate 'def update_control' (Line 3592). A few lines below, find 'player.move_speed = player.normal_speed' (Line 3596) and replace it with
player.move_speed = player.normal_speed unless $game_switches[id]
Replace 'id' with whatever switch you want to be on in order to run your parallel process event.
Go down a bit and find 'player.move_speed = Config::RUN_SPEED' (Line 3605) and replace it with
player.move_speed = Config::RUN_SPEED unless $game_switches[id]
Again, replacing 'id' with the switch you want.

Try that out. Once 3.0 comes out, this will be a thing of the past.
Title: Re: [XP] Blizz-ABS
Post by: Stray on May 17, 2013, 09:12:57 pm
It works perfectly in 2.84(!). But now, I've updated to 2.85... :roll:

Since the 2.85 update, running won't work generally. I get this error only if I try to use the running button:
Spoiler: ShowHide
(http://oi41.tinypic.com/ao00zl.jpg)


And with the running fixes you gave me, this happens in 2.85:
Spoiler: ShowHide
(http://oi43.tinypic.com/2ufgaqv.jpg)
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 17, 2013, 09:40:07 pm
Action Sprites must be causing it because the edit I provided works fine in 2.85. I tried backtracking your error, comparing 2.84 and 2.85 side-by-side, but couldn't find any changes in the code. I can't figure it out without a demo at this point.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 18, 2013, 12:26:49 am
It looks like that second spoiler has a syntax error.  Perhaps you made a coding error when following KK20's instructions?
Title: Re: [XP] Blizz-ABS
Post by: Stray on May 18, 2013, 09:41:03 am
Error Demo: ShowHide
Here (http://www.file-upload.net/download-7607963/Error-Demo.rar.html)
Alternative URL (http://dfiles.eu/files/sgnuz8fjk)


Thanks.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 18, 2013, 01:50:07 pm
winkio was right about you not properly setting the syntax correctly in my edit (which is odd because you got it working in 2.84). And I was right about the action sprites being weird. The trouble occurs in sprite_movement_animation_setup. The difference between 2.84 and 2.85 is assigning @current_sprite a value. When I added '@current_sprite = BlizzABS::SPRRunning' into 2.84, I was receiving the same error: undefined method '-' for NilClass.

Under sprite_animation_setup, I used a print to see that @sframes = [1] and @sindex = 65535. But I don't know where to go from there at this moment because I don't know how those variables work yet.
Title: Re: [XP] Blizz-ABS
Post by: Stray on May 18, 2013, 08:48:09 pm
I assumed the changes to get rid of the syntax error (you were right, my bad...).
So, do I have to change something in the sprite_animation_setup? Still no knowhow with scripting. Or at least hardly any.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 18, 2013, 09:36:03 pm
We just need a new workaround. I believe if you were to delete '@current_sprite = BlizzABS::SPRRunning' in Part 3 under def sprite_movement_animation_setup, you won't get the error anymore. However, I have realized that there is a slight flicker of changed player graphics between running and idling. This was because of that fix (http://forum.chaos-project.com/index.php/topic,6164.msg170255.html#msg170255) I suggested.

I've got to leave for work soon, so I can't dig into it yet.

EDIT: Nevermind, it was easy:

    elsif running_sprites? && (self.moving? || passable?(@x,@y,Input.dir8)) &&
        self.running? && self.attacked <= 0
      # set spriteset name
      #@current_sprite = BlizzABS::SPRRunning
      @character_name = @character_name_org + BlizzABS::SPRRunning

Make that change in def sprite_movement_animation_setup.

Still not sure about what to do with @current_sprite though...
Title: Re: [XP] Blizz-ABS
Post by: Stray on May 18, 2013, 10:12:03 pm
That's very good for now. Thank you.
It would be just awesome, if you'd find out this soon,
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on May 19, 2013, 02:22:32 am
I'm going to assume no one saw my post. Here it is again.
And I sincerely hope that's the case, because if not, this isn't the first time I've had a question ignored on this site.

Quote from: Bob423 on May 09, 2013, 07:59:11 pm
I'm making a sequel to a game of mine that uses this script, and the sequel doesnt use it. I'm trying to make a way to convert an old save file from the first game to work in the second game so that players can unlock secret stuff. the only problem is that, when i select "continue" while an old save is in the new project folder, i get an error that said it needed the class or module "BlizzABS" I made a dummy class, and it sort of worked. I got a new error that said it was looking for the class "BlizzABS::AlignmentData" or something. I did the same thing, but now it gives me an error that says "dump format error" And I have no idea how to fix it.

in short, is there a way to make save files made with a project that uses BlizzABS work in a project that doesn't?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 19, 2013, 02:28:06 am
I ignored it because I thought it was an obvious answer. When you are trying to load a save file with BlizzABS data in it, the program wants to find all the associated classes in your project. If you do not provide these classes, it will error out, as you have discovered. In short, your best way is to add BlizzABS but disable it.
Title: Re: [XP] Blizz-ABS
Post by: Stray on May 19, 2013, 02:00:15 pm
@KK20:
How long do you think it will take until you can find a fix for the sprite thing? Is it hard to find?
Should I use 2.84 at the moment?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 19, 2013, 02:08:36 pm
I'm not sure exactly. I'm confused as to why '@current_sprite' was added to sprite_movement_animation_setup when it wasn't there in 2.84 (where everything seemed fine to me). I'll need to look at the conditional statements sometime and see if anything is amiss.
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on May 19, 2013, 03:05:24 pm
Quote from: KK20 on May 19, 2013, 02:28:06 am
I ignored it because I thought it was an obvious answer. When you are trying to load a save file with BlizzABS data in it, the program wants to find all the associated classes in your project. If you do not provide these classes, it will error out, as you have discovered. In short, your best way is to add BlizzABS but disable it.


That sounds like it will cause a lot of problems since I know for a fact that Blizz-ABS makes some things that used to be possible, impossible.
By disabling it, do you mean putting it below main? And will disabling it make everything ignore it except when loading a save file?

And for future reference, assume nothing is an obvious answer when dealing with coding.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on May 19, 2013, 03:24:02 pm
Quote from: Bob423 on May 19, 2013, 03:05:24 pm
Quote from: KK20 on May 19, 2013, 02:28:06 am
I ignored it because I thought it was an obvious answer. When you are trying to load a save file with BlizzABS data in it, the program wants to find all the associated classes in your project. If you do not provide these classes, it will error out, as you have discovered. In short, your best way is to add BlizzABS but disable it.


That sounds like it will cause a lot of problems since I know for a fact that Blizz-ABS makes some things that used to be possible, impossible.
By disabling it, do you mean putting it below main? And will disabling it make everything ignore it except when loading a save file?

And for future reference, assume nothing is an obvious answer when dealing with coding.


by placing it below main is the same as you don't insert that script at all

you can probably try to load only $game_actors, $game_party, $game_switches and $game_variables without loading the rest ($game_system, $game_map, or other possibly related to BlizzABS)

although I don't know how to do it (probably if you can crack save.rxdata into readable string and load it without using Marshal.load)
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 19, 2013, 08:17:06 pm
Disable as in remove all the on-screen stuff. Disable the HUD, hotkeys, and minimap. Disable the BlizzABS controls. Don't name your events \e[id].

An alternate suggestion is to "manipulate" the save file in your first game. Once the player beats it, the game will create a save file that removes all the BlizzABS variables.
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on May 19, 2013, 10:04:16 pm
unfortunately I have no idea how to do that. well except for the disabling part. the script still makes unintentional changes too, so I'm just going to go with the password thing I have planned as a backup. thanks anyway.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 19, 2013, 11:08:11 pm
Which is why I said this was an obvious answer: you're asking for a solution that even I, who has knowledge of programming, would find quite challenging to do. It's the if I have difficulty thinking how to make this work, how would you know better? mentality. Curious, what is this 'password' method that you're thinking of?
Title: Re: [XP] Blizz-ABS
Post by: Bob423 on May 19, 2013, 11:17:18 pm
create a mini project that gives the player a password if a certain switch is on. I already have a project setup that only needs a few edits too.
I'd edit the actual game, but I've already released it, and I don't want to make too many updates.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on May 20, 2013, 12:10:36 am
Quote from: Bob423 on May 19, 2013, 10:04:16 pm
unfortunately I have no idea how to do that. well except for the disabling part. the script still makes unintentional changes too, so I'm just going to go with the password thing I have planned as a backup. thanks anyway.


http://forum.chaos-project.com/index.php/topic,13151.msg175740.html#msg175740
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 21, 2013, 06:36:51 pm
I can't believe I didn't see this before. For those who are like "Why can't I change the player's speed?" and stuff, you can set the values for 'normal_speed' by means of
$game_player.normal_speed = VALUE

If you want to change the speed in combos (say, a running forward charge), use a 'Script' and type
@ch.normal_speed = VALUE

Just note that your running and sneaking speeds will still be whatever you have it configured to in Part 1, but those can be changed by
BlizzABS::Config::RUN_SPEED = VALUE
BlizzABS::Config::SNEAK_SPEED = VALUE

:facepalm:
Title: Re: [XP] Blizz-ABS
Post by: zephrael on May 27, 2013, 04:41:40 am
Hey! I think this ABS is fantastic, but I've got a couple of little queries. I did do a little search for them, but I couldn't really find anything that solved my problem.

First of all, when I have the script enabled, I can't use a move event->change character graphic to change the character's sprite. Has that functionality been replaced by a script command somewhere?

And second - I'm sure this one's very simple, but my knowledge of scripting is basic at best - how do I turn the HUD, hotkey bar etc on/off during gameplay? - EDIT: Never mind, after a minute more of searching I found a solution to this one!

Thanks!
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on May 28, 2013, 03:34:18 am
Quote from: zephrael on May 27, 2013, 04:41:40 am
First of all, when I have the script enabled, I can't use a move event->change character graphic to change the character's sprite. Has that functionality been replaced by a script command somewhere?


if you meant player graphics, it's been locked
you can hide your player and use another event to replace the player for a cutscene
Title: Re: [XP] Blizz-ABS
Post by: zephrael on June 07, 2013, 09:58:39 am
This was asked a while back, but I don't think the issue was ever resolved... It's about compatibility with the Hermes CMS. That system has a particular feature that lets you have 'asynchronised' messages - i.e. messages that play parallel, but during which the player can still walk around, so it gives the effect of conversations going on in the background while the player walks past or whatever. This - alongisde positioning messages over an event like a speechbubble - is quite an important feature in my game since I want it to feel like a living world rather than just... an RPG where people only speak if spoken to. But when I try to use it alongside Blizz ABS, whenever one of these asynchronised messages should happen, instead the message is printed above the player's head (even though, in the message, it is told to go above the event who is 'talking'), and the async feature does't work at all - it just says "[async]" at the start of the message, which is, of course, the tag used in the message to tell it to do it. But instead it just prints it like that.

Has anybody had this issue before and sorted it out, or could anybody with good scripting knowledge put the two scripts together and try and work out what's going on? Thanks!
Title: Re: [XP] Blizz-ABS
Post by: KK20 on June 07, 2013, 01:38:07 pm
I'm not a fan with importing tons of scripts and creating my own test project just for 1 error, so I'll just give my general ideas.
How is your message setup? If it is only posting [async] at the beginning, chances are you are assigning that window to play over the currently running event. I don't know if ABSEAL is probably the cause. Does it work normally without Blizz-ABS?

If you provide a demo, I can look into it deeply.
Title: Re: [XP] Blizz-ABS
Post by: zephrael on June 07, 2013, 02:10:52 pm
It goes...

\p[1,async]Blablabla!


Which essentially means: Position the text over event one and make it asynchronous. The same event works just fine until Blizz is introduced. I'll make a quick demo and upload it if you like, but I should point out that Hermes works a little weirdly anyway: It has quite a lot of scripts, which are in a separate folder within the Data folder, and all you put in the actual script editor is an 'Inserter' script at the top which grabs those scripts from the folder on game startup and runs them.

Here's the demo. (http://www.filedropper.com/blizztestingwithoutblizz) in the root of the .rar is the demo without Blizz ABS included, then there's a further .rar inside that with the Blizz scripts added so you can compare. Anyway, when I put this together, I came across a new error I haven't seen before... You'll see when you look at it, but whenever the game (with Blizz included) tries to draw a message using the Hermes positioning (\p[eventid]), it gives an error and the whole thing closes. Thanks for helping!
Title: Re: [XP] Blizz-ABS
Post by: KK20 on June 07, 2013, 04:04:48 pm
Oh yes, I am quite aware of Hermes CMS. Hence why I didn't want to import the script myself.

The whole 'undefined method moving?' is being caused by Hermes. When determining which character to draw the message over, it checks if the player is in battle via $game_temp.in_battle. If on the map, it checks for event IDs. If in battle, it checks for actor or enemy positions. Blizz-ABS makes battles take place on the map, so Hermes is looking for actor of ID 1 rather than event of ID 1. This can be solved with an edited Hermes script, or by putting the script call

$game_temp.in_battle =
false

before every message that uses \p.

I'm still looking for the other things.
Title: Re: [XP] Blizz-ABS
Post by: zephrael on June 07, 2013, 04:37:08 pm
Oh, okay! That hasn't been a problem in my main game so far, so I must have already edited it correctly. Somehow.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on June 07, 2013, 05:22:19 pm
Make the following changes to Hermes. Both are found in folder 'instance methods'.
Initialization: ShowHide
=begin script                    â-  Hermes - Hermes Extends RMXP's MEssage System
Name "Hermes instance methods (initialization)"
The initialization routine invoked when a message is created.
This method relies heavily on the message parser and the maintenance component
of Hermes and won't do much on its own.
=end
class Hermes
def initialize(char, text, proc = nil, options = nil, init_opacity = 0)
#-----------------------------------------------------
# Initialize instance variables and window attributes
#-----------------------------------------------------

super(0, 0, 10, 10)
self.contents = Bitmap.new(1, 1)
self.visible = false
self.z =
# Make active unless it is an asyncronous message
if self.active = (@proc = proc) != nil
$game_temp.message_window_showing = true
9998
else
9995
end
self.index = -1
# Initialize variables
self.contents.font = Hermes.font
skin_file = Hermes.skin
if FileTest.exist?("Graphics/Pictures/" + skin_file)
custom_skin = RPG::Cache.picture(skin_file)
else
custom_skin = nil
self.windowskin = RPG::Cache.windowskin(skin_file)
end
skin_file = nil
@sound = Hermes.sound
@prevent_skipping = Hermes.prevent_skipping
@write_speed = Hermes.speed
@align, @valign = Hermes.align, Hermes.valign
@outline, @shadow = Hermes.font_outline.dup, Hermes.font_shadow.dup
@texture = Hermes.font_texture
@x = @y = @cursor_width = @choice_indent = @padding_left = @padding_right =0
@write_wait = 0
@popchar = char
@character =
#if not $game_temp.in_battle
if @popchar == 0
$game_player
elsif @popchar > 0
if $game_map.events.has_key? @popchar
$game_map.events[@popchar]
else
Hermes.show_debug_warning "Invalid event ID #{@popchar}."
@popchar = -2
nil
end
end
#elsif @popchar > -1
#@popchar<4 ? $game_party.actors[@popchar]: $game_troop.enemies[@popchar-4]
#end
@align_offset = 0
@cur_line = @scroll_break = 0
@text_buffer = ""

#--------------------------------
# Get and parse the message text
#--------------------------------

# Get text
@now_text = text

# Before parsing, number the [] brackets in the message text, escaping the
# "real" { characters
@now_text.gsub!("{", "\\{")
level = 0
r = ""
@now_text.gsub!(/(\[|\])/) do
level -= 1 if $1 == "]"
r = "#{$1}{#{level}}"
level += 1 if $1 == "["
r
end
r = level = nil

# Parse all tags, perform word wrap and save output
@status = :width_trial
@now_text = parse_tags(@now_text)
# This also sets @commands and @line_widths
@status = :typing
line_count = @line_widths.size

#-------------------------------------------------
# Initialize Show choice and Input number options
#-------------------------------------------------

# If display options where specified
case @options = options
when Options::Input_Number
# Initiate Input Number Window
@input_number_window = Window_InputNumber.new(@options.digits_max)
@input_number_window.number = $game_variables[@options.variable_id]
@input_number_window.contents_opacity = 0
@input_number_window.visible = false
line_count += 1
when Options::Show_Choice
# Set choice start and calculate cursor width
visible_line_count =
if @popchar < 0 and Hermes.line_max < line_count
Hermes.line_max
else
line_count
end
@options.start = visible_line_count - (@item_max=@options.max)
# Set choice width plus padding
@cursor_width = @line_widths[@options.start..-1].max + 8
# Don't show the cursor in the beginning
self.index = -1
end

#---------------------------------------------------------------------------
# Initialize the window's size and induced default positions of sub-windows
#---------------------------------------------------------------------------

# Set width and height of window
if @popchar >= 0
# Get maximal line width
w = @line_widths.max
if @input_number_window and @input_number_window.width > w
# Adjust size when input number used
w = @input_number_window.width
end
# Minimum width
if w < 1
w = 33
else
w += 40 + @padding_left + @padding_right
end
# Calculate window height
h = line_count * Hermes.line_height
# Minimum height
if h < 1
h = 33
else
h += 32
end
else
# Apply vertical align if OSD or normal message with less than max lines
line_max = (@popchar == -1) ? 480 / Hermes.line_height : Hermes.line_max
if @popchar == -1 or (line_count < line_max)
th = Hermes.line_height * (line_max - line_count)
@align_offset = (@valign * th) / 2
end
if @popchar == -1
w, h = 640, 480
else
w = Hermes.width
box_line_count =
if Hermes.shrink and line_count < Hermes.line_max
line_count
else
Hermes.line_max
end
h = box_line_count * Hermes.line_height + 32
end
end
self.width, self.height = w, h

# Calculate choice indent
if @options.is_a?(Options::Show_Choice)
textarea_width = w - 32 - @padding_left - @padding_right
@choice_indent = (@align * (textarea_width - @cursor_width)) / 2
end

# Create room to draw
self.contents = Bitmap.new(w - 32, h - 32)
self.contents.font = Hermes.font
@outline, @shadow = Hermes.font_outline.dup, Hermes.font_shadow.dup
@texture = Hermes.font_texture
if @options.is_a?(Options::Input_Number)
@input_number_window.contents.font = self.contents.font
end

#----------------------------------------
# Set initial positions of movable parts
#----------------------------------------

reset_position
# Sets self.x, self.y[, @name_window.x, @name_window.y][, @face_sprite.x,
# @face_sprite.y[, @face_sprite.align][, @name_window.indent]]
# [, @input_number_window.x, @input_number_window.y][, @gold_window.x,
# @gold_window.y]

#-------------------------
# Complete initialization
#-------------------------

# Set opacities
if @popchar == -1 or custom_skin
self.opacity = 0
self.back_opacity = 0
elsif $game_system.message_frame == 0
self.opacity = 255
self.back_opacity = Hermes.opacity
else
self.opacity = 0
self.back_opacity = Hermes.opacity
end
self.contents_opacity = init_opacity

# Draw custom window skin
if custom_skin and $game_system.message_frame != 0
self.contents.stretch_blt(self.contents.rect, custom_skin,
custom_skin.rect, Hermes.opacity)
end

# First x offset
@x = @padding_left + align_indent

# And finally, show
Graphics.frame_reset
self.visible = true
end
end

Frame Update: ShowHide
=begin script                    â-  Hermes - Hermes Extends RMXP's MEssage System
Name "Hermes instance methods (frame update)"
Defines the core method called at frame update and som auxilliary methods.
=end
class Hermes
# Determine wether to show the text at once
def skip_text?
# - We're NOT in pause mode and:
#   - Allowed to skip and pressing enter or
#   - In debug mode and control held and enter pressed
skip_key_trigger = Input.trigger?(Hermes::SKIP_TEXT_CODE)
@status != :pause and (
(self.active and not @prevent_skipping and skip_key_trigger) or
($DEBUG and Input.press?(Input::CTRL) and skip_key_trigger)
)
end

#--------------------------------------------------------------------------

def current_drawing_y
@y * Hermes.line_height + @align_offset
end

#--------------------------------------------------------------------------

def flush_buffer
unless @text_buffer.empty?
w = self.contents.text_size(@text_buffer).width
self.contents.draw_text(
@x, current_drawing_y, w * 2, Hermes.line_height,
@text_buffer, 0, @shadow, @outline, @texture
)
@x += w
@text_buffer = ""
end
end

#--------------------------------------------------------------------------

def update
super()

# Move Message Box with event
if @character and
(@character.moving? or $game_player.moving? or $game_map.scrolling?)
reset_position
end

# Perform Fade-in
unless @status == :closing
self.contents_opacity += 24 if self.contents_opacity < 255
end

case @status
when :typing
# Decrease frames to wait
@write_wait -= 1 if @write_wait > 0
# Wait until next frame unless we've waited long enough or are skipping
return unless @write_wait == 0 or skip_text?

while @now_text != "" or not @commands.empty?

# Execute the commands one by one
if @commands[0]
# A command can change everything, better flush the buffer
flush_buffer
while command = @commands[0].shift
# Execute it
send(command.method, *command.params)
# Exit if we have to wait or status has changed
return unless @status == :typing and (@write_wait == 0 or skip_text?)
end
end

# Delete first command list (because it is empty! (or should be^^))
@commands.shift

if c = @now_text.slice!(/./m)
if c == "\n"
# Draw anything we might have collected
flush_buffer
# New line
@cur_line += 1
@x = @padding_left + align_indent
if @popchar > -2 or @cur_line < Hermes.line_max
@y += 1
else
# Duplicate to blt it later
@oldcontents = self.contents.dup
@scroll_break = (@scroll_break + 1) % Hermes.line_max
if @scroll_break == 1
@status = :pause
break
end
end
else
# Move old three lines to top
if @oldcontents
self.contents.clear
self.contents.blt(0, -Hermes.line_height,
@oldcontents, @oldcontents.rect)
@oldcontents.dispose
@oldcontents = nil
end
# We have a letter! Add it to the buffer
@text_buffer << c
# Don't play a sound during instant display
if @sound and @write_speed > 0
Audio.se_play("Audio/SE/" + @sound)
end
end
end

# Continue with next letter if skipping
if skip_text? or @write_speed == 0
next
else
# Draw whatever's left
flush_buffer
# Stretch time to wait by global speed factor and add own wait time
@write_wait = (@write_wait + 1) * @write_speed
return
end
end

# Draw the rest, if any
flush_buffer

# Switch to done status when text is fully drawn
if @now_text == "" and @commands.empty? and
(@write_wait == 0 or skip_text?)
if @options.is_a?(Options::Show_Choice)
# Also, show the choice cursor
@index = 0
elsif @options.is_a?(Options::Input_Number)
# ...or the input number window
@input_number_window.contents.font = self.contents.font
@input_number_window.refresh
@input_number_window.visible = true
end
# Show continue cursor if applicable
self.pause = (@options == nil and self.active)
# Set status to done if fully faded in
@status = :done
end
when :pause
# Switch to pause mode if not yet in it
if self.active and not self.pause
self.pause = true
@write_wait = 0
end

if Input.trigger?(Input::C)
# Enter key pressed: resume dialog
@status = :typing
self.pause = false
end
when :done
# Pass control to input number window
if @options.is_a?(Options::Input_Number)
# Update input number window
@input_number_window.update
if Input.trigger?(Input::C)
# Enter key pressed
$game_system.se_play($data_system.decision_se)
$game_variables[@options.variable_id] = @input_number_window.number
$game_map.need_refresh = true
self.terminate
end
elsif @options.is_a?(Options::Show_Choice)
# Choice is active
if Input.trigger?(Input::B) and
# Escape key pressed
if @options.cancel_type > 0
$game_system.se_play($data_system.cancel_se)
@options.proc.call(@options.cancel_type - 1)
self.terminate
end
end
if Input.trigger?(Input::C)
# Enter key pressed
$game_system.se_play($data_system.decision_se)
@options.proc.call(self.index)
self.terminate
end
elsif self.active
# Enter key pressed: close dialog
self.terminate if Input.trigger?(Input::C)
end
when :closing
# Start fading out
self.opacity -= 48
self.contents_opacity -= 48
self.dispose if self.contents_opacity == 0
end
end
end

That was all that needed to be addressed, right?
Title: Re: [XP] Blizz-ABS
Post by: zephrael on June 07, 2013, 06:14:14 pm
Hrmm. Having a different issue now. It seemed to work perfectly, but then I noticed that when an async message goes, if the player moves, the message stays on the same place in the screen... which is to say, if you walk away from the 'talking' event, the message just follows you rather than staying above them. It does that once, then, if it's repeating, appears at the top of the screen (i.e. the default message position) the second time around. Also, it interrupts 'ordinary' message (cuts them off short), which, you know, it shouldn't usually do. Here's a demo (Cut down to one testing map so I don't give you 90MB of stuff useless to you!) of my actual game if you're still willing to help me out. Thanks for everything so far though!

(Incidentally, ignore the name of the project. When i started it I just used an online game name generator to get a placeholder, with... interesting results.)

Watch out, it's still fairly big. (http://www.filedropper.com/nnrblizztestrar)
Title: Re: [XP] Blizz-ABS
Post by: KK20 on June 07, 2013, 07:05:00 pm
Hmmm...that shouldn't be. I got that error too at one point, but after making the changes to Hermes, it's not doing that anymore. My project (or the one I downloaded off you) is working fine. Did you make a mistake?

I'll check out your new download and see if I can locate it.

EDIT: I copied my post's fixes into the files and it's working fine.
Also, you no longer need to do the $game_temp.in_battle = false anymore.
Title: Re: [XP] Blizz-ABS
Post by: zephrael on June 07, 2013, 07:26:15 pm
Bah. I'm fairly certain that I followed your instructions just fine, but it was still doing that, with the async messages messing about... So I re-copied the Hermes fixes into the data files, and this time instead it just gave me an error on startup, saying that it couldn't fine the Initialization script. I tried several times to make sure that I wasn't pasting it wrong or deleting anything, but the same every time. Maybe if you uploaded and sent me your 'version' that you say works fine?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on June 07, 2013, 07:31:12 pm
Even though it says that message, the game still runs you know. And if you played it, you'd see the changes are still made.

I'll get the two files uploaded.

EDIT: Here ya go (https://dl.dropboxusercontent.com/u/58874459/Hermes_Fix.zip).
Title: Re: [XP] Blizz-ABS
Post by: zephrael on June 07, 2013, 07:34:28 pm
Should it? It doesn't seem to. It gives one error and says to check inserter.log, then another telling me Initialization couldn't be found, and then just closes.

Thanks, I hope it turns out I have just been repeating some silly mistake and this will sort it once and for all!

EDIT: Hrrm damn. Okay so I deleted all my Hermes files, replaced them all with the default ones from the Hermes demo (just in case) and then replaced those two with the fixes you sent me. But... still, the same thing. When I move, the async message detaches from the guy's head, stuck to the same place on the screen. Could I trouble you to send me the actual whole fixed demo? 'Cause if that works for you, I see no way that it couldn't work for me. I'm sorry to be such a nuisance!
Title: Re: [XP] Blizz-ABS
Post by: KK20 on June 07, 2013, 07:45:49 pm
Epic facepalm. I took the files from the non-Blizz-ABS demo.

This should be it: No fails plz (https://dl.dropboxusercontent.com/u/58874459/Hermes_Fix.zip)
Title: Re: [XP] Blizz-ABS
Post by: zephrael on June 07, 2013, 07:50:55 pm
Perfect! Excellent! Thank you so much, I'm indebted to you! You've helped me a great deal and I appreciate the time and effort you took to help me. You're an angel!
Title: Re: [XP] Blizz-ABS
Post by: chaucer on June 16, 2013, 02:14:36 pm
Hello all i was hoping someone might be able to help me out with a small problem I'm having. I'm using Blizz ABS and MCES together, i had updated PathDir in MCES so it moves in 8 directions (adding up_left lower_left etc.) without blizz abs it works perfectly but when adding blizz abs to the project i get a small problem. when moving diagonally the player moves in a combination of up and left instead of up_left, the last movement will be diagonal though, im guessing it's something to do with the PathDir, TDir, DirOffsets in Blizz abs cache, but not sure i tried editing it myself the past few days but it always ends the same result. thanks in advance  :)

Edit: i just started taking another look into it and i think i have narrowed it down to this bit of code which is causing the issue

Spoiler: ShowHide
def move_diagonal(dx, dy)
    # get offsets depending on directions
    ox, oy = (dx == 4 ? -1 : 1), (dy == 2 ? 1 : -1)
    # get flags for movement
    move, x_move, y_move = get_diagonal_movement_data(dx, dy)
    # if not direction fixed
    unless @direction_fix
      # if moving diagonal
      if move
        # set direction
        @direction = (@direction == 10 - dx ? dx : @direction == 10 - dy ? dy :
            @direction)
      # if moving left
      elsif x_move
        # set direction
        @direction = dx
      # if moving down
      elsif y_move
        # set direction
        @direction = dy
      end
    end
    # if any movement applies
    if move || x_move || y_move
      # set new coordinates if appropriate movement
      @x += ox if move || x_move
      @y += oy if move || y_move
      # increase steps
      increase_steps
      # moved
      return true
    end
    # check touched events
    check_event_trigger_touch(@x + ox, @y + oy)
    # not moved
    return false
  end

not sure what to edit from here but it seems as this is the method for diagonal movement in blizz abs  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Magus on July 05, 2013, 11:26:34 am
holy fuck this updated
Title: Re: [XP] Blizz-ABS
Post by: Someone on July 14, 2013, 01:28:01 pm
Hello!
Trigger:Death is acting weird for me.
It will trigger anything below it in an eternal loop.
I tried using switches to stop this, but that won't work.

For Example, a character is supposed to say "noes" when he dies.
The dialogue box will keep popping up forever.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 14, 2013, 04:46:49 pm
The death trigger is set by default. Have you tried not setting it manually but only putting in all event commands? Also, try adding an "Erase Event" command at the end.
Title: Re: [XP] Blizz-ABS
Post by: Someone on July 15, 2013, 01:20:30 pm
Yeah, but the enemy is supposed to leave behind a corpse that the player can interact with. That'd get erased too.
And "Erase Even" does not actually help. Pressing space still reopens the textbox immediately.
Same happens with everything else. (Including sound. Ouch)

And I still have the issue where enemies decide to just stand competently still and let themselves be mauled.  :^_^':
This happens when they try to get to an enemy that they can't reach.

I'm not using any other scripts btw.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 15, 2013, 02:08:40 pm
It sounds like you want to generate an entirely new event over the enemy then. OR rename the enemy event so that it's no longer an enemy (i.e. remove the \e[id]) when it dies.
Title: Re: [XP] Blizz-ABS
Post by: Someone on July 16, 2013, 05:02:53 am
Quote from: KK20 on July 15, 2013, 02:08:40 pm
It sounds like you want to generate an entirely new event over the enemy then. OR rename the enemy event so that it's no longer an enemy (i.e. remove the \e[id]) when it dies.


Doing so freezes the game.
I must be doing something wrong, I'm sure I've made an event like this before somewhere.
I'll try to dig that up.

Edit: I copied in the exact same event and it still freezes up.
Double Edit: Attempting to run certain scripts freezes your character as well. This one:
Quote$game_system.defend_button = false


Does Config 2.84 still work with Blizz 8.85? That be might the cause of my first problem. (defend_button = false was always broken in 8.84 though)
Title: Re: [XP] Blizz-ABS
Post by: Wizered67 on July 19, 2013, 08:09:46 pm
I just so your last post so I have no idea about the context of your issue, but there is generally a problem with setting a variable to false on one line in a script command. Try doing
$game_system.defend_button = 
false
Title: Re: [XP] Blizz-ABS
Post by: Someone on July 20, 2013, 04:59:15 am
Quote from: Wizered67 on July 19, 2013, 08:09:46 pm
I just so your last post so I have no idea about the context of your issue, but there is generally a problem with setting a variable to false on one line in a script command. Try doing
$game_system.defend_button = 
false



Thanks, that worked.
I'll try downgrading to 2.84, maybe that will fix my other issues...

EDIT: YEP.
So on 2.85, the "On Death" trigger will loop indefinitely for me.
In 2.84, the "On Death" trigger will only run once.
Does anyone else have the same issue?
Title: Re: [XP] Blizz-ABS
Post by: winkio on July 20, 2013, 05:08:29 am
The bug you are experiencing is a side effect of me fixing a different bug with enemy death.

When I have time I will work on a quick fix that you can apply to 2.85 for the death trigger.
Title: Re: [XP] Blizz-ABS
Post by: Moshan on July 27, 2013, 01:01:16 pm
 Hello! I was wondering if it's possible to see the map name above the mini-map...Can someone help me with this?
Title: Re: [XP] Blizz-ABS
Post by: masslr on August 02, 2013, 03:52:37 pm
Hi lately i'm working on a zombie apocalypse game, and i was hoping if i could use guns with Bliss-ABS i hope u can help me with this.

Example:

zombies agro on you and then you can shoot them like a arrow.

Title: Re: [XP] Blizz-ABS
Post by: WhiteRose on August 02, 2013, 04:21:25 pm
Quote from: masslr on August 02, 2013, 03:52:37 pm
Hi lately i'm working on a zombie apocalypse game, and i was hoping if i could use guns with Bliss-ABS i hope u can help me with this.

Example:

zombies agro on you and then you can shoot them like a arrow.




Yes, that would definitely be more than doable. You could even implement ammo and reloading without much trouble. In fact, I think there are a few scripts that do this already; I remember using an event system to handle reloading a while ago. I'll see what I can find for you.

EDIT: Here we go: http://forum.chaos-project.com/index.php/topic,8352.0.html

This thread looks like it has some great ideas on the subject. The linked ammo system in that thread also looks very cool, though that might be a little more complicated than what you need. Take a look at that and let me know if that helps to resolve your problems. If not, I'm happy to work with you and help to event something to your needs (if you need a script, you might need to talk with someone else, though.) :)
Title: Re: [XP] Blizz-ABS
Post by: PhoenixFire on August 02, 2013, 06:20:39 pm
Quote from: masslr on August 02, 2013, 03:52:37 pm
Hi lately i'm working on a zombie apocalypse game, and i was hoping if i could use guns with Bliss-ABS i hope u can help me with this.

Example:

zombies agro on you and then you can shoot them like a arrow.




Yes, that would be doable, and as WR already said, quite easy. You should take a quick look through the script database too, and see if anything pops out at you. Sometimes you can use a script for something other than it's original purpose, by changing just a few things. Or you could always "smash" a few together into one script, if they're suitable. If you need help, there are more than a few capable scripters here =)
Title: Re: [XP] Blizz-ABS
Post by: DarkScience on August 06, 2013, 09:13:54 pm
I have increased max party size to 8 via the config tool and pasted the script accordingly.  All changes seem to work other then i can't have my party and larger then 4.  I have tried 'Event > Change Party' and Event > Script. methods.

EDIT: I figured it out, I needed to edit 'Game_Party' and change the '4' to '8'.
Title: Re: [XP] Blizz-ABS
Post by: aqzswxdec on September 16, 2013, 07:06:00 pm
Having trouble using this in tandem with an Auto Populate Maps script by Charlie Fleed.  It creates a copy/copies of events from a given map to populate the area.  It works on the first call but any other calls cause a crash with the error of:

????? 'Blizz02' ? 1772 ??? NoMethodError ????????
undefined method 'name' for nil:NilClass

Line 1772 of the second part of the script says this:

if event.name.clone.gsub!(/\\lock\[(\d+)\]/) {"#[$1]"}

The summon event call from the Blizz script does not work and I really need this system to work.  Any help please?
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 19, 2013, 10:42:28 pm
The error is telling me that the map has a nil event, which should never happen in RMXP.  My guess is that whatever script you are using is not changing the IDs of the events it adds, so the second time you add event with ID 5, it actually gets put as ID 12 or something similar, which causes a conflict in RMXP's default scripts.  This problem doesn't seem to have anything to do with Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: aqzswxdec on September 20, 2013, 07:14:12 pm
That's about what I figured.  The scripts themselves work fine, but functionality is lost when both are used together, as far as naming the spawned events.  I'm trying a few new scripts out, hopefully I'll get one that does what I need.  Thanks.
Title: Re: [XP] Blizz-ABS
Post by: EdtheBed on October 08, 2013, 01:18:15 am
Hey, I've just downloaded Blizz ABS and first let me say it looks amazing.  A really top notch job.

I have kind of a basic question though:  For now I am just trying to get a handle on the basics of the script and I've hit a roadblock pretty early.  Namely attacks don't seem to do anything.  I've set up a basic map with one enemy (the default ghost id: 001).  I've managed to get the ai working so the enemy approaches the player, but then it just sort of stands there, and pressing the attack key as the player has no effect on the ghost.  I've been looking at Arshes Goes To Battle Camp and pouring through the manual to try and get a sense for what I need to do to fix this problem but I have yet to find anything.  Anyone have any ideas?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 08, 2013, 01:22:49 am
Did you name your enemy event as
\e[1]
Title: Re: [XP] Blizz-ABS
Post by: EdtheBed on October 08, 2013, 10:48:35 am
I did, and the enemy does appear to be following the AI patterns; it rushes in, backs away, stays evasive etc.  It's just that attacks seem to have no effect.
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 08, 2013, 05:31:27 pm
Are you using any other scripts?  Are you choosing 'New Game' or are you loading save data?  Is the enemy set up correctly in the RMXP database?  Does your Blizz-ABS config (Part 1 of the script) have any problems?
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on October 13, 2013, 03:30:15 pm
Hello this script is just amazing, I'm not good at sciprting and was searching for a stable A-RPG script (hard to get lol)
And finally I find you thank you a lot ! :D
I also have 1 small problem with a function : Direct input hotkeys.. I searched in the code and found an idea of the exact source of the problem that is :
When I'm in direct input mode and I put skills on 2, 4 6, 8 ... When I'm walking below for example, the script automatically active the 2-relied skill.... But I just want to activate it when I type S ! Not whenever I'm walking down :(
I searched in BlizzABS2 script and found that the down arrow is relied to number 2, left, up, right, left up etc where relied to other specific numbers
I'm not so bad in scripting but I don't know how to fix the problem, that is very important I think :/ 
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 13, 2013, 03:44:41 pm
When using Direct Hotkeys, the NumPad numbers are used as well as the 10 digit row above the letters. NumPad Key 2 has the same ASCII value as Arrow Key Down. Basically, you can't use the directional arrow keys for anything if you want to use Direct Hotkeys.

You can turn Direct Hotkeys off and assign the Skill key to S.
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on October 13, 2013, 05:14:05 pm
ow sorry I did a mistake I rectify : I want to usemy skill when I type 2 !^^
Yeah I think this is not normal and I think that directInput is better for my project than chosing skill after skill=)
But it confound the 2, 4, 6, 8 numbers Key and the Up Down Left Right arrows :(
and I don't use any script interacting with inputs or something.
that's weird ._.

wait I think I understood what you told me... When I use directHotkeys I have to set another keys for moving , in place of the arrows ? T_T
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 13, 2013, 05:23:13 pm
Code: module Input

        'NumberPad 0' => 45, 'NumberPad 1' => 35, 'NumberPad 2' => 40,
        'NumberPad 3' => 34, 'NumberPad 4' => 37, 'NumberPad 5' => 12,
        'NumberPad 6' => 39, 'NumberPad 7' => 36, 'NumberPad 8' => 38,
        'NumberPad 9' => 33,
        'Arrow Left' => 37, 'Arrow Up' => 38,
        'Arrow Right' => 39, 'Arrow Down' => 40,

That's the reason why the directional arrow keys and Numpad 2,4,6,8 keys are doing the same thing: they're assigned the same value.

Correct. I recommend not using the arrow keys at all. Of course, this only applies to the recent version of 2.85. You can use the arrow keys just fine in 2.84.
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on October 13, 2013, 05:39:44 pm
argh that's what I feared xD but
thank you for reponding !  :) I'll deal with combo, not to get too many skills whith hotkeys^^
ow and do you think this correlation between ASCII code will be changed in a future version of blizzABS ? haha  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: _elvenheart on November 23, 2013, 08:01:12 am
Good Day! I just want to ask if I can set the timing for the weapon's effect against the enemies.

I've set the Animation Frames to [9, 3, 3, 3]... However, the hit effect of the weapon landed on the very first frame of my sprite animation.

So the question is... Can I set the hit effect to happen after 10 frames? Thanks in advance. :D


Regards,
_elvenheart

EDIT: If this is already asked before, I'm sorry. I've already did many searches about this...
Title: Re: [XP] Blizz-ABS
Post by: winkio on November 23, 2013, 02:54:59 pm
This is actually a very good question.  Currently, you are unable to do this, but it is planned for v3.0.  However, you can get an effect similar to this, although with limited functionality, by making the attack use a combo that first performs some animation, and then uses the attack.
Title: Re: [XP] Blizz-ABS
Post by: finalholylight on November 27, 2013, 05:16:12 am
I'm newbie with this ABS, I want to make a combo attack with 3 hit like many action game like this: actor press attack button to perform first hit, then if he fast press attack button again in next 0,5s , he will perform second hit, do like that again he will perform third hit, then delay 1s, but if he not press attack button in next 0,5s , the combo will end and delay 1s , how to make a combo like that ?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on November 28, 2013, 01:14:00 pm
Action 1
>> Attack
>> Input: ID = 0, Key[Attack] Pressed for 20 frames
>> Condition: Input Window Variable 0 == Constant Variable 1
>> Go to Action ID 2
>> Freeze Character Input
>> Wait 40 frames
>> Unfreeze Character Input

Repeat this same thing for Action 2. For Action 3, just put one Attack and the three lines for freezing character input for a second (40 frames).
Title: Re: [XP] Blizz-ABS
Post by: finalholylight on November 29, 2013, 05:50:35 am
yeah, it's work, thanks  :)
Please explain how sprite work fit, I have problem with two sprites : hero_atk1 and hero_wpn1, two sprites are the same but hero_wpn1 sprite have a sword, when I test in game,hero_atk1 work fine, but hero_wpn1 is always rendered at down location of main character's location with any direction.
Title: Re: [XP] Blizz-ABS
Post by: Sase on November 29, 2013, 09:47:26 am
Quote from: finalholylight on November 29, 2013, 05:50:35 am
yeah, it's work, thanks  :)
Please explain how sprite work fit, I have problem with two sprites : hero_atk1 and hero_wpn1, two sprites are the same but hero_wpn1 sprite have a sword, when I test in game,hero_atk1 work fine, but hero_wpn1 is always rendered at down location of main character's location with any direction.


From Blizz ABS Manual part 5.1.1:
QuoteWeapon sprites are not displayed like characters sprites, they are centered around the character sprite.


In other words you need to move your weapon sprite up (and left/right) in the sheet until it matches with the other graphic.
Title: Re: [XP] Blizz-ABS
Post by: finalholylight on November 30, 2013, 05:02:36 am
Hmm, can you example how it work fine by some pictures please.
These are sprites I used:
hero_atk1
Spoiler: ShowHide
(http://i663.photobucket.com/albums/uu358/finalholylight/Hero_atk1_zpsb0bee111.png)

hero_wpn1
Spoiler: ShowHide
(http://i663.photobucket.com/albums/uu358/finalholylight/Hero_wpn1_zps37e1c1c0.png)

and in game:
Spoiler: ShowHide
(http://i663.photobucket.com/albums/uu358/finalholylight/blizz_abs_test1_zpse2f88001.jpg)


I test again by use sir_lag_a_lot sprite in demo chronicle of sir lag a lot, but I have problem too
Spoiler: ShowHide
(http://i663.photobucket.com/albums/uu358/finalholylight/blizz_abs_test2_zpsb6070708.jpg)


I don't know why it work fine in demo but not work in my game :(
Title: Re: [XP] Blizz-ABS
Post by: KK20 on November 30, 2013, 02:30:17 pm
My question to winkio (comment in code):

class Sprite_CharacterWeapon < RPG::Sprite
 
  # setting all accessible variables
  attr_accessor :character
  #----------------------------------------------------------------------------
  # Initialization
  #----------------------------------------------------------------------------
  def initialize(viewport, character)
    # call original method
    super(viewport)
    # set the character
    @character = character
    # get the sprite file name
    weapon_sprite = @character.character_name_org + @character.weapon_sprite
    # load bitmap
    self.bitmap = RPG::Cache.character(weapon_sprite, 0)
    # get dimesions
    @cw = bitmap.width / @character.pattern_size
    @ch = bitmap.height / 4
    # set offsets accordingly
    self.ox = @cw / 2
    self.oy = @ch / 2 + 16   #<===== Why is @ch being divided by 2 and then added by 16? Sprite_Character class does 'self.oy = @ch'.
    # set source rectangle
    self.src_rect.set(0, 0, @cw, @ch)
    # upadte
    update
  end

Removing the / 2 + 16 seemed to fix the graphics.
Title: Re: [XP] Blizz-ABS
Post by: winkio on November 30, 2013, 05:33:55 pm
Sase has it right, the weapon graphics are centered.  The reason for this is for long weapons like flails, the graphic extends farther than the character, so when the character faces down, the graphics will still line up correctly.

This also answers your question KK20. The /2 aligns to the vertical center instead of the lower edge, and the +16 puts the vertical center in the center of the tile, instead of the top of the tile.
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on December 05, 2013, 12:29:11 pm
Quote from: finalholylight on November 30, 2013, 05:02:36 am
I don't know why it work fine in demo but not work in my game :(


I had the same issue. the char charts and the wep charts are not the same size so it will not align properly.. interestingly enough i just made a guide template to help me and linked it in the forum the other day.
check it out. i hope it helps.

Spoiler: ShowHide


http://forum.chaos-project.com/index.php/topic,13701.msg180540.html#msg180540
(http://forum.chaos-project.com/index.php/topic,13701.msg180540.html#msg180540)



I also had a question for the fellas here.
I've spent the past day drawing art  for my game. swinging, casting, spell, item, jump animations but i found something interesting but i don't know if its my fault or a bug.


when i added the art into the game the spell animations no longer align properly for a few frames..then snap into place.

Ex:
animation 002: Cast Magic.
when animation in BABS is on. it will appear above my head..then snap down to the correct position.
when animation in BABS is off. it functions properly.
Title: Re: [XP] Blizz-ABS
Post by: Sase on December 06, 2013, 06:06:00 am
@Kiwa
I don't know the cause but could you just make your animations start a couple frames later by adding X amount of empty frames?
Title: Re: [XP] Blizz-ABS
Post by: Zexion on December 06, 2013, 11:43:04 am
@Kiwa: I think that it is appearing "above your head" because it might be centering with the bigger animation graphics.
For example if your normal charset looks like:
Spoiler: ShowHide
(http://imageshack.us/a/img819/8036/bwe2.png)

And the animation is like so:
Spoiler: ShowHide
(http://imageshack.us/a/img163/6619/dkm8.png)


It will display centered over the bigger file and then switch to being centered over the normal file. Idk, but this is my best guess haha
Title: Re: [XP] Blizz-ABS
Post by: MarkHest on December 07, 2013, 05:40:18 am
Anyone ever thought about making a video tutorial on how to use Blizz-ABS? The basics and such?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 07, 2013, 07:39:09 am
I believe that RoseSkye wanted to make some, but he kinda disappeared.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on December 07, 2013, 02:44:52 pm
You mean this?
http://forum.chaos-project.com/index.php/topic,13589.0.html
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 07, 2013, 05:59:40 pm
Yup, that was it.
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on December 10, 2013, 09:04:25 am
@Zexion
Yeah i thought about that actually. but whats curious about it is that it snaps into the correct place after a few frames.

It was suggested by sase that i start it a few frames late but i don't want a sort of emulated visual lag  band aid fix on this issue.

My blizz ABS attacks ARE large panels. when i made the attack panels i framed it all from 'sir lag' i assumed it was how BABS was made.

I haven't had time to play with it lately but i guess i could try to re size the normal walking char sheet to large or vise versa.


***EDIT***

Just an update.
I Did re size the the normal walking char set to be more spread out like the attack and cast sheet.. now it does NOT snap into place it sits around my face all the time lol.

this means i either need to change teh way blizz abs has it programmed or change the attack sheets to be small..but idk if i can do either lol.
i may need space for the art.
and
i may break blizz ABS lol..

What should one do in such a pickle!!?
Title: Re: [XP] Blizz-ABS
Post by: Zexion on December 17, 2013, 06:44:37 pm
Kiwa pm me both of the graphics that you are using and I'll see if I can fix it. I assume it's babs latest edition?
Title: Re: [XP] Blizz-ABS
Post by: MarkHest on December 25, 2013, 12:13:02 am
I'm trying to add Idle animations for my character but I get this error:

QuoteScript 'Blizz-ABS 3' line 1222: NoMethodError occurred.

undefined method `-' for nil_NilClass


I've followed the instructions perfectly :(

The error appears just as the sprite is about to change animation to the idle one.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on December 25, 2013, 12:39:33 am
I think something got bugged in the transitioning of character frames from 2.84 to 2.85.
Namely this method:
Spoiler: ShowHide

Code: BABS 2.84

  #----------------------------------------------------------------------------
  # sprite_movement_animation_setup
  #  Sets up movement sprite handling.
  #----------------------------------------------------------------------------
  def sprite_movement_animation_setup
    # if jumping and turned on JUMPING_SPRTES
    if jumping_sprites? && self.jumping?
      # set spriteset name
      @character_name = @character_name_org + BlizzABS::SPRJumping
    # if running and turned on RUNNING_SPRTES
    elsif running_sprites? && (self.moving? || Input.dir8 != 0) &&
        self.running? && self.attacked <= 0
      # set spriteset name
      @character_name = @character_name_org + BlizzABS::SPRRunning
    # if sneaking and turned on SNEAKING_SPRTES
    elsif sneaking_sprites? && (self.moving? || Input.dir8 != 0) &&
        self.sneaking? && self.attacked <= 0
      # set spriteset name
      @character_name = @character_name_org + BlizzABS::SPRSneaking
    # if idle and using idle sprites
    elsif self.idle? && idle_sprites?
      # set spriteset name
      @character_name = @character_name_org + BlizzABS::SPRIdle
    # if charging
    elsif self.charging? && charge_sprites?
      # setup charge sprites
      setup_charge_sprites
    end
  end

Code: BABS 2.85

 #----------------------------------------------------------------------------
 # sprite_movement_animation_setup
 #  Sets up movement sprite handling.
 #----------------------------------------------------------------------------
 def sprite_movement_animation_setup
   # if jumping and turned on JUMPING_SPRTES
   if jumping_sprites? && self.jumping?
     # set spriteset name
     @current_sprite = BlizzABS::SPRJumping #<========================== These have been added now
     @character_name = @character_name_org + @current_sprite
   # if running and turned on RUNNING_SPRTES
   elsif running_sprites? && self.moving? &&
       self.running? && self.attacked <= 0
     # set spriteset name
     @current_sprite = BlizzABS::SPRRunning #<========================== which is causing an error
     @character_name = @character_name_org + @current_sprite
   # if sneaking and turned on SNEAKING_SPRTES
   elsif sneaking_sprites? && (self.moving? || Input.dir8 != 0) &&
       self.sneaking? && self.attacked <= 0
     # set spriteset name
     @current_sprite = BlizzABS::SPRSneaking #<========================== in 2.85 now
     @character_name = @character_name_org + @current_sprite
   # if idle and using idle sprites
   elsif self.idle? && idle_sprites?
     # set spriteset name
     @current_sprite = BlizzABS::SPRIdle #<========================== Not just for idle sprites, but all these
     @character_name = @character_name_org + @current_sprite
   # if charging
   elsif self.charging? && charge_sprites?
     # setup charge sprites
     setup_charge_sprites
   end
 end


Replacing 2.85's method with 2.84's method should do the trick I believe.
Title: Re: [XP] Blizz-ABS
Post by: MarkHest on December 25, 2013, 01:06:48 am
Well, the error disappeared. However, my character isn't animating :wacko:
Title: Re: [XP] Blizz-ABS
Post by: KK20 on December 25, 2013, 01:32:19 am
Section 2.2.6 in the manual :)
Title: Re: [XP] Blizz-ABS
Post by: MarkHest on December 25, 2013, 01:48:57 am
It works now. Thanks a ton! :)
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on December 26, 2013, 02:29:58 am
Quote from: Zexion on December 17, 2013, 06:44:37 pm
Kiwa pm me both of the graphics that you are using and I'll see if I can fix it. I assume it's babs latest edition?


Actually it seems im running on .4 not .5 ....but ill use KK20s small spoiler script for the .5 and see how it works...

regardless im uploading the images on to photobucket to PM you. tty soon.


******EDIT*******

Update:

I resided the _skl  and _itm to 128 x 192  and its fine.

I think i can manage all the standard char sets at this size ...so im ok for now lol.

Thanks for the help.

Zex.. i PMed you...but you don't need to putz with it.. but if you need those char sets i made feel free.

Just a note for friends trying the same. do not mix and match the char set sizes.keep your walking animation the same size as your other animation tiles. or else it will cause the snap action i had because the spell animation centers on the image...small image (walking) swapping to big image (skill image) then spell animation shows centering on the big image.. then (skill image) ends and changes back to the small image (walking) size again caused the snap.


Guess i needed some time to rest my brain... it was boiling and i couldn't think.
sorry for the late reply.
Thanks for the love friends.

Title: Re: [XP] Blizz-ABS
Post by: Metaron on January 05, 2014, 01:07:58 pm
This may sound like a strange request but is there any way to tweak the script so that when a character defends instead of looking up the shield they have equipped for the correct sprite it looks at the weapon they have equipped instead?

So for example I have Arshes_def1.png it'll look up weapon ID 1 instead of looking up a shield with the id of 1.



Title: Re: [XP] Blizz-ABS
Post by: KK20 on January 05, 2014, 05:54:09 pm

class Map_Actor < Map_Battler
  #----------------------------------------------------------------------------
  # use_defend
  #  Processes using a defending action.
  #----------------------------------------------------------------------------
  def use_defend
    # if defend sprites is active
    if BlizzABS::Config::A_DEFEND_SPRITES
      # setup special defend sprite
      setup_sprites(BlizzABS::SPRDefend + battler.weapon_id.to_s)
    else
      # call super class method
      super
    end
  end
end
Title: Re: [XP] Blizz-ABS
Post by: Metaron on January 05, 2014, 07:26:03 pm
Cheers very much, it works like a charm!  :)
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on January 20, 2014, 02:39:49 pm
More trouble with abs, I add the \e[1] to the event and play and nothing happends they just stand there, i cant attack either, any idea what im doing wrong I have rmx-os dcript for abs in aswell
Title: Re: [XP] Blizz-ABS
Post by: Jamal XVI on January 21, 2014, 11:11:09 am
Hey this configuration "RUNNING_SPRITES = true" its bugging, can you help me Blizzard?
The character also run, but it wont change their character_name,
Thanks for the help,
Jamal XVI
Title: Re: [XP] Blizz-ABS
Post by: Moshan on January 21, 2014, 12:27:51 pm
 Jamal...I'm not sure if I get your question, but I think that your problem is that you don't have specific sprites for running action, which also must be named properly. The script does not generate sprites for your character.
I can't understand what's the connection with character_name.
Title: Re: [XP] Blizz-ABS
Post by: Jamal XVI on January 21, 2014, 12:35:32 pm
Quote from: adytza001 on January 21, 2014, 12:27:51 pm
Jamal...I'm not sure if I get your question, but I think that your problem is that you don't have specific sprites for running action, which also must be named properly. The script does not generate sprites for your character.
I can't understand what's the connection with character_name.

well i already did this, i created another sprite with @character_name+'_run' but it didnt work.
Title: Re: [XP] Blizz-ABS
Post by: Moshan on January 21, 2014, 12:38:06 pm
 You also need to have A_ACTION_SPRITES = true. You can find this on the first page of Blizz-ABS Script.
Title: Re: [XP] Blizz-ABS
Post by: Jamal XVI on January 21, 2014, 01:21:57 pm
Quote from: adytza001 on January 21, 2014, 12:38:06 pm
You also need to have A_ACTION_SPRITES = true. You can find this on the first page of Blizz-ABS Script.

It has worked.But there's another bug in this line:
@sframes[@sindex] -= 1 #line 1222 Part 3

the index also defined as 0xFFFF and the @sframe is defined as @sframe = [1], what should i do?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on January 21, 2014, 05:30:10 pm
Quote from: KK20 on December 25, 2013, 12:39:33 am
I think something got bugged in the transitioning of character frames from 2.84 to 2.85.
Namely this method:
Spoiler: ShowHide

Code: BABS 2.84

  #----------------------------------------------------------------------------
  # sprite_movement_animation_setup
  #  Sets up movement sprite handling.
  #----------------------------------------------------------------------------
  def sprite_movement_animation_setup
    # if jumping and turned on JUMPING_SPRTES
    if jumping_sprites? && self.jumping?
      # set spriteset name
      @character_name = @character_name_org + BlizzABS::SPRJumping
    # if running and turned on RUNNING_SPRTES
    elsif running_sprites? && (self.moving? || Input.dir8 != 0) &&
        self.running? && self.attacked <= 0
      # set spriteset name
      @character_name = @character_name_org + BlizzABS::SPRRunning
    # if sneaking and turned on SNEAKING_SPRTES
    elsif sneaking_sprites? && (self.moving? || Input.dir8 != 0) &&
        self.sneaking? && self.attacked <= 0
      # set spriteset name
      @character_name = @character_name_org + BlizzABS::SPRSneaking
    # if idle and using idle sprites
    elsif self.idle? && idle_sprites?
      # set spriteset name
      @character_name = @character_name_org + BlizzABS::SPRIdle
    # if charging
    elsif self.charging? && charge_sprites?
      # setup charge sprites
      setup_charge_sprites
    end
  end

Code: BABS 2.85

 #----------------------------------------------------------------------------
 # sprite_movement_animation_setup
 #  Sets up movement sprite handling.
 #----------------------------------------------------------------------------
 def sprite_movement_animation_setup
   # if jumping and turned on JUMPING_SPRTES
   if jumping_sprites? && self.jumping?
     # set spriteset name
     @current_sprite = BlizzABS::SPRJumping #<========================== These have been added now
     @character_name = @character_name_org + @current_sprite
   # if running and turned on RUNNING_SPRTES
   elsif running_sprites? && self.moving? &&
       self.running? && self.attacked <= 0
     # set spriteset name
     @current_sprite = BlizzABS::SPRRunning #<========================== which is causing an error
     @character_name = @character_name_org + @current_sprite
   # if sneaking and turned on SNEAKING_SPRTES
   elsif sneaking_sprites? && (self.moving? || Input.dir8 != 0) &&
       self.sneaking? && self.attacked <= 0
     # set spriteset name
     @current_sprite = BlizzABS::SPRSneaking #<========================== in 2.85 now
     @character_name = @character_name_org + @current_sprite
   # if idle and using idle sprites
   elsif self.idle? && idle_sprites?
     # set spriteset name
     @current_sprite = BlizzABS::SPRIdle #<========================== Not just for idle sprites, but all these
     @character_name = @character_name_org + @current_sprite
   # if charging
   elsif self.charging? && charge_sprites?
     # setup charge sprites
     setup_charge_sprites
   end
 end


Replacing 2.85's method with 2.84's method should do the trick I believe.
Title: Re: [XP] Blizz-ABS
Post by: Jamal XVI on January 21, 2014, 09:25:08 pm
WoW you Solved my problem! 8)
Thanks!
Jamal XVI
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on January 22, 2014, 05:15:19 pm
Hi guys, Just a question, im looking to make a monster transform, I tried adding switches and self switches with small timers that change graphic with no luck, I would prefer transform when monster hp hits 0. thanks
Title: Re: [XP] Blizz-ABS
Post by: JRUltimate on January 26, 2014, 07:19:57 am
Hi guys! 


I've searched through this topic to find a solution for my problem but didn't find any... (though someone had the same question, his question never got anwsered :^_^':)
When I touch an event I sometimes stumble upon this error:
Blizz ABS 2 encountered a runtime error on line 1351. Line 1351 is: var=0

I have no Idea why a variable is causing this problem. I think it has something to do with the 'event touch' on my event. Also, i've noticed that when my events' frequency is 6, the error always appears. When it's 5, it doesn't. While I thought changing all the frequencies to 5 would solve my problem, I seem to get the error sometimes nevertheless...

I hope someone can help me fix this problem!
Title: Re: [XP] Blizz-ABS
Post by: Moshan on January 26, 2014, 09:22:00 am
 Hello!

Is it possible to modify the minimap size and position? Also is there a way to disable the option of seeing that bigger map?
Thanks in advance!
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on January 29, 2014, 05:43:48 am
Hi guys, im still looking for a way to make an enemy transform into different monsters when they die, any idea how this can be done?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on January 29, 2014, 11:14:34 am
Quote from: whitespirits on January 29, 2014, 05:43:48 am
Hi guys, im still looking for a way to make an enemy transform into different monsters when they die, any idea how this can be done?

Did you even look at the manual? There's a section dedicated to that alone.

Quote from: JRUltimate on January 26, 2014, 07:19:57 am
Hi guys! 


I've searched through this topic to find a solution for my problem but didn't find any... (though someone had the same question, his question never got anwsered :^_^':)
When I touch an event I sometimes stumble upon this error:
Blizz ABS 2 encountered a runtime error on line 1351. Line 1351 is: var=0

I have no Idea why a variable is causing this problem. I think it has something to do with the 'event touch' on my event. Also, i've noticed that when my events' frequency is 6, the error always appears. When it's 5, it doesn't. While I thought changing all the frequencies to 5 would solve my problem, I seem to get the error sometimes nevertheless...

I hope someone can help me fix this problem!

Are you using v2.84? If so, the question that you were referring to has already been solved (it's like 2-3 posts below it). SHIFT + CTRL + F for raise @trigger. Go to that line and delete it.
Title: Re: [XP] Blizz-ABS
Post by: chaucer on January 30, 2014, 06:34:53 am
Hi everyone, was looking for a little info on how exactly blizz ABS re-writes the button inputs for the normal buttons, and is it possible to completely disable this(I know you can disable it in the settings but not exactly what im looking for). The Reason I ask was out of boredom, I decided to mess around with Neko RPG XP player which plays rmxp games on android, it allows  A,B,C, and Z buttons to be used along with a direction pad. and blizz abs works 99% with it, the only problem i found is for some reason, when blizz abs scripts are in the game the Z button is moved to the A button and the A button seems to be gone completely, i tried disabling custom controls and enabling default controls, and tried changing a few lines around but eventually gave up, any ideas or suggestions on why this happens? or where i should look ?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on January 30, 2014, 02:49:22 pm
CTRL + F for module Input in Part 2. Probably need to change this stuff:

  UP = [Key['Arrow Up']]
  LEFT = [Key['Arrow Left']]
  DOWN = [Key['Arrow Down']]
  RIGHT = [Key['Arrow Right']]
  A = [Key['Shift']]
  B = [Key['Esc']]
  C = [Key['Enter']]
  X = []
  Y = []
  Z = []
  L = [Key['Page Down']]
  R = [Key['Page Up']]
  F5 = [Key['F5']]
  F6 = [Key['F6']]
  F7 = [Key['F7']]
  F8 = [Key['F8']]
  F9 = [Key['F9']]
  SHIFT = [Key['Shift']]
  CTRL = [Key['Ctrl']]
  ALT = [Key['Alt']]
Title: Re: [XP] Blizz-ABS
Post by: chaucer on January 30, 2014, 08:10:07 pm
this is actually one of the things i tried lol sorry, i should have explained everything i tried  :facepalm: my apolagies. it didnt seem to work maybe i changed the keys wrong i got them from http://www.rpg-maker.fr/dl/monos/aide/xp/index.html?page=source%2Frpgxp%2Fcontrol.html (http://www.rpg-maker.fr/dl/monos/aide/xp/index.html?page=source%2Frpgxp%2Fcontrol.html)? here's what i changed it to this.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 UP = [Key['Arrow Up']]
 LEFT = [Key['Arrow Left']]
 DOWN = [Key['Arrow Down']]
 RIGHT = [Key['Arrow Right']]
 A = [Key['Shift']]
 B = [Key['Esc']]
 C = [Key['Enter']]
 X = [Key['A']]
 Y = [Key['S']]
 Z = [Key['D']]
 L = [Key['Page Down']]
 R = [Key['Page Up']]
 F5 = [Key['F5']]
 F6 = [Key['F6']]
 F7 = [Key['F7']]
 F8 = [Key['F8']]
 F9 = [Key['F9']]
 SHIFT = [Key['Shift']]
 CTRL = [Key['Ctrl']]
 ALT = [Key['Alt']]


Edit: I've also tried setting up a conditional branch to show the value of each button that is pressed, i figured since it changed the A key to Z it might have assigned a different key to this spot, however it seems the last button has no assigned value. Also noticed the L button and R buttons in RMXP are also set to CTRL, and ALT? the buttons themself not the functions they perform.
Title: [XP] Blizz-ABS
Post by: LemonDave on February 01, 2014, 03:15:29 pm
My actor don't get experience anymore if he kills a enemy. Somebody have a solution?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 01, 2014, 03:50:11 pm
Care to explain that problem a bit more in detail? When does it happen? Did you put any other scripts into your project? You sure you just didn't make a small database mistake somewhere?
Title: Re: [XP] Blizz-ABS
Post by: LemonDave on February 01, 2014, 03:53:53 pm
Quote from: KK20 on February 01, 2014, 03:50:11 pm
Care to explain that problem a bit more in detail? When does it happen? Did you put any other scripts into your project? You sure you just didn't make a small database mistake somewhere?


Uhhh, I added today Xp Hud for Blizz-ABS script..
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 01, 2014, 03:57:53 pm
That should have no impact on your problem. Is there anything else you can tell me? You say "don't get experience anymore" as in it was working before but now it isn't. Elaborate by what happened.

A script, especially this one, doesn't just decide to say "Oh, I don't feel like working anymore. I'm gonna turn myself off for no reason."
Title: Blizz-ABS
Post by: LemonDave on February 01, 2014, 04:09:58 pm
Maybe it is my database. I'll  check tomorrow, have a party about 1 hour. :beer:
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on February 08, 2014, 06:13:20 am
You sure you didn't accidentally set the exp to 0 in the database? also if you go into your menu can you see some gained exp? if so then maybe you just shut off the bouncing exp in BABS.

Also i have an odd question. i was interested if anyone else has encountered.
I'm making a cinematic between events in the game. I'd like to hide the UI to make it more clean.
if i set "$game_system.hud = false " when evening, using the script option, everything stops.. not just the UI.

so..
if the next step is screen fading...no good.
if the next step is a text display box....no good.
if the next step is an animation....no good.
if the next step is a 'move char'.....no good.

I think you get the point.

I'm not sure why it happens. i thought it could perhaps be an oversight but i cant find it.
Has anyone else run into this issue?
Title: Re: [XP] Blizz-ABS
Post by: chaucer on February 09, 2014, 03:40:14 am
use this instead
$game_system.hud = nil
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on February 10, 2014, 08:37:52 am
Quote from: chaucer on February 09, 2014, 03:40:14 am
use this instead
$game_system.hud = nil




Thanks chaucer,
I thought I remember trying  = nil... but i think i did that with a .hotkeys......anyway, it worked thanks for that :D
Title: Re: [XP] Blizz-ABS
Post by: StorocnekXx on February 19, 2014, 08:13:09 am
Hello everyone :)
I'd really like to use this battle system in my game and it does work so far.
However, I have a question about it, i would like to ask.

I want to use the questlog-script from game_guy, which is originally opened by pressing a button.
however, i can not open it anymore when using blizzabs when pressing that specific button (i think it was 'q', but i can't remember right now).
My question is: What do i have to do to be able to open that questlog? do i have to change something in the script(s)? if so, what do i have to change? i have absolutly no idea about scripting and i have no clue how to change that.
and furthermore, what conditional branches do i have to set up if i want to ask for a specific button to be pressed?
they original coniditonal branches "if key => a is pressed" don't seem to work for me anymore.

if someone would be able to answer me, it would be very nice.
thanks a lot even for reading this!

greetings. :)
Title: Re: [XP] Blizz-ABS
Post by: G_G on February 19, 2014, 09:33:21 am
The manual points it out. You have to use Script Conditional Branches and put:
Input.trigger?(Input::Key['A'])


And as for my quest log, I don't remember implementing a "Press Button" feature to open the quest log, unless you implemented it yourself. If that's the case:
Input.trigger?(Input::Key['Q'])

Then you can use a script call to call my scene.
Title: Re: [XP] Blizz-ABS
Post by: StorocnekXx on February 19, 2014, 10:00:54 am
oh my gosh, i'm so sorry!
i thought i read the whole manual carefully, but ... i somehow missed that part! my apologies.

And yeah, i forgot i was the one .....'inventing' a button to press for that questlog. stupid me.

however, it - of course - works now.
Thanks a lot! :)
Title: Re: [XP] Blizz-ABS
Post by: DarK_Camper on February 23, 2014, 09:04:09 am
Hello, I am a beginner scripter and I would like to know how to change the hotkey assignment via scripts in order for me to use them in a custom scene I am creating(and not publishing... probably).

I have found the update_skill method and I see the conditional for the Input. The comments explain what each thing does but I am still a bit clueless. D:
I am quite sure that $game_player.skill_hotkeys is probably the method to change the hotkey, and the (@index+1)%10 thing inside it is which hotkey(though I still have no idea what this means) and it's setting it to the skill where the cursor is pointed at(?)(@skill_window.skill.id)

I have no idea how to work with this. Could I get some advice..? Thank you very much.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 25, 2014, 03:08:21 pm
if you wanted to set the skill with id 5 to hotkey 3, it would look like:

$game_player.skill_hotkeys[3] = 5


but you should make sure you are clearing any item that was previously assigned to hotkey 3 as well

$game_player.item_hotkeys[3] = 0
Title: Re: [XP] Blizz-ABS
Post by: DarK_Camper on February 27, 2014, 08:33:15 am
Thank you very much! :D This should enable me to program what I need. :)

Title: Re: [XP] Blizz-ABS
Post by: drei7717 on February 28, 2014, 01:26:06 am
Hey there, I'm trying to use the blizz abs script for the first time and I'm getting this error when I am trying to use a run sprite. What am I doing wrong?

(http://imageshack.com/a/img716/9877/5ky2.png)

P.s I apologize if someone already solved this issue somewhere in this topic. There's too many posts to see if someone had the same issue.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 28, 2014, 01:54:40 am
Quote from: KK20 on December 25, 2013, 12:39:33 am
I think something got bugged in the transitioning of character frames from 2.84 to 2.85.
Namely this method:
Spoiler: ShowHide

Code: BABS 2.84

  #----------------------------------------------------------------------------
  # sprite_movement_animation_setup
  #  Sets up movement sprite handling.
  #----------------------------------------------------------------------------
  def sprite_movement_animation_setup
    # if jumping and turned on JUMPING_SPRTES
    if jumping_sprites? && self.jumping?
      # set spriteset name
      @character_name = @character_name_org + BlizzABS::SPRJumping
    # if running and turned on RUNNING_SPRTES
    elsif running_sprites? && (self.moving? || Input.dir8 != 0) &&
        self.running? && self.attacked <= 0
      # set spriteset name
      @character_name = @character_name_org + BlizzABS::SPRRunning
    # if sneaking and turned on SNEAKING_SPRTES
    elsif sneaking_sprites? && (self.moving? || Input.dir8 != 0) &&
        self.sneaking? && self.attacked <= 0
      # set spriteset name
      @character_name = @character_name_org + BlizzABS::SPRSneaking
    # if idle and using idle sprites
    elsif self.idle? && idle_sprites?
      # set spriteset name
      @character_name = @character_name_org + BlizzABS::SPRIdle
    # if charging
    elsif self.charging? && charge_sprites?
      # setup charge sprites
      setup_charge_sprites
    end
  end

Code: BABS 2.85

 #----------------------------------------------------------------------------
 # sprite_movement_animation_setup
 #  Sets up movement sprite handling.
 #----------------------------------------------------------------------------
 def sprite_movement_animation_setup
   # if jumping and turned on JUMPING_SPRTES
   if jumping_sprites? && self.jumping?
     # set spriteset name
     @current_sprite = BlizzABS::SPRJumping #<========================== These have been added now
     @character_name = @character_name_org + @current_sprite
   # if running and turned on RUNNING_SPRTES
   elsif running_sprites? && self.moving? &&
       self.running? && self.attacked <= 0
     # set spriteset name
     @current_sprite = BlizzABS::SPRRunning #<========================== which is causing an error
     @character_name = @character_name_org + @current_sprite
   # if sneaking and turned on SNEAKING_SPRTES
   elsif sneaking_sprites? && (self.moving? || Input.dir8 != 0) &&
       self.sneaking? && self.attacked <= 0
     # set spriteset name
     @current_sprite = BlizzABS::SPRSneaking #<========================== in 2.85 now
     @character_name = @character_name_org + @current_sprite
   # if idle and using idle sprites
   elsif self.idle? && idle_sprites?
     # set spriteset name
     @current_sprite = BlizzABS::SPRIdle #<========================== Not just for idle sprites, but all these
     @character_name = @character_name_org + @current_sprite
   # if charging
   elsif self.charging? && charge_sprites?
     # setup charge sprites
     setup_charge_sprites
   end
 end


Replacing 2.85's method with 2.84's method should do the trick I believe.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 28, 2014, 02:18:21 am
Quote from: drei7717 on February 28, 2014, 01:26:06 am
Hey there, I'm trying to use the blizz abs script for the first time and I'm getting this error when I am trying to use a run sprite. What am I doing wrong?

(http://imageshack.com/a/img716/9877/5ky2.png)

P.s I apologize if someone already solved this issue somewhere in this topic. There's too many posts to see if someone had the same issue.


Quote from: Blizzard on January 09, 2008, 08:21:56 am
Compatibility

90% compatible with SDK 1.x. 80% compatible with SDK 2.x. Compatible with any CMS. Mostly is not compatible with any battle add-ons for the normal turn based battle system. WILL corrupt your old save games. Incompatible with the RGSS100J.dll. This script goes below any other script that modifies the Sprite_Character class.
Blizz-ABS Config requires Microsoft .NET Framework 2.0 to be installed.


Basically make sure to start a new game after installing, because old save files from before when you added the script won't work.
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on February 28, 2014, 06:30:48 am
Hi all i ran into an error today with the new rmx-os and blizz abs, Winiko talking to blizz he asked me to forward this info alignment group configurations shouldn't return nil but an empty array []


the error message

http://s804.photobucket.com/user/richadam111/media/error_zps81837077.png.html
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 28, 2014, 02:17:18 pm
Quote from: drei7717 on February 28, 2014, 01:26:06 am
Hey there, I'm trying to use the blizz abs script for the first time and I'm getting this error when I am trying to use a run sprite. What am I doing wrong?

(http://imageshack.com/a/img716/9877/5ky2.png)

P.s I apologize if someone already solved this issue somewhere in this topic. There's too many posts to see if someone had the same issue.


This is actually from a more complicated bug that I just found out relating to the custom frame timing.  I'll be fixing it and releasing a new version shortly, along with a fix for RMX-OS.


EDIT: Aha, I found out what was happening here:
Quote from: whitespirits on February 28, 2014, 06:30:48 am
Hi all i ran into an error today with the new rmx-os and blizz abs, Winiko talking to blizz he asked me to forward this info alignment group configurations shouldn't return nil but an empty array []


the error message

http://s804.photobucket.com/user/richadam111/media/error_zps81837077.png.html


The processor is getting initialized before game_system.  This is causing a problem because the processor has an instance of AI which needs to set up an alignment group, but the groups are not created in memory until game_system is initialized.  The easy fix is just to wait to initialize the AI until after game_system creates the alignment groups.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 28, 2014, 05:18:02 pm
Version 2.86 is up.

Features



EDIT: had to do a small re-upload because of a misunderstanding, just a tiny change related to the 4th bug.
Title: Re: [XP] Blizz-ABS
Post by: Zexion on February 28, 2014, 07:04:02 pm
I'm glad to see that both blizzard and yourself fixed rmx-os and the abs (respectively). Seeing as how so many people still use these systems. Great job!
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on February 28, 2014, 08:09:46 pm
thanks for the updates both, im still getting this error?


Spoiler: ShowHide
(http://i804.photobucket.com/albums/yy324/richadam111/errorabs_zpsdbd59507.png) (http://s804.photobucket.com/user/richadam111/media/errorabs_zpsdbd59507.png.html)
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 28, 2014, 08:53:51 pm
@whitespirits: can you send me your config?
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on February 28, 2014, 09:04:34 pm
I will message it to you :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 01, 2014, 04:10:09 am
I'll take a look at this as well. The rest of the bug might be in my code in the controller for RMX-OS.
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 01, 2014, 01:31:25 pm
I noticed that this most recent error message appeared after loading a game, but the one you posted before occured after using a transfer player command, both of which go through RMX-OS.  Perhaps Blizz, you can look for what is happening before Game_System is loaded in both of these RMX-OS methods.  Because I'm pretty sure everything makes sense from the Blizz-ABS side.

Also, I just wanted to check if it was a save data problem.  Does the error occur when you start a new game whitespirits?  If everything works on a new game, I can send you a script that will patch your savegames so you don't have to lose any progress.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 01, 2014, 02:47:10 pm
I did remove the exchange of alignments between clients, because it was causing bugs. Maybe because of this no update is sent over network and the groups remain nil. This would make the most sense to me. As I said, I'll take a look at it.
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on March 01, 2014, 07:26:30 pm
Hi guys, I tried new games and it still bugs, pvp works great! its just entering a map with monsters causes error.
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 03, 2014, 11:03:23 am
I figured it out, it's just a small bug in the Blizz-ABS controller for RMX-OS.

@whitespirits: you can look here (http://forum.chaos-project.com/index.php/topic,5409.msg183285.html#msg183285) for how to fix the bug.
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on March 03, 2014, 12:36:25 pm
Thanks a million! worked perfect im running into an error now when using comment events attached to spells or items

http://s804.photobucket.com/user/richadam111/media/newerror_zps07794698.png.html
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 03, 2014, 12:41:00 pm
try changing line 8097 int Blizz-ABS part 2 from

if $game_map.events[event_id].trigger > 4


to

if event_id != 0 && $game_map.events[event_id].trigger > 4
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on March 06, 2014, 07:22:10 am
Hi guys, im wondering if it is possible to have the charge beam effect like in buus fury? i have added the single shot sprite for standard single energy shot so i can see the character animation with the shot but im not sure how i would go about pulling of the Kame Hame Ha wave like in buus fury? thanks!

this is vid http://www.youtube.com/watch?v=FXWgUY2_mik
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 07, 2014, 02:02:23 pm
You should probably use the combo system for something like that.
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on March 11, 2014, 09:55:38 am
Hi, so i have a request for an extra feature for Blizz abs that would be amazing for my game, so im looking for a character transform option, similar to adding character sprites to pressing a key like attacking pressing K and also pressing J changes to skill for a specific character model that u are currently using, i would love to see the option of pressing a key input and transforming for a period of time with a % increase in stats for that period,
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 11, 2014, 11:50:47 am
That sounds more like a plugin, not something that would be part of the core system.
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on March 11, 2014, 12:44:47 pm
is there any chance you could construct the plugin for me? im building my DBZ game and no transform is just a big flaw in the concept
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 11, 2014, 01:51:16 pm
Nope, until v3.0 is out the only thing other thing I will work are bugfixes.
Title: Re: [XP] Blizz-ABS
Post by: finalholylight on March 13, 2014, 05:47:33 am
I want to make a skill that choose a target, then it will save location of target at this time, after 40 frames,that skill will deal damage at that location, so that if target move away from that location before 40 frames, it will take no damage, how to make a skill like that ?, I already think about "timed trap", but it only set on user location.
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on March 14, 2014, 10:20:14 am
Hello everyone!

I tried to get through this board somehow, but the sheer amount of informations seems to hit me in the face  :(

Well, I have a few questions about Blizz ABS (im using 2.84) :

1. Is there a way to make homing/super homing skills disappear after the enemy is defeated? (Skill was casted by the enemy/Screen was mostly flooded with projectiles)
2. Is there an easier way to trigger an event after an enemy is defeated? (Im using the methode with -> if item is in inventory so far)
3. How can I create complex projectile patterns with the combo system or so?

thanks in advance for any god/useful reply!
Title: Re: [XP] Blizz-ABS
Post by: G_G on March 14, 2014, 10:32:37 am
I can answer your second question.

The event page of an enemy gets activated right as he dies. So whatever commands you have in the enemy event will be called.
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on March 14, 2014, 10:47:14 am
Yay! :D That worked, thanks... but still im worried about the homing projectiles...
But since that with the event page works, wow... that helped great !
But I need to get that thing with the projectiles in hand somehow...
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 14, 2014, 06:17:37 pm
I'll take a look at the homing projectile thing. I noticed that a long time ago too and felt it was pretty odd, especially when it reached where the enemy was at and displayed damage. It'll be something easy like "if homing and target is dead, fade out".

As for your custom projectile pattern, you will need to know how to create events through script calls. There really is no other way.
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on March 14, 2014, 06:34:22 pm
QuoteAs for your custom projectile pattern, you will need to know how to create events through script calls. There really is no other way.

Uh, do you have an example for that? because im pretty new to scripting... (It should be a pretty nice barrage with some patterns)
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 14, 2014, 07:17:43 pm
Here's the deletion of the homing projectiles. Couldn't figure out how the fade out worked, so I just delete them immediately instead. Can be placed anywhere, so long as it is below BlizzABS.

class Map_Projectile < Map_Remote
  alias delete_homing update
  def update
    if [BlizzABS::REMHomingSkill, BlizzABS::REMHomingItem].include?(@type) &&
    @target != nil && @target.battler.dead?
      @terminate = true
    end
    delete_homing
  end
end

And, unfortunately, no I don't really have an example. Other than pointing you to the manual, I really can't help you out with that one. It's kind of a complicated, and lengthy, procedure.
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on March 14, 2014, 07:27:45 pm
Yes, that worked for me, thanks!
Im trying to figure out how to make what I need by looking at some files from U.S.G. ~A New Beginning~ (google it)

I just need to get a methode to get some bullet patterns, this is a Touhou fangame im working on :)
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 14, 2014, 07:51:19 pm
Is that eventing though? Making complicated patterns and have a bunch of particle effects would suit better with pure scripting (mainly because it's faster).
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on March 14, 2014, 08:02:01 pm
Ok... well I looked at it : game seems to be pretty closed in its current form, so I can't look at events like I hoped...  :facepalm:

What I tried, but couldnt get a hang of was the blizz abs combo system... I could get it as far that the enemy would spam lots of skills with it... but not quiet what Im looking for...

Besides... im pretty untallented when it comes to looking for such stuff... :(

If you can find anything that would help me, tell it please!
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 14, 2014, 08:07:37 pm
A touhou bullet hell would be better done in another game making engine, not with Blizz ABS. You can't achieve curved paths with events, only straight lines. You would also have to consider that having 200+ bullets on screen equates to 200+ events, and that will lag heavily.
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on March 14, 2014, 08:13:16 pm
I dont want to overdo it...  :^_^': just something that comes near it!

I guess something that would work could be some extra events on the map that are stationary and "shoot" when called by a skill of the boss... but how?  :???:
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on March 15, 2014, 08:41:42 am
Im looking for unarmed to dmg instead of hitting 0 all the time how do i do it?
Title: Re: [XP] Blizz-ABS
Post by: chaucer on March 15, 2014, 03:39:17 pm
Game_Battler1
find this line

 #--------------------------------------------------------------------------
 # * Get Attack Power
 #--------------------------------------------------------------------------
 def atk
   n = base_atk
   for i in @states
     n *= $data_states[i].atk_rate / 100.0
   end
   return Integer(n)
 end

replace return Integer(n) with
return Integer(n) + (self.str)

now your attack will be based on the character strength :) 1atk = 1str hope this help
or just change n = base_atk to n = base_str both work, but the first way you can still have weapon for extra damage.
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on March 16, 2014, 12:49:50 pm
Quote from: KK20 on March 14, 2014, 07:17:43 pm
Here's the deletion of the homing projectiles. Couldn't figure out how the fade out worked, so I just delete them immediately instead. Can be placed anywhere, so long as it is below BlizzABS.

class Map_Projectile < Map_Remote
  alias delete_homing update
  def update
    if [BlizzABS::REMHomingSkill, BlizzABS::REMHomingItem].include?(@type) &&
    @target != nil && @target.battler.dead?
      @terminate = true
    end
    delete_homing
  end
end

And, unfortunately, no I don't really have an example. Other than pointing you to the manual, I really can't help you out with that one. It's kind of a complicated, and lengthy, procedure.


It worked for some time... but now it isnt working anymore, any ideas how to fix that?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 16, 2014, 01:16:34 pm
Oh, I only made it where if the target of the homing projectile was dead, it deletes the projectile. I didn't write it for if the creator is dead.

class Map_Projectile < Map_Remote
  alias delete_homing update
  def update
    if [BlizzABS::REMHomingSkill, BlizzABS::REMHomingItem].include?(@type) &&
    ((@target != nil && @target.battler.dead?) || @creator.battler.dead?)
      @terminate = true
    end
    delete_homing
  end
end

Try that
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on March 16, 2014, 01:40:39 pm
Works like a charm!

Now I only need to get it going for the small pattern shots...

Is there a way/script to make a skill call a script that makes shot in a pattern like,
see this picture... (http://picload.org/image/lalwpil/how.jpg)

(this was only edited with an grafik program, but it's how it should work...)

So, is there a way to pull this off?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 16, 2014, 02:39:45 pm
I did pull off a sort of similar effect with a combo.

      when 1 #Combo 1
        case com.aid
        when 1 #Action 1
          return [[COMFreeze, true],
                  [COMScript, '$game_player.normal_speed = 8'],
                  [COMSkill, 7],
                  [COMWait, 4],
                  [COMCharacter, CHFix, true],
                  [COMMove, DIR90Left, 1],
                  [COMCompletion],
                  [COMSkill, 7],
                  [COMMove, DIR90Right, 2],
                  [COMCompletion],
                  [COMSkill, 7],
                  [COMMove, DIR90Left, 1],
                  [COMCompletion],
                  [COMScript, '$game_player.normal_speed = 4'],
                  [COMCharacter, CHFix, false],
                  [COMFreeze, false]]
        end
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on March 16, 2014, 03:41:02 pm
Uh... how do I have to insert that?  :???:
as script?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 16, 2014, 03:49:11 pm
I guess you haven't looked into what makes BlizzABS unique yet.
First use the BlizzABS configuration application to set up the skill to how you want it. Most likely a projectile that moves a large number of spaces. Also make it call Combo #1.
After generating the code and pasting it into your Part 1, go to the bottom of the configuration to module Combos and replace it with this.
Spoiler: ShowHide


 module Combos
   
   def self.total_actions(com)
     return 1
   end
   
   def self.commands(com)
     case com.id
     when 1 #Combo 1
       case com.aid
       when 1 #Action 1
         return [[COMFreeze, true],
                 [COMScript, '$game_player.normal_speed = 8'],
                 [COMSkill, 7],
                 [COMWait, 4],
                 [COMCharacter, CHFix, true],
                 [COMMove, DIR90Left, 1],
                 [COMCompletion],
                 [COMSkill, 7],
                 [COMMove, DIR90Right, 2],
                 [COMCompletion],
                 [COMSkill, 7],
                 [COMMove, DIR90Left, 1],
                 [COMCompletion],
                 [COMScript, '$game_player.normal_speed = 4'],
                 [COMCharacter, CHFix, false],
                 [COMFreeze, false]]
       end
     end
     return []
   end
   
   def self.anim_data(com)
     return [0, [3, 3, 3, 3], '', false]
   end
   
 end


Consult the manual for more information.
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on March 16, 2014, 04:04:27 pm
First of, yep! it works sidewas :)

(http://picload.org/image/lacgwdd/thatsok.jpg)

but when looking up/down...

(http://picload.org/image/lacgwdl/thatsnot.jpg)

Is there something to do about that?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 16, 2014, 04:13:26 pm
I did catch that I was still using UP and DOWN instead of 90-degree directions. Maybe you copied the old code before I edited the post?
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on March 16, 2014, 04:36:24 pm
Yes, uh... I was to fast and got it before you edited it xD

Uh, what do I have to modify to let an enemy use this?
(Or could you send me an screenshot how the script looks in the blizz abs config program?)
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 16, 2014, 04:47:18 pm
Replace the $game_players in the combo with @ch instead. If you want the player and the enemy to use this, you'll need to make a copy of the combo with the COMFreeze commands removed.

In the configuration program, just set it so that the enemy's attack calls the combo. Or just teach the enemy the skill in the RMXP database. There's really not much to it.
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on March 16, 2014, 04:53:44 pm
might be, but im pretty new to this combo thingy...  :^_^':
but im trying my best to understand it!
(syntax errors for the win!)

did I do something wrong?
enemy wont use the skill, (added the @ch what you said...)

      when 3 #3 Shot
        case com.aid
        when 1 #Action 1
          return [[COMScript, '@ch.normal_speed = 8'],
                  [COMSkill, 11],
                  [COMWait, 4],
                  [COMCharacter, CHFix, true],
                  [COMMove, DIR90Left, 1],
                  [COMCompletion],
                  [COMSkill, 11],
                  [COMMove, DIR90Right, 2],
                  [COMCompletion],
                  [COMSkill, 11],
                  [COMMove, DIR90Left, 1],
                  [COMCompletion],
                  [COMScript, '@ch.normal_speed = 4'],
                  [COMCharacter, CHFix, false]]
        end
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 16, 2014, 05:21:17 pm
Do you mean the enemy won't use the combo or the skills in the combo don't work?
If the first, did you give the enemy the ability to use the skill associated with calling the combo?
If the second, SHIFT + CTRL + F for when COMSkill and make sure it looks like this

      when COMSkill # skill [int]
        # use skill
        @ch.use_skill($data_skills[command[1]], true)
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on March 16, 2014, 05:38:08 pm
ahh.. ok what you said in your last post, yep... everthings fine with the script...
I tried to figure out your script and seem to understand now what to do...

but one thing still bugs me...

and that is that the enemy wont use the skill... hum...

      when COMSkill # skill [int]
       # use skill
       @ch.use_skill($data_skills[command[1]], true)


is there in ABS 1... thats fine so far

edit : ok, I tried something, but now im getting :

ArgumentError occured while running script
bad value for range

edit2 : ok, got rid of the bug by myself  :haha: but the enemy is behaving strange... it runs in one direction and after a while it shoots in that direction (about 3 secs. later or so, lol!)
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on March 20, 2014, 01:58:11 pm
Though i would just ask what features will be looked at being implemented in the upcoming version of the ABS?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 20, 2014, 06:18:50 pm
Not exactly "this is what's going to be in the next update" but a list of what to expect
http://forum.chaos-project.com/index.php/topic,6164.0.html

Expect more than the number keys for hotkeys and multiplayer
Title: Re: [XP] Blizz-ABS
Post by: andreadixon on March 22, 2014, 02:52:27 pm
Hi, I'm new to Blizz-ABS, And  have a question. I like the default keys as it is in RMX-OS but when I install the ABS all the keys change, How can I put it back to where it was when you do not add the ABS. Sorry If this has been asked. Thank You. :)
Title: Re: [XP] Blizz-ABS
Post by: Zexion on March 22, 2014, 03:49:11 pm
Well you can either configure all the keys to be back in their appropriate places, check the box that says [default controls] in the script generator, or remove the abs. Unfortunately, the abs uses a custom input that overrides the default one completely. You're going to have to use it or lose it :P
Title: Re: [XP] Blizz-ABS
Post by: andreadixon on March 22, 2014, 07:02:55 pm
oh ok thanks for replaying back, but don't I need it for most scripts to work with RMX-OS.
Title: Re: [XP] Blizz-ABS
Post by: Zexion on March 22, 2014, 07:17:09 pm
You don't need blizz-abs for rmx-os, but then you won't have pvp combat on the maps. Rmx-os is just an online system.
Title: Re: [XP] Blizz-ABS
Post by: andreadixon on March 22, 2014, 07:28:40 pm
ok thanks, I need the blizz-abs so I'm just going to configure it with the configure editor because I need pvp. Thanks again for your help.
Title: Re: [XP] Blizz-ABS
Post by: finalholylight on March 23, 2014, 04:37:07 am
Umm, can anyone please make this Blizz-ABS and H-mode7 compatible with each other, I like mapping by h-mode7 so much.
link h-mode7 latest version: http://www.mediafire.com/download/lbi1i75blpuaa2i/H-Mode7+V1.4.4.exe
source: http://save-point.org/thread-3151.html
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on March 25, 2014, 05:23:27 pm
Im having some tileset problems and I am assuming Blizz Abs is causing it, randomly layer 2 shows through layer 3 on some maps also there is defining issues of the tileset, for example if i have made a square unpassable  sometimes on certain maps i can walk straight over it, this is even with the pre set maps from rmxp. any idea how i fix this?
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on April 11, 2014, 10:43:52 pm
Before I post this bug, I'd like to know where you'd prefer me to post bugs in the future for Blizz ABS, either here or the bug/suggestion thread?

That said, I've run into another issue recently. I updated Blizz ABS from 2.84 to 2.86 recently and it seems it's no longer compatible with the Chaos Rage Limit system. It gave me this:
Spoiler: ShowHide
(http://i302.photobucket.com/albums/nn118/ShiningRiku/CRLSskillsstuff.png) (http://s302.photobucket.com/user/ShiningRiku/media/CRLSskillsstuff.png.html)


The line it brings up is this bit:
if skill_can_use?(skill.id, forced)


Any idea if that's an easy fix or not? I tried using the forum's search function to see if anything would pop up and it doesn't seem anybody's mentioned recent bugs or incompatibilities, that I could find anyhow :C
I seem to be something of a bug magnet these days but as long as it helps sort out issues I guess that's good.

BTW I checked Blizzard's script order list and I have the CRLS + BABS compatibility patch.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on April 11, 2014, 11:34:15 pm
Did you change the script order when updating to the next version?
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 12, 2014, 12:36:02 am
actually, it looks like you didn't use the additional plugin.  It's hidden a bit farther down the CRLS post:

QuoteIf you want to use this system with Blizz-ABS, you additionally need the compatibiliy plugin (the plugin comes BELOW CRLS!):
Script Download (http://downloads.chaos-project.com/scripts/Chaos%20Rage%20Limit%20System.txt)
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on April 12, 2014, 12:58:53 am
Nope, order stayed the same. I've backed up my scripts, removed all others to test it and the same error popped up. I DO have the plugin, that's the funny thing. It seems to trigger anytime a skill is used.

I have the scripts in this order, excluding the others I tested (and made no impact whether they were absent or not)
...
Blizz ABS1
Blizz ABS2
Blizz ABS3
Blizz Auto Targeting
Exp in BABS HUD
Critical sounds BABS
Random Action Sprites
Rapid Fire
BABS Secondary weapon
Action Recharge Times
Chaos Rage Limit System
CRLS + BABS Compatibility plugin
Soul Force Combo System
...

I've tested without the BABS extras, with just BABS and CRLS too just to be sure.

Going by Blizzard's script order I'm pretty sure those are all in the proper order, correct me if I'm mistaken lol.

Minus the plugins that didn't work with BABS 2.54, that order worked for me in the past.
Title: Re: [XP] Blizz-ABS
Post by: winkio on April 12, 2014, 02:17:17 am
Ah sorry, looks like I have a newer version of the plugin that didn't get properly released when I made it almost 3 years ago.  I think I had to send it to Blizzard because I didn't have permissions to overwrite the old version of the file (and I still don't).  I updated the CRLS post with the new link, but you can also just click here (http://downloads.chaos-project.com/scripts/CRLS%20+%20Blizz-ABS%20plugin%20new.txt).

Note to Blizzard: you might want to erase the old version and replace it with this one at some point.  I'll try and remind you if I don't see it happen soon.
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on April 12, 2014, 04:00:12 am
No problem! I'm just glad that there was already a script lying around, I was worried this would just add to your scripting workload >_>

Thanks muchly for the updated patch, I've already tested it and no skill crashes.  :haha: I had
a nice battle system set up around it and this way I get to keep it~
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 12, 2014, 05:13:42 am
You're right, it wasn't up to date for some reason, not even in my old Blizz-ABS project. I updated everything now.
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on April 15, 2014, 04:07:04 am
Thanks for updating the scripts ^^

Say, I've been wondering about something and I searched pretty thoroughly for it but couldn't find an answer. Is it possible to give allies fixed AI Triggers with script calls yet? Just curious.

I also saw mention of there possibly being an editor for people to give allies default AI triggers? I really like the AI triggers as they make allies a lot smarter than just using the default programming (even though they're pretty dang smart already compared to some games I've played)

I'm wanting to focus more on how the characters themselves act, maybe use the AI triggers to fit their personalities and whatnot instead of making the players themselves have to do all the trigger setup themselves ingame. Nothing wrong with it I've just been wanting some extra room to pre-set things myself a bit  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: KK20 on April 15, 2014, 07:48:00 pm
There's no simple script call to do it.

t = BlizzABS::Trigger.new
$game_actors[1].triggers.push(t)
# Testing if added
p $game_actors[1].triggers

This will add a new default trigger to Actor 1 (and print out the results that the trigger was, indeed, added).

You can assign values via the parameters when creating a new trigger.

t = BlizzABS::Trigger.new(1, 2, 0, 3, 1, 3, 0)

The order of the items is as follows: activator, condition, comparator, value, action type, action data, target.

The values you can use are
Spoiler: ShowHide


  # trigger data
  TRGLeader = 0
  TRGAlly = 1
  TRGSelf = 2
  TRGEnemy = 3
  TRGProbability = 4
 
  # trigger target data
  TRGTargetDefault = 0
  TRGTargetActivator = 1
 
  # trigger condition data
  TRGHP = 0
  TRGSP = 1
  TRGState = 2
  TRGLocation = 3
 
  # trigger comparison data
  TRGEqual = 0
  TRGNotEqual = 1
  TRGGreater = 2
  TRGGreaterEqual = 3
  TRGLess = 4
  TRGLessEqual = 5
 
  # trigger action data
  TRGAttack = 0
  TRGDefend = 1
  TRGSkill = 2
  TRGItem = 3
 
  # trigger location data
  TRGClosest = 0
  TRGFarthest = 1

So in the above example, I made a trigger that activates by Ally (1) if the State (2) Equals (0) Venom (State ID 3). The actor will defend (1), so the 3 is useless since it's not a skill or item being used, on the default target (0).
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on April 15, 2014, 10:29:46 pm
This is about the level of difficulty I expected in being able to issue default triggers. Seriously, thank you for listing all the operands. I'm gonna copy this down and put it in my notes so I can access it whenever I need reminders.

Now to practice and make sure I get them working how I want XD
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on April 24, 2014, 05:50:22 pm
Hi everyone! Im back with another question :

Is it possible to make "aimed shots" so like, --> player stands somewhere on the map --> enemy shoots in his direction (In a straight line, players direction)

example : (http://picload.org/image/llrldcc/shot_example.jpg)

Or can this be included in a future release of the Blizz ABS?
Title: Re: [XP] Blizz-ABS
Post by: Zexion on April 24, 2014, 07:21:16 pm
It might be possible if the shot is an event itself. You could try using herectics move straight and event / script or to go to players coords
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on April 26, 2014, 04:16:26 am
Hi guys, so i have been playing with bow animations today and am running into abit of a problem, i set my sprite holding the bow to hero_atk17 but it wants me to set a hero_wpn17 which is giving me a temporary character infront of my character when i attack. so i guess i would like to remove _wpn for bows and just use the _atk
Title: Re: [XP] Blizz-ABS
Post by: KK20 on April 26, 2014, 05:31:52 pm
How about making the _wpn sprite invisible?
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on May 20, 2014, 12:31:03 pm
Ok guys so im looking to play an SE sound every time the attack button is pressed like a sword swing sound etc even tho no enemy has been hit? can this be done?
Title: Re: [XP] Blizz-ABS
Post by: G_G on May 20, 2014, 01:08:39 pm
Set the weapon's attack animation in the database to an animation that only plays a sound. I think that's how that works if I recall.
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on May 20, 2014, 01:50:50 pm
Perfect thanks Gamus, next thing im wondering is when an enemy or player gets hit is there a way to make u or enemy flash red on hit?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 20, 2014, 02:12:43 pm
Yes, this is also done with the weapon and enemy attack animations.
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on May 21, 2014, 05:42:08 am
Thanks Blizz, I have a small request, in terms of a graphics change in game, i need to assign a graphics change to another key for example if i press 'V' similar to skills, attack, def etc i would like abs to look for 'spritename_trans' for transform? how easy could some 1 piece this together? also would it be possible to add a 5 minute timer and a 20% stat increase for the period?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 21, 2014, 06:18:08 am
Just make the appropriate spritesets as if it was another actor. When you change the spriteset of a character, he will use all other sprites as well.
Title: Re: [XP] Blizz-ABS
Post by: Xero1227 on May 22, 2014, 03:59:16 pm
hey guys im somewhat new to rpg maker xp  but not a total noob. i wanted to make a dragonball z type game with the blizz abs system. im having trouble figuruing out how to make my character in my game tranform into super saiyan? should i make a skill for it to happen? i saw someone on yourtube do it and when he used the skill he made called supersaiyan it recovered half of his hp and mana and changed his character graphic and also changed him back to a regular saiyan after a certain period of time? any help on how i can make this happen would be awesome thanks
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 22, 2014, 06:37:24 pm
Have a Common Event running on a parallel process that checks if the actor is applied with a "Super Saiyan" state. If yes, change the actor's graphic to SS graphic. Otherwise, change to normal graphic. The skill should apply the state to the User.

Maybe you should get in touch with whitespirits since he's making a DB game too.
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on May 22, 2014, 06:54:31 pm
Would love some help :)
Title: Re: [XP] Blizz-ABS
Post by: Zexion on May 25, 2014, 05:33:02 pm
Okay, I found a smallish bug with playing animations on death. Which is wierd because I've used it in past versions.
it's with the:
self.destruct(id)

Mine is set up to play an animation for certain enemies, but when I kill them it ends up showing me this error:
Spoiler: ShowHide
(http://puu.sh/917tb/9bd86aab88.png)

Edit:
Forgot to mention. The animation definately exists, and it doesn't matter what number i put, it always shows the same error unless it is 0.
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on May 27, 2014, 12:52:08 pm
ok so Zexion and myself reverted back to version 2.03 and tested when all stuff was working just laggy

and this error returns during zexion attacking while iwatch

Spoiler: ShowHide
(http://i804.photobucket.com/albums/yy324/richadam111/errorsoldfiles_zpsc6b63e33.png) (http://s804.photobucket.com/user/richadam111/media/errorsoldfiles_zpsc6b63e33.png.html)
Title: Re: [XP] Blizz-ABS
Post by: Moshan on June 11, 2014, 12:58:44 pm
 Hello!

I'm not sure if this is a bug...but for me it's something very annoying that I can't get rid of it.

Firstly it happens only with the 2.85+ versions of Blizz-ABS but I can't switch my project to 2.84 because it's not compatible with Custom Resolution.

So...I noticed that when using DIRECT HOTKEYS and I have two or more hotkeys assigned next to each other (consecutively) if I press one of the Arrow Keys it plays an annoying sound like skill not usable or something like that. I've seen that it happens only with the Down Arrow Key when you have two hotkeys assigned consecutively, but when I assign more than 4-5 it happens with every single arrow key. A strange thing is that this issue happens only if you have hotkeys assigned consecutively (if I have skills assigned on hotkeys:2-4-7-9 it won't play the sound).

Is there a way to fix this (or get rid of it), or it's just a part of the battle system?

Here's a link with the project "configured" : https://www.mediafire.com/?9d41izv5htg7ttg (https://www.mediafire.com/?9d41izv5htg7ttg)

Thanks in advance!
Title: Re: [XP] Blizz-ABS
Post by: Soulshaker3 on June 11, 2014, 01:39:28 pm
Quote from: adytza001 on June 11, 2014, 12:58:44 pm
Hello!

I'm not sure if this is a bug...but for me it's something very annoying that I can't get rid of it.

Firstly it happens only with the 2.85+ versions of Blizz-ABS but I can't switch my project to 2.84 because it's not compatible with Custom Resolution.

So...I noticed that when using DIRECT HOTKEYS and I have two or more hotkeys assigned next to each other (consecutively) if I press one of the Arrow Keys it plays an annoying sound like skill not usable or something like that. I've seen that it happens only with the Down Arrow Key when you have two hotkeys assigned consecutively, but when I assign more than 4-5 it happens with every single arrow key. A strange thing is that this issue happens only if you have hotkeys assigned consecutively (if I have skills assigned on hotkeys:2-4-7-9 it won't play the sound).

Is there a way to fix this (or get rid of it), or it's just a part of the battle system?

Here's a link with the project "configured" : https://www.mediafire.com/?9d41izv5htg7ttg (https://www.mediafire.com/?9d41izv5htg7ttg)

Thanks in advance!


That has already been said in this exact thread with the blizz abs 2.85+ the arrow keys have the same exact ASCII value as the 2,4,6,8 on the numpad in blizz abs, the fixes for that is either you downgrade to 2.83, and take out custom resolution or use the WASD keys for movement instead.

Edit : Exactly here: http://forum.chaos-project.com/index.php/topic,106.msg179382/topicseen.html#msg179382
Title: Re: [XP] Blizz-ABS
Post by: Moshan on June 11, 2014, 01:43:54 pm
 Thanks for reply!

Oh...this is very frustrating but at least I expected the WSAD movement.
Sorry for asking this again I used quick search but looks like I didnt do it right.

I appreciate your help!
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on June 21, 2014, 02:51:45 pm
Hello ! It's me again !
I try to make a VERY 'complexificated' combo in the Blizz-ABS Config last version
and I need to do a condition with a script : if $char = 'hello' then GOTO ACTION 5 else GOTO ACTION 6
But in the combo condition window, there are two text areas.
I wonder if I have to do like this :
Value 1
   Type = script
    Value = $bool
Value2
   Type = script
   Value ='hello'

OR

Value 1
   Type = script
    Value = $bool == 'hello'
Value2
   Type = Idunno
   Value = ... blank space

OR anything else ?

Title: Re: [XP] Blizz-ABS
Post by: winkio on June 21, 2014, 02:59:15 pm
the first way should work.  You can also do it the second way, but you have to put (true) with no parenthesis in the second value box
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on June 21, 2014, 06:05:27 pm
ok thank you =))
Title: Re: [XP] Blizz-ABS
Post by: Epherex on June 22, 2014, 03:00:23 pm
Hey there!
I wonder if I can, instead of using separate sprites for a character attacking, I could just set so the icon of the weapon appears moving above the character sprite when I attack.
There are other systems that do this, but I want this for Blizz-ABS. I suck at pixel art, so this would help me a lot.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 23, 2014, 02:47:22 pm
Hello! Wow, Blizz-ABS has changed a decent amount since I last used it. The combo system is now in the config o.o

So I have a few questions about how to achieve some things with the combo system.



I'd also like to know what the convention for having the actor do different attacks when attacking in quick succession. For example, if the main character taps the attack button three times, he will do two quick slashes, then a stab. The slashes should have the sword damage type. The stab should have the spear damage type. If they just tap two times, however, they will do two quick slashes before receiving the cooldown frames. Tapping once should results in just one slash.

Sorry if that last one is an obvious question. The combo system is still a bit of a mystery to me :/
Title: Re: [XP] Blizz-ABS
Post by: winkio on June 23, 2014, 08:29:21 pm
Those three bullet points are going to require some script calls because everything you want to do is beyond the scope of the basic functions, but they are all possible.  As for the last one, I have some examples in this config from CoSLaL that I used to play around with: https://drive.google.com/file/d/0B-gvBNVSPC2xUHNNd3NpVFdtTnc/edit?usp=sharing
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 23, 2014, 08:39:23 pm
Alright, thanks for the config! I'll take a look at it.

As for the script calls, is there a script call that can check when an actor would be damaged? I'm planning on applying an immortality state to the actor while the counter is in progress. So that would take care of making the attack not damage the character. I just need a way to see if any "offensive collisions" (to borrow a term from a super smash brawl move editor) have interacted with the actor.

-edit, I found a bug btw. If you have enemy health bars enabled, the health bar will jump to the top left corner of the screen when the enemy dies. (at least when you don't have enemy action, idle, or charge sprites enabled. I haven't made such sprites for my enemies yet) Nothing huge, it's just kinda annoying :P
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 24, 2014, 07:54:23 pm
(I think it's been twenty four hours o.o)

Hey, I'm working with the combo system I've got a question, as well as what I think is a bug.

First off is the question.

Most of the skills in my game are just a fancy way for the characters to use their weapon. When setting a combo, I can set the Sprite and Extension. However, how can I add a weapon to said combo? (for example, I want the player to use the skl_10 graphic when using a skill. I'd also like to use skl_10_wpn_1 overlaid on top of it)

Also, the thing I assume was a bug was the issue getting a random value into the script. I have a attacks a random number of times in quick succession. The only way to get the script to treat the random number generated by the rand function is to use a script call to assign a random value to a game variable ($game_variables[27] = rand(18)), then checking the game variable in a condition. I feel that I should be able to do the following instead

Condition: Script Variable rand(18) == Constant Variable 17

or at least assign a combo variable a random value in this manner

Variable: Combo Variable 1 = Script Variable rand(18)

(before you ask, yes I'm using the config program to make my combos, lol)

-edit

also, when a skill uses a combo, it doesn't seem to actually cost the required SP
Title: Re: [XP] Blizz-ABS
Post by: Moshan on June 25, 2014, 08:44:33 am
 Hello!

I think I've managed to get rid of this:

Quote from: adytza001 on June 11, 2014, 12:58:44 pm
Hello!

I'm not sure if this is a bug...but for me it's something very annoying that I can't get rid of it.

Firstly it happens only with the 2.85+ versions of Blizz-ABS but I can't switch my project to 2.84 because it's not compatible with Custom Resolution.

So...I noticed that when using DIRECT HOTKEYS and I have two or more hotkeys assigned next to each other (consecutively) if I press one of the Arrow Keys it plays an annoying sound like skill not usable or something like that. I've seen that it happens only with the Down Arrow Key when you have two hotkeys assigned consecutively, but when I assign more than 4-5 it happens with every single arrow key. A strange thing is that this issue happens only if you have hotkeys assigned consecutively (if I have skills assigned on hotkeys:2-4-7-9 it won't play the sound).


  Now I can use the Arrow keys to move without having that hotkey sound. I've just replaced this (from 2.84):
Spoiler: ShowHide
#==============================================================================
# module Input
#==============================================================================

module Input
 
  #----------------------------------------------------------------------------
  # Simple ASCII table
  #----------------------------------------------------------------------------
  Key = {'A' => 65, 'B' => 66, 'C' => 67, 'D' => 68, 'E' => 69, 'F' => 70,
         'G' => 71, 'H' => 72, 'I' => 73, 'J' => 74, 'K' => 75, 'L' => 76,
         'M' => 77, 'N' => 78, 'O' => 79, 'P' => 80, 'Q' => 81, 'R' => 82,
         'S' => 83, 'T' => 84, 'U' => 85, 'V' => 86, 'W' => 87, 'X' => 88,
         'Y' => 89, 'Z' => 90,
         '0' => 48, '1' => 49, '2' => 50, '3' => 51, '4' => 52, '5' => 53,
         '6' => 54, '7' => 55, '8' => 56, '9' => 57,
         'NumberPad 0' => 45, 'NumberPad 1' => 35, 'NumberPad 2' => 40,
         'NumberPad 3' => 34, 'NumberPad 4' => 37, 'NumberPad 5' => 12,
         'NumberPad 6' => 39, 'NumberPad 7' => 36, 'NumberPad 8' => 38,
         'NumberPad 9' => 33,
         'F1' => 112, 'F2' => 113, 'F3' => 114, 'F4' => 115, 'F5' => 116,
         'F6' => 117, 'F7' => 118, 'F8' => 119, 'F9' => 120, 'F10' => 121,
         'F11' => 122, 'F12' => 123,
         ';' => 186, '=' => 187, ',' => 188, '-' => 189, '.' => 190, '/' => 220,
         '\\' => 191, '\'' => 222, '[' => 219, ']' => 221, '`' => 192,
         'Backspace' => 8, 'Tab' => 9, 'Enter' => 13, 'Shift' => 16,
         'Left Shift' => 160, 'Right Shift' => 161, 'Left Ctrl' => 162,
         'Right Ctrl' => 163, 'Left Alt' => 164, 'Right Alt' => 165,
         'Ctrl' => 17, 'Alt' => 18, 'Esc' => 27, 'Space' => 32, 'Page Up' => 33,
         'Page Down' => 34, 'End' => 35, 'Home' => 36, 'Insert' => 45,
         'Delete' => 46, 'Arrow Left' => 37, 'Arrow Up' => 38,
         'Arrow Right' => 39, 'Arrow Down' => 40,
         'Mouse Left' => 1, 'Mouse Right' => 2, 'Mouse Middle' => 4,
         'Mouse 4' => 5, 'Mouse 5' => 6}
  # default button configuration
  UP = [Key['Arrow Up']]
  LEFT = [Key['Arrow Left']]
  DOWN = [Key['Arrow Down']]
  RIGHT = [Key['Arrow Right']]
  A = [Key['Shift']]
  B = [Key['Esc'], Key['NumberPad 0'], Key['X']]
  C = [Key['Space'], Key['Enter'], Key['C']]
  X = [Key['A']]
  Y = [Key['S']]
  Z = [Key['D']]
  L = [Key['Q'], Key['Page Down']]
  R = [Key['W'], Key['Page Up']]
  F5 = [Key['F5']]
  F6 = [Key['F6']]
  F7 = [Key['F7']]
  F8 = [Key['F8']]
  F9 = [Key['F9']]
  SHIFT = [Key['Shift']]
  CTRL = [Key['Ctrl']]
  ALT = [Key['Alt']]
  # All keys
  ALL_KEYS = (0...256).to_a
  # Win32 API calls
  GetKeyboardState = Win32API.new('user32','GetKeyboardState', 'P', 'I')
  GetKeyboardLayout = Win32API.new('user32', 'GetKeyboardLayout','L', 'L')
  MapVirtualKeyEx = Win32API.new('user32', 'MapVirtualKeyEx', 'IIL', 'I')
  ToUnicodeEx = Win32API.new('user32', 'ToUnicodeEx', 'LLPPILL', 'L')
  # some other constants
  DOWN_STATE_MASK = 0x80
  DEAD_KEY_MASK = 0x80000000
  # data
  @state = "\0" * 256
  @triggered = Array.new(256, false)
  @pressed = Array.new(256, false)
  @released = Array.new(256, false)
  @repeated = Array.new(256, 0)
  #----------------------------------------------------------------------------
  # update
  #  Updates input.
  #----------------------------------------------------------------------------
  def self.update
    # get current language layout
    @language_layout = GetKeyboardLayout.call(0)
    # get new keyboard state
    GetKeyboardState.call(@state)
    # for each key
    ALL_KEYS.each {|key|
        # if pressed state
        if @state[key] & DOWN_STATE_MASK == DOWN_STATE_MASK
          # not released anymore
          @released[key] = false
          # if not pressed yet
          if !@pressed[key]
            # pressed and triggered
            @pressed[key] = true
            @triggered[key] = true
          else
            # not triggered anymore
            @triggered[key] = false
          end
          # update of repeat counter
          @repeated[key] < 17 ? @repeated[key] += 1 : @repeated[key] = 15
        # not released yet
        elsif !@released[key]
          # if still pressed
          if @pressed[key]
            # not triggered, pressed or repeated, but released
            @triggered[key] = false
            @pressed[key] = false
            @repeated[key] = 0
            @released[key] = true
          end
        else
          # not released anymore
          @released[key] = false
        end}
  end
  #----------------------------------------------------------------------------
  # dir4
  #  4 direction check.
  #----------------------------------------------------------------------------
  def Input.dir4
    return 2 if Input.press?(DOWN)
    return 4 if Input.press?(LEFT)
    return 6 if Input.press?(RIGHT)
    return 8 if Input.press?(UP)
    return 0
  end
  #----------------------------------------------------------------------------
  # dir8
  #  8 direction check.
  #----------------------------------------------------------------------------
  def Input.dir8
    down = Input.press?(DOWN)
    left = Input.press?(LEFT)
    return 1 if down && left
    right = Input.press?(RIGHT)
    return 3 if down && right
    up = Input.press?(UP)
    return 7 if up && left
    return 9 if up && right
    return 2 if down
    return 4 if left
    return 6 if right
    return 8 if up
    return 0
  end
  #----------------------------------------------------------------------------
  # trigger?
  #  Test if key was triggered once.
  #----------------------------------------------------------------------------
  def Input.trigger?(keys)
    keys = [keys] unless keys.is_a?(Array)
    return keys.any? {|key| @triggered[key]}
  end
  #----------------------------------------------------------------------------
  # press?
  #  Test if key is being pressed.
  #----------------------------------------------------------------------------
  def Input.press?(keys)
    keys = [keys] unless keys.is_a?(Array)
    return keys.any? {|key| @pressed[key]}
  end
  #----------------------------------------------------------------------------
  # repeat?
  #  Test if key is being pressed for repeating.
  #----------------------------------------------------------------------------
  def Input.repeat?(keys)
    keys = [keys] unless keys.is_a?(Array)
    return keys.any? {|key| @repeated[key] == 1 || @repeated[key] == 16}
  end
  #----------------------------------------------------------------------------
  # release?
  #  Test if key was released.
  #----------------------------------------------------------------------------
  def Input.release?(keys)
    keys = [keys] unless keys.is_a?(Array)
    return keys.any? {|key| @released[key]}
  end
  #----------------------------------------------------------------------------
  # get_character
  #  vk - virtual key
  #  Gets the character from keyboard input using the input locale identifier
  #  (formerly called keyboard layout handles).
  #----------------------------------------------------------------------------
  def self.get_character(vk)
    # get corresponding character from virtual key
    c = MapVirtualKeyEx.call(vk, 2, @language_layout)
    # stop if character is non-printable and not a dead key
    return '' if c < 32 && (c & DEAD_KEY_MASK != DEAD_KEY_MASK)
    # get scan code
    vsc = MapVirtualKeyEx.call(vk, 0, @language_layout)
    # result string is never longer than 2 bytes (Unicode)
    result = "\0" * 2
    # get input string from Win32 API
    length = ToUnicodeEx.call(vk, vsc, @state, result, 2, 0, @language_layout)
    return (length == 0 ? '' : result)
  end
  #----------------------------------------------------------------------------
  # get_input_string
  #  Gets the string that was entered using the keyboard over the input locale
  #  identifier (formerly called keyboard layout handles).
  #----------------------------------------------------------------------------
  def self.get_input_string
    result = ''
    # check every key
    ALL_KEYS.each {|key|
        # if repeated
        if self.repeat?(key)
          # get character from keyboard state
          c = self.get_character(key)
          # add character if there is a character
          result += c if c != ''
        end}
    # empty if result is empty
    return '' if result == ''
    # convert string from Unicode to UTF-8
    return self.unicode_to_utf8(result)
  end
  #----------------------------------------------------------------------------
  # get_input_string
  #  string - string in Unicode format
  #  Converts a string from Unicode format to UTF-8 format as RGSS does not
  #  support Unicode.
  #----------------------------------------------------------------------------
  def self.unicode_to_utf8(string)
    result = ''
    string.unpack('S*').each {|c|
        # characters under 0x80 are 1 byte characters
        if c < 0x0080
          result += c.chr
        # other characters under 0x800 are 2 byte characters
        elsif c < 0x0800
          result += (0xC0 | (c >> 6)).chr
          result += (0x80 | (c & 0x3F)).chr
        # the rest are 3 byte characters
        else
          result += (0xE0 | (c >> 12)).chr
          result += (0x80 | ((c >> 12) & 0x3F)).chr
          result += (0x80 | (c & 0x3F)).chr
        end}
    return result
  end
 
end


with this piece of code from 2.85 (or 2.86)

Spoiler: ShowHide
#==============================================================================
# module Input
#==============================================================================

module Input
 
  #----------------------------------------------------------------------------
  # Simple ASCII table
  #----------------------------------------------------------------------------
  Key = {'A' => 65, 'B' => 66, 'C' => 67, 'D' => 68, 'E' => 69, 'F' => 70,
         'G' => 71, 'H' => 72, 'I' => 73, 'J' => 74, 'K' => 75, 'L' => 76,
         'M' => 77, 'N' => 78, 'O' => 79, 'P' => 80, 'Q' => 81, 'R' => 82,
         'S' => 83, 'T' => 84, 'U' => 85, 'V' => 86, 'W' => 87, 'X' => 88,
         'Y' => 89, 'Z' => 90,
         '0' => 48, '1' => 49, '2' => 50, '3' => 51, '4' => 52, '5' => 53,
         '6' => 54, '7' => 55, '8' => 56, '9' => 57,
         'NumberPad 0' => 45, 'NumberPad 1' => 35, 'NumberPad 2' => 40,
         'NumberPad 3' => 34, 'NumberPad 4' => 37, 'NumberPad 5' => 12,
         'NumberPad 6' => 39, 'NumberPad 7' => 36, 'NumberPad 8' => 38,
         'NumberPad 9' => 33,
         'F1' => 112, 'F2' => 113, 'F3' => 114, 'F4' => 115, 'F5' => 116,
         'F6' => 117, 'F7' => 118, 'F8' => 119, 'F9' => 120, 'F10' => 121,
         'F11' => 122, 'F12' => 123,
         ';' => 186, '=' => 187, ',' => 188, '-' => 189, '.' => 190, '/' => 220,
         '\\' => 191, '\'' => 222, '[' => 219, ']' => 221, '`' => 192,
         'Backspace' => 8, 'Tab' => 9, 'Enter' => 13, 'Shift' => 16,
         'Left Shift' => 160, 'Right Shift' => 161, 'Left Ctrl' => 162,
         'Right Ctrl' => 163, 'Left Alt' => 164, 'Right Alt' => 165,
         'Ctrl' => 17, 'Alt' => 18, 'Esc' => 27, 'Space' => 32, 'Page Up' => 33,
         'Page Down' => 34, 'End' => 35, 'Home' => 36, 'Insert' => 45,
         'Delete' => 46, 'Arrow Left' => 37, 'Arrow Up' => 38,
         'Arrow Right' => 39, 'Arrow Down' => 40,
         'Mouse Left' => 1, 'Mouse Right' => 2, 'Mouse Middle' => 4,
         'Mouse 4' => 5, 'Mouse 5' => 6}
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  UP = [Key['Arrow Up']]
  LEFT = [Key['Arrow Left']]
  DOWN = [Key['Arrow Down']]
  RIGHT = [Key['Arrow Right']]
  A = [Key['Shift']]
  B = [Key['Esc']]
  C = [Key['Enter']]
  X = []
  Y = []
  Z = []
  L = [Key['Page Down']]
  R = [Key['Page Up']]
  F5 = [Key['F5']]
  F6 = [Key['F6']]
  F7 = [Key['F7']]
  F8 = [Key['F8']]
  F9 = [Key['F9']]
  SHIFT = [Key['Shift']]
  CTRL = [Key['Ctrl']]
  ALT = [Key['Alt']]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  # All keys
  KEY_COUNT = 256
  ALL_KEYS = (0...KEY_COUNT).to_a
  # Win32 API calls
  GetKeyboardState = Win32API.new('user32', 'GetKeyboardState', 'P', 'I')
  GetKeyboardLayout = Win32API.new('user32', 'GetKeyboardLayout', 'L', 'L')
  MapVirtualKeyEx = Win32API.new('user32', 'MapVirtualKeyEx', 'IIL', 'I')
  ToUnicodeEx = Win32API.new('user32', 'ToUnicodeEx', 'LLPPILL', 'L')
  # some other constants
  DOWN_STATE_MASK = 0x80
  DEAD_KEY_MASK = 0x80000000
  # data
  @state = "\0" * KEY_COUNT
  @triggered = Array.new(KEY_COUNT, false)
  @pressed = Array.new(KEY_COUNT, false)
  @released = Array.new(KEY_COUNT, false)
  @repeatedKey = -1
  @repeatedCount = 0
  #----------------------------------------------------------------------------
  # update
  #  Updates input.
  #----------------------------------------------------------------------------
  def self.update
    # get current language layout
    @language_layout = GetKeyboardLayout.call(0)
    # get new keyboard state
    GetKeyboardState.call(@state)
    # this special code is used because Ruby 1.9.x does not return a char
    # when using String#[] but another String
    key = 0
    @state.each_byte {|byte|
        # if pressed state
        if (byte & DOWN_STATE_MASK) == DOWN_STATE_MASK
          # not released anymore
          @released[key] = false
          # if not pressed yet
          if !@pressed[key]
            # pressed and triggered
            @pressed[key] = true
            @triggered[key] = true
            @repeatedKey = key
            @repeatedCount = 0
          else
            # not triggered anymore
            @triggered[key] = false
          end
          # update of repeat counter
          if key == @repeatedKey
            @repeatedCount < 17 ? @repeatedCount += 1 : @repeatedCount = 15
          end
        # not released yet
        elsif !@released[key]
          # if still pressed
          if @pressed[key]
            # not triggered, pressed or repeated, but released
            @triggered[key] = false
            @pressed[key] = false
            @released[key] = true
            if key == @repeatedKey
              @repeatedKey = -1
              @repeatedCount = 0
            end
          end
        else
          # not released anymore
          @released[key] = false
        end
        key += 1}
  end
  #----------------------------------------------------------------------------
  # dir4
  #  4 direction check.
  #----------------------------------------------------------------------------
  def self.dir4
    return 2 if self.press?(DOWN)
    return 4 if self.press?(LEFT)
    return 6 if self.press?(RIGHT)
    return 8 if self.press?(UP)
    return 0
  end
  #----------------------------------------------------------------------------
  # dir8
  #  8 direction check.
  #----------------------------------------------------------------------------
  def self.dir8
    down = self.press?(DOWN)
    left = self.press?(LEFT)
    return 1 if down && left
    right = self.press?(RIGHT)
    return 3 if down && right
    up = self.press?(UP)
    return 7 if up && left
    return 9 if up && right
    return 2 if down
    return 4 if left
    return 6 if right
    return 8 if up
    return 0
  end
  #----------------------------------------------------------------------------
  # trigger?
  #  Test if key was triggered once.
  #----------------------------------------------------------------------------
  def self.trigger?(keys)
    keys = [keys] if !keys.is_a?(Array)
    return keys.any? {|key| @triggered[key]}
  end
  #----------------------------------------------------------------------------
  # press?
  #  Test if key is being pressed.
  #----------------------------------------------------------------------------
  def self.press?(keys)
    keys = [keys] if !keys.is_a?(Array)
    return keys.any? {|key| @pressed[key]}
  end
  #----------------------------------------------------------------------------
  # repeat?
  #  Test if key is being pressed for repeating.
  #----------------------------------------------------------------------------
  def self.repeat?(keys)
    keys = [keys] if !keys.is_a?(Array)
    return (@repeatedKey >= 0 && keys.include?(@repeatedKey) &&
        (@repeatedCount == 1 || @repeatedCount == 16))
  end
  #----------------------------------------------------------------------------
  # release?
  #  Test if key was released.
  #----------------------------------------------------------------------------
  def self.release?(keys)
    keys = [keys] if !keys.is_a?(Array)
    return keys.any? {|key| @released[key]}
  end
  #----------------------------------------------------------------------------
  # get_character
  #  vk - virtual key
  #  Gets the character from keyboard input using the input locale identifier
  #  (formerly called keyboard layout handles).
  #----------------------------------------------------------------------------
  def self.get_character(vk)
    # get corresponding character from virtual key
    c = MapVirtualKeyEx.call(vk, 2, @language_layout)
    # stop if character is non-printable and not a dead key
    return '' if c < 32 && (c & DEAD_KEY_MASK) != DEAD_KEY_MASK
    # get scan code
    vsc = MapVirtualKeyEx.call(vk, 0, @language_layout)
    # result string is never longer than 4 bytes (Unicode)
    result = "\0" * 4
    # get input string from Win32 API
    length = ToUnicodeEx.call(vk, vsc, @state, result, 4, 0, @language_layout)
    return (length == 0 ? '' : result)
  end
  #----------------------------------------------------------------------------
  # get_input_string
  #  Gets the string that was entered using the keyboard over the input locale
  #  identifier (formerly called keyboard layout handles).
  #----------------------------------------------------------------------------
  def self.get_input_string
    result = ''
    # check every key
    ALL_KEYS.each {|key|
        # if repeated
        if self.repeat?(key)
          # get character from keyboard state
          c = self.get_character(key)
          # add character if there is a character
          result += c if c != ''
        end}
    # empty if result is empty
    return '' if result == ''
    # convert string from Unicode to UTF-8
    return self.unicode_to_utf8(result)
  end
  #----------------------------------------------------------------------------
  # unicode_to_utf8
  #  string - string in Unicode format
  #  Converts a string from Unicode format to UTF-8 format as RGSS does not
  #  support Unicode.
  #----------------------------------------------------------------------------
  def self.unicode_to_utf8(string)
    result = ''
    # L* format means a bunch of 4-byte wide-chars
    string.unpack('L*').each {|c|
        # characters under 0x80 are 1 byte characters
        if c < 0x0080
          result += c.chr
        # other characters under 0x800 are 2 byte characters
        elsif c < 0x0800
          result += (0xC0 | (c >> 6)).chr
          result += (0x80 | (c & 0x3F)).chr
        # other characters under 0x10000 are 3 byte characters
        elsif c < 0x10000
          result += (0xE0 | (c >> 12)).chr
          result += (0x80 | ((c >> 6) & 0x3F)).chr
          result += (0x80 | (c & 0x3F)).chr
        # other characters under 0x200000 are 4 byte characters
        elsif c < 0x200000
          result += (0xF0 | (c >> 18)).chr
          result += (0x80 | ((c >> 12) & 0x3F)).chr
          result += (0x80 | ((c >> 6) & 0x3F)).chr
          result += (0x80 | (c & 0x3F)).chr
        # other characters under 0x4000000 are 5 byte characters
        elsif c < 0x4000000
          result += (0xF8 | (c >> 24)).chr
          result += (0x80 | ((c >> 18) & 0x3F)).chr
          result += (0x80 | ((c >> 12) & 0x3F)).chr
          result += (0x80 | ((c >> 6) & 0x3F)).chr
          result += (0x80 | (c & 0x3F)).chr
        # other characters under 0x80000000 are 6 byte characters
        elsif c < 0x80000000
          result += (0xFC | (c >> 30)).chr
          result += (0x80 | ((c >> 24) & 0x3F)).chr
          result += (0x80 | ((c >> 18) & 0x3F)).chr
          result += (0x80 | ((c >> 12) & 0x3F)).chr
          result += (0x80 | ((c >> 6) & 0x3F)).chr
          result += (0x80 | (c & 0x3F)).chr
        end}
    return result
  end

end


   For now it works without any problems. I hope someone else will find this useful.
Title: Re: [XP] Blizz-ABS
Post by: finalholylight on June 25, 2014, 09:16:04 am
How can I shot a bullet fly with angle 45, I set player turn "up left" then shot, but the bullet not fly at up left direction.
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on June 25, 2014, 04:53:38 pm
adytza I thought you don't work with 2.84 ... ? Or else maybe you  replaced your 2.85 code with 2.84 ?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on June 25, 2014, 04:56:40 pm
Quote from: finalholylight on June 25, 2014, 09:16:04 am
How can I shot a bullet fly with angle 45, I set player turn "up left" then shot, but the bullet not fly at up left direction.

You can't with the default system. All attacks are bound to 4-direction.
You would have to event it yourself.
Title: Re: [XP] Blizz-ABS
Post by: Moshan on June 25, 2014, 05:57:49 pm
Quote from: Sylphe on June 25, 2014, 04:53:38 pm
adytza I thought you don't work with 2.84 ... ? Or else maybe you  replaced your 2.85 code with 2.84 ?


I've replaced it with 2.84, but I'm using that Input module from 2.85.   :^_^':
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 26, 2014, 02:55:47 am
Hey, I was wondering if there was a way to (in certain situations) not have your allies appear on the map.

When I'm at the hub area, I want to have all the actors in my party (so I can view their stats and equipment and such), but not have them showing up on the map. The reason for this is because in my hub area, you can interact with the party members. I've tried the following code, but it just makes them stop following behind me until I go to a new map.

$game_system.caterpillar_active = false
Title: Re: [XP] Blizz-ABS
Post by: finalholylight on June 27, 2014, 06:34:52 am
Quote from: KK20 on June 25, 2014, 04:56:40 pm
Quote from: finalholylight on June 25, 2014, 09:16:04 am
How can I shot a bullet fly with angle 45, I set player turn "up left" then shot, but the bullet not fly at up left direction.

You can't with the default system. All attacks are bound to 4-direction.
You would have to event it yourself.

thanks, but I still not imagine how to do that by event, and if I can do that, should I create that event in every maps ? , would you mind explain more, please.
Title: Re: [XP] Blizz-ABS
Post by: MarkHest on June 27, 2014, 08:15:29 pm
So, I've been searching for a way to make cutscenes work with this thing. How exactly do you make an event interactable before it becomes an enemy? (It shouldn't even have a health bar)
I've searched through the help files and even tried looking into Arches Goes Into Battle Camp but I can't find a way to do this.

This is for making a cutscene play. Then have the event itself that you talked to become the boss. I also want to do this in the middle of a boss fight. E.g: The boss stops the fight and talks. Then after doing his stuff he will become a boss again but different patterns and same health etc...
Title: Re: [XP] Blizz-ABS
Post by: Zexion on June 27, 2014, 09:22:20 pm
Basically you make a normal event/cutscene and rename the event with a script call.
$game_map.rename_event(Id, 'NAME')
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 27, 2014, 09:53:42 pm
Aye. And to stop the boss mid-fight, have a parallel process checking the boss's health.
When it reaches a certain level (or a certain amount of time has passed or whatever), disable the ABS controls and activate an autorun event to have the boss say whatever it is you want him to say.
Title: Re: [XP] Blizz-ABS
Post by: MarkHest on June 27, 2014, 11:39:16 pm
Oh, thanks a lot! That really helped :)
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on June 28, 2014, 05:08:14 pm
Salut les loups
Well I have a sprite named "sylphe" . If I do a combo with the extension "combo" do I have to name another sprite "sylphe_combo" in order to do the combo ?
And is it possible to assign an animation to a charging skill or attack ?
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 29, 2014, 02:08:52 am
Hey guys! I've found a bug in blizzABS. While battling the game randomly (and I do mean RANDOMLY) crashes.

While I'm fighting, I'll randomly get this error

Spoiler: ShowHide
(http://i58.tinypic.com/f09f87.png)


Not a freaking clue what causes it.

Here's my config

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-ABS by Blizzard and winkio
# Version: 2.84
# Auto-Generated Configuration Script
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                                    PART 1
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Copy-paste this auto-generated script into the script slot instead of Part 1
# of the default Blizz-ABS script.
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# BlizzABS
#------------------------------------------------------------------------------
#  This is the master control, configuration, utility and battle process
#  module for Blizz-ABS.
#==============================================================================

module BlizzABS
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Control
  #----------------------------------------------------------------------------
  #  This module provides in-game control configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Control
   
    CUSTOM_CONTROLS = true
    DISABLE_DEFAULT = true
    UP = "Key['W'], Key['Arrow Up']"
    LEFT = "Key['A'], Key['Arrow Left']"
    DOWN = "Key['S'], Key['Arrow Down']"
    RIGHT = "Key['D'], Key['Arrow Right']"
    PREVPAGE = "Key['Q']"
    NEXTPAGE = "Key['E']"
    CONFIRM = "Key['J'], Key['Enter']"
    CANCEL = "Key['F'], Key['Esc']"
    ATTACK = "Key['K'], Key['L']"
    DEFEND = "Key['Home']"
    SKILL = "Key['O']"
    ITEM = "Key['I']"
    SELECT = "Key['Tab'], Key['R']"
    HUD = "Key['E']"
    HOTKEY = "Key['X']"
    MINIMAP = "Key['C']"
    RUN = "Key['Left Shift']"
    SNEAK = "Key['Left Ctrl']"
    JUMP = "Key['Space']"
    TURN = "Key[';']"
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Config
  #----------------------------------------------------------------------------
  #  This module provides Blizz-ABS configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Config
   
    # 2.1. # Basic Configuration
    MAX_PARTY = 4
    MAX_PETS = 1
    MAX_MONSTERS = 1
    MAX_SUMMONS = 1
    CATERPILLAR = true
    CORPSES = false
    EMPTY_CORPSES = false
    RECOVER_ON_LEVEL_UP = false
    FULL_DEFEND = true
    DIRECT_HOTKEYS = false
    AUTO_GAMEOVER = true
    DROP_AMMO = true
    MENU_COLOR_TINT = 0
    DISABLE_ABS_MODE = 0
    ITEM_DROP = true
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 80, 100)
    GOLD_DROP = ''
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
    DROP_TIME = 30
    EVENT_LOCK = 40
    ANIMATED_IDS = []
   
    # 2.2. # Movement Configuration
    PIXEL_MOVEMENT_RATE = 1
    REPAIR_MOVEMENT = true
    EIGHT_WAY_MOVEMENT = true
    SNEAK_ON_CHARGE = false
    NORMAL_SPEED = 4
    RUN_SPEED = 5
    SNEAK_SPEED = 3
    JUMPING = 2
    NO_JUMP_TAGS = [1]
    ALLOW_JUMP_TAGS = [2]
    NO_FLOOR_TAGS = [3]
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILITY = false
    ABSEAL_AUTOKILL = false
    ABSEAL_FACTOR = 8
    DISABLE_ANTILAG_IDS = [1, 2, 3, 4, 5, 6, 7, 8, 9, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 44, 45, 46, 47, 48]
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = true
    HUD_POSITION = 0
    HUD_TYPE = 0
    MINIMAP = false
    HOTKEYS = false
    ENEMY_HEALTH_BARS = 255
    ENEMY_HEALTH_BARS_MATCH_WIDTH = true
    BOUNCING_DAMAGE = true
    WEAPON_DATA_MODE = [0, 0]
    SKILL_DATA_MODE = [0, 0, 0]
    ITEM_DATA_MODE = [0, 0, 0]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '01100100'
    AI_DELAY_TIME = 40
    VIEW_RANGE = 5
    HEARING_RANGE_RATIO = 40
    RESPAWN_TIME = 5
    WALL_TAGS = [4]
    NO_ENEMY_TAGS = [5]
    EXP_MODE = 1
    KNOCKBACK_MODE = 2
   
    # 2.6. # Animation Configuration
    ANIMATIONS = true
    SMALL_ANIMATIONS = true
    DISPLAY_LEVEL_UP = true
    LEVEL_UP_ANIMATION_ID = 18
    FLEE_ANIMATION_ID = 0
    CALL_HELP_ANIMATION_ID = 0
    DEFEND_ANIMATION_ID = 0
    UNSUMMON_ANIMATION_ID = 0
   
    # 2.7. # Sprite Control Configuration
    A_ACTION_SPRITES = true
    A_WEAPON_SPRITES = true
    A_DEFEND_SPRITES = false
    A_SKILL_SPRITES = true
    A_ITEM_SPRITES = false
    A_IDLE_SPRITES = false
    A_CHARGE_SPRITES = false
    A_CHARGE_WEAPON_SPRITES = false
    A_CHARGE_SKILL_SPRITES = false
    A_CHARGE_ITEM_SPRITES = false
    E_ACTION_SPRITES = false
    E_SKILL_SPRITES = false
    E_IDLE_SPRITES = false
    E_CHARGE_SPRITES = false
    E_CHARGE_SKILL_SPRITES = false
    RUNNING_SPRITES = false
    SNEAKING_SPRITES = false
    JUMPING_SPRITES = false
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Alignments
  #----------------------------------------------------------------------------
  #  This module provides alignment configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Alignments
   
    GROUPS = [1, 2, 3, 4, 5, 6]
    LIFELESS_GROUPS = [4]
    LINKED_GROUPS = [5, 6]
    PERMANENT_GROUPS = [5, 6]
    ACTOR_GROUP = 1
    ENEMY_GROUP = 2
   
    def self.enemies(id)
      case id
      when 1 then return [2]
      when 2 then return [1, 3, 5, 6]
      when 5 then return [2]
      end
      return []
    end
   
    def self.allies(id)
      case id
      when 1 then return [1]
      when 2 then return [2]
      when 5 then return [5, 6]
      when 6 then return [5, 6]
      end
      return []
    end
   
    def self.neutral(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Weapons
  #----------------------------------------------------------------------------
  #  This module provides weapon configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Weapons
   
    def self.type(id)
      case id
      when 12 then return BOW # Quicksilver
      when 13 then return BOW # Liquid Light
      when 14 then return BOW # Silvery Nightmares
      end
      return SWORD
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      case id
      when 12 then return 6 # Quicksilver
      when 13 then return 6 # Liquid Light
      when 14 then return 6 # Silvery Nightmares
      end
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      case id
      when 6 then return 1.0 # Audustorm
      when 7 then return 1.0 # Nocterror
      when 8 then return 1.0 # Dark Nightmare
      when 9 then return 1.8 # Florance
      when 10 then return 1.8 # Flowery Florance
      when 11 then return 1.8 # Florance's Nightmare
      when 12 then return 25.0 # Quicksilver
      when 13 then return 25.0 # Liquid Light
      when 14 then return 25.0 # Silvery Nightmares
      end
      return 1.5
    end
   
    def self.penalty(id)
      case id
      when 1 then return 19 # Blunted Rapier
      when 2 then return 19 # Familiar Rapier
      when 3 then return 19 # Crystal Rapier
      when 4 then return 19 # Augmented Rapier
      when 5 then return 19 # Nightmare Rapier
      when 9 then return 23 # Florance
      when 10 then return 23 # Flowery Florance
      when 11 then return 23 # Florance's Nightmare
      when 12 then return 12 # Quicksilver
      when 13 then return 12 # Liquid Light
      when 14 then return 12 # Silvery Nightmares
      end
      return 16
    end
   
    def self.frames(id)
      case id
      when 1 then return [3, 3, 3, 7] # Blunted Rapier
      when 2 then return [3, 3, 3, 7] # Familiar Rapier
      when 3 then return [3, 3, 3, 7] # Crystal Rapier
      when 4 then return [3, 3, 3, 7] # Augmented Rapier
      when 5 then return [3, 3, 3, 7] # Nightmare Rapier
      when 6 then return [2, 2, 2, 4] # Audustorm
      when 7 then return [2, 2, 2, 4] # Nocterror
      when 8 then return [2, 2, 2, 4] # Dark Nightmare
      when 9 then return [5, 5, 5, 8] # Florance
      when 10 then return [5, 5, 5, 8] # Flowery Florance
      when 11 then return [5, 5, 5, 8] # Florance's Nightmare
      when 12 then return [2, 2, 2, 3] # Quicksilver
      when 13 then return [2, 2, 2, 3] # Liquid Light
      when 14 then return [2, 2, 2, 3] # Silvery Nightmares
      end
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.consume(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Skills
  #----------------------------------------------------------------------------
  #  This module provides skill configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Skills
   
    def self.type(id)
      case id
      when 4 then return [SHOOT, EXPLNone] # Lunge
      when 5 then return [SHOOT, EXPLNone] # Energy Blast
      when 6 then return [SHOOT, EXPLNone] # Energy Blast+
      when 11 then return [SHOOT, EXPLNone] # Lunging Storm
      when 12 then return [SHOOT, EXPLNone] # Crazy Flurry
      when 16 then return [SUMMON, EXPLNone] # Summon Florance
      when 22 then return [SHOOT, EXPLNone] # Triple Slash
      when 23 then return [SHOOT, EXPLNone] # Storm's Edge
      when 24 then return [SHOOT, EXPLNone] # Dash Attack
      when 25 then return [TRAP, EXPLNone] # Poison Trap
      when 26 then return [TRAP, EXPLAny, 2.0, 27] # Explosive Trap
      when 27 then return [TRAP, EXPLAny, 2.0, 53] # Acid Trap
      when 40 then return [SHOOT, EXPLNone] # Soul Shot
      when 41 then return [SHOOT, EXPLNone] # Suicide Shot
      when 42 then return [SHOOT, EXPLNone] # Crazy shot
      when 43 then return [SHOOT, EXPLNone] # Bullet rain
      end
      return [DIRECT, EXPLNone]
    end
   
    def self.combo(id)
      case id
      when 4 then return 6 # Lunge
      when 11 then return 9 # Lunging Storm
      when 12 then return 8 # Crazy Flurry
      when 22 then return 4 # Triple Slash
      when 23 then return 5 # Storm's Edge
      when 24 then return 7 # Dash Attack
      when 42 then return 3 # Crazy shot
      when 43 then return 2 # Bullet rain
      end
      return 0
    end
   
    def self.projectile_speed(id)
      case id
      when 4 then return 6 # Lunge
      when 5 then return 4 # Energy Blast
      when 6 then return 4 # Energy Blast+
      when 11 then return 6 # Lunging Storm
      when 12 then return 6 # Crazy Flurry
      when 22 then return 6 # Triple Slash
      when 23 then return 6 # Storm's Edge
      when 24 then return 6 # Dash Attack
      when 40 then return 6 # Soul Shot
      when 41 then return 6 # Suicide Shot
      when 42 then return 6 # Crazy shot
      when 43 then return 6 # Bullet rain
      end
      return 5
    end
   
    def self.knockback(id)
      case id
      when 25 then return 5 # Poison Trap
      when 93 then return 0
      end
      return 1
    end
   
    def self.range(id)
      case id
      when 4 then return 0.1 # Lunge
      when 5 then return 25.0 # Energy Blast
      when 6 then return 25.0 # Energy Blast+
      when 7 then return 5.0 # Tendrils
      when 8 then return 5.0 # Crush
      when 9 then return 6.0 # Refresh
      when 10 then return 6.0 # Cure
      when 11 then return 0.1 # Lunging Storm
      when 12 then return 0.1 # Crazy Flurry
      when 13 then return 3.5 # Power Quake
      when 15 then return 6.0 # Suicide Crush
      when 16 then return 0.1 # Summon Florance
      when 22 then return 0.1 # Triple Slash
      when 23 then return 0.1 # Storm's Edge
      when 24 then return 0.1 # Dash Attack
      when 25 then return 3.0 # Poison Trap
      when 40 then return 25.0 # Soul Shot
      when 41 then return 25.0 # Suicide Shot
      when 42 then return 0.1 # Crazy shot
      when 43 then return 0.1 # Bullet rain
      when 76 then return 3.5 # Tremor
      when 77 then return 3.5 # Earthquake
      when 78 then return 6.0 # Disrupt
      when 79 then return 6.0 # Halt
      when 93 then return 5.5
      end
      return 1.0
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      case id
      when 4 then return [0, 0, 0, 0] # Lunge
      when 11 then return [0, 0, 0, 0] # Lunging Storm
      when 12 then return [0, 0, 0, 0] # Crazy Flurry
      when 13 then return [0, 0, 0, 0] # Power Quake
      when 22 then return [0, 0, 0, 0] # Triple Slash
      when 23 then return [0, 0, 0, 0] # Storm's Edge
      when 24 then return [0, 0, 0, 0] # Dash Attack
      when 40 then return [2, 2, 2, 6] # Soul Shot
      when 42 then return [0, 0, 0, 0] # Crazy shot
      when 43 then return [0, 0, 0, 0] # Bullet rain
      when 76 then return [0, 0, 0, 0] # Tremor
      when 77 then return [0, 0, 0, 0] # Earthquake
      end
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      case id
      when 40 then return [CHARGEFreeze, 10] # Soul Shot
      end
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      case id
      when 25 then return 400 # Poison Trap
      when 26 then return 400 # Explosive Trap
      when 27 then return 400 # Acid Trap
      end
      return 10
    end
   
    def self.summon(id)
      case id
      when 16 then return [SUMMONMonster, 4, 10] # Summon Florance : Ember
      end
      return [SUMMONPet, 0, 0]
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Items
  #----------------------------------------------------------------------------
  #  This module provides item configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Items
   
    def self.type(id)
      return [DIRECT, EXPLNone]
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      case id
      when 1 then return 0 # Juice
      when 2 then return 0 # Dew
      when 3 then return 0 # Juicy Dew
      when 4 then return 0 # Fancy Juice
      when 5 then return 0 # Pure Dew
      when 6 then return 0 # Ambrosia
      when 7 then return 0 # Tonic
      when 8 then return 0 # Antidote
      when 9 then return 0 # Smelling Salts
      when 10 then return 0 # Miracle cure
      end
      return 1
    end
   
    def self.range(id)
      case id
      when 7 then return 3.5 # Tonic
      when 9 then return 3.5 # Smelling Salts
      end
      return 5.5
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONPet, 0, 0]
    end
   
    def self.drop_sprite(id)
      return false
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Enemies
  #----------------------------------------------------------------------------
  #  This module provides enemy configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Enemies
   
    def self.type(id)
      return SWORD
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.delay(id)
      return nil
    end
   
    def self.perception(id)
      return nil
    end
   
    def self.ai(id)
      case id
      when 5 then return '01111000' # Messenger
      when 7 then return '01111100' # Elder Messenger
      when 9 then return '01111101' # Elder Messenger
      end
      return nil
    end
   
    def self.destruct(id)
      return 0
    end
   
    def self.respawn(id)
      return 0
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Combos
  #----------------------------------------------------------------------------
  #  This module provides combo configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Combos
   
    def self.total_actions(com)
      case com.id
      when 3 then return 3 # Random Gun Shot
      when 8 then return 3 # Crazy Flurry
      end
      return 1
    end
   
    def self.commands(com)
      case com.id
      when 2 #Rapid Gun Shot
        case com.aid
        when 1 #Shot 1
          return [[COMSkill, 43],
                  [COMAttack],
                  [COMWait, 6],
                  [COMAttack],
                  [COMWait, 6],
                  [COMAttack],
                  [COMWait, 6],
                  [COMAttack],
                  [COMWait, 6],
                  [COMAttack],
                  [COMWait, 6],
                  [COMAttack],
                  [COMWait, 6],
                  [COMAttack]]
        end
      when 3 #Random Gun Shot
        case com.aid
        when 1 #Initial
          return [[COMSkill, 42],
                  [COMAttack],
                  [COMWait, 10],
                  [COMGoTo, 2]]
        when 2 #Decide
          return [[COMScript, '$game_variables[27] = rand(10)'],
                  [COMCondition, VARGame, 27, '==', VARConstant, 9],
                  [COMAbort],
                  [COMGoTo, 3]]
        when 3 #Shoot
          return [[COMTurn, DIRRandom4],
                  [COMWait, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMGoTo, 2]]
        end
      when 4 #Triple Slash Skill(Fast)
        case com.aid
        when 1 #Action 1
          return [[COMSkill, 22],
                  [COMCharacter, CHFix, true],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMMove, DIRForward, 2],
                  [COMCharacter, CHFix, false]]
        end
      when 5 #Rapid Slash Skill
        case com.aid
        when 1 #Action 1
          return [[COMSkill, 23],
                  [COMCharacter, CHFix, true],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMCharacter, CHFix, false]]
        end
      when 6 #Lunge
        case com.aid
        when 1 #Action 1
          return [[COMSkill, 4],
                  [COMJump, DIRForward, 3],
                  [COMWait, 5],
                  [COMAttack],
                  [COMWait, 10],
                  [COMAttack],
                  [COMWait, 15]]
        end
      when 7 #Knife Dash Attack
        case com.aid
        when 1 #Action 1
          return [[COMSkill, 24],
                  [COMJump, DIRForward, 3],
                  [COMAttack],
                  [COMWait, 8],
                  [COMAttack],
                  [COMWait, 18],
                  [COMAttack],
                  [COMJump, DIRBackward, 2],
                  [COMWait, 18]]
        end
      when 8 #Crazy Flurry
        case com.aid
        when 1 #Initial
          return [[COMSkill, 12],
                  [COMJump, DIRForward, 1],
                  [COMWait, 5],
                  [COMAttack],
                  [COMWait, 10],
                  [COMGoTo, 2]]
        when 2 #Decide
          return [[COMScript, '$game_variables[27] = rand(10)'],
                  [COMCondition, VARGame, 27, '==', VARConstant, 9],
                  [COMAbort],
                  [COMGoTo, 3]]
        when 3 #Attack
          return [[COMTurn, DIRRandom4],
                  [COMJump, DIRForward, 1],
                  [COMWait, 5],
                  [COMAttack],
                  [COMWait, 10],
                  [COMGoTo, 2]]
        end
      when 9 #Lunging Storm
        case com.aid
        when 1 #Action 1
          return [[COMSkill, 11],
                  [COMJump, DIRForward, 3],
                  [COMWait, 5],
                  [COMAttack],
                  [COMWait, 10],
                  [COMAttack],
                  [COMWait, 10],
                  [COMAttack],
                  [COMJump, DIRBackward, 3],
                  [COMWait, 20],
                  [COMJump, DIRForward, 3],
                  [COMWait, 5],
                  [COMAttack],
                  [COMWait, 10],
                  [COMAttack],
                  [COMWait, 10],
                  [COMAttack],
                  [COMWait, 20]]
        end
      end
      return []
    end
   
    def self.anim_data(com)
      case com.id
      when 2 #Rapid Gun Shot
        case com.aid
          when 1 then return [1, [3, 3, 3, 3], '', false] #Shot 1
        end
      end
      return [0, [3, 3, 3, 3], '', false]
    end
   
  end
 
end


This is a pretty baffling thing to have happen :/ I don't know why blizzABS is so buggy for me lately. I never used to have trouble with this script.

@Sylphe, the combo system doesn't quite work like that I don't think. It's a bit like defining an event page to be called instead of the default handling.

As for an animation for charging skills, I'm pretty sure you can. There should be a box in Animations & Sprite control you can check for that.
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on June 29, 2014, 07:25:14 am
lol yes the combo system is very difficult to assimilate. I have a combo which would do 2 attacks, then jump, turn backward and 2 attacks again. It only does 1 attack and jumping ._.
Also for the charging thing, there is no option allowing that in the config :S but it's nothing I'll see to do a skilling character.

EDIT :  OK for the combo I just had to add some "wait" instructions in the middle of the combo and the whole thing is performed^^

Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 29, 2014, 11:18:03 am
Yup :3 I actually have a few skills like the one you're describing, the jumping with multiple attacks. I just wish we could define custom damage for them rather than it being based on weapon damage. (as far as I can tell, when you call "attack" in the combo, the damage is calculated like any other attack rather than using the skill's data)
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on June 29, 2014, 11:25:25 am
yes XD it is possible but... VERY MANUALLY !
I explain : When you do your combo attacks, before performing the attack you do something like this :
$weapon = $equipped_weapon_ id
actor.unequip( equipped_weapon_id)
actor.equip( WEAK/STRONG WEAPON id)

Then you attack , and in the end :
$actor.unequip(WEAK/STRONG WEAPON id)
$actor.equip ( $weapon)

(Of course I didn't tell you the right methods because I don't have them under the eyes but you see what I mean right ? Lool )
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 29, 2014, 12:56:40 pm
It'd be faster just to alter the weapon's attack in data weapons, then set it back ($data_weapons[$game_actors[actor_id.weapon]].atk  += 10, $data_weapons[$game_actors[actor_id.weapon]].atk  -= 10). But this way, only one actor can use the skill. So it doesn't do quite what I'd want it to :P
Title: Re: [XP] Blizz-ABS
Post by: MarkHest on June 29, 2014, 05:56:40 pm
To add to my first question:
How do I store and enemys HP in an Variable then? I will need to use a parallel process that checks the variable, right?
Title: Re: [XP] Blizz-ABS
Post by: Zexion on June 29, 2014, 06:50:06 pm
Yes parallel process.
$game_variables[#] = $BlizzABS.get_enemy(event_id).hp
Title: Re: [XP] Blizz-ABS
Post by: R5GAMER on July 01, 2014, 04:35:21 pm
It is possible to change the width of the bar hp? in ABS-Blizz! Because I managed has changed the length! ^^
Title: Re: [XP] Blizz-ABS
Post by: edwardthefma on July 01, 2014, 04:36:06 pm
im getting this error

---------------------------
Project1
---------------------------
Script 'Blizz2' line 5622: NameError occurred.

uninitialized constant BlizzABS::Config
---------------------------
OK  
---------------------------
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on July 01, 2014, 04:45:41 pm
You need to copy all three parts of blizzABS (in order) into your project. Make sure to generate a config script with the config program. You'll have better results that way :P

use this as a reference

http://forum.chaos-project.com/index.php/topic,23.0.html
Title: Re: [XP] Blizz-ABS
Post by: edwardthefma on July 01, 2014, 04:51:11 pm
did that  allredy i have used older versions of this script before
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on July 01, 2014, 04:56:07 pm
What other scripts are you using?
Title: Re: [XP] Blizz-ABS
Post by: edwardthefma on July 01, 2014, 04:59:38 pm
nothing its a new project with a blank slate
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on July 01, 2014, 05:00:44 pm
Then I'd try deleting the Blizz-ABS scripts, and reinserting them. If that doesn't work, send me a screenshot of your scripts.
Title: Re: [XP] Blizz-ABS
Post by: edwardthefma on July 01, 2014, 05:02:39 pm
ill make my project downloadable for you how about that :)

EDIT:
sent https://www.dropbox.com/s/9pjerzl5ght7mz9/Project1.rar
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on July 01, 2014, 05:19:51 pm
I see what you did thar :P

You've got them in backwards.

You have it as

BlizzABS part 3
BlizzABS part 2
BlizzABS part 1
main

it should be

BlizzABS part 1
BlizzABS part 2
BlizzABS part 3
Title: Re: [XP] Blizz-ABS
Post by: R5GAMER on July 01, 2014, 06:16:08 pm
Quote from: R5GAMER on July 01, 2014, 04:35:21 pm
It is possible to change the width of the bar hp? in ABS-Blizz! Because I managed has changed the length! ^^


And for me lol :p
Title: Re: [XP] Blizz-ABS
Post by: heman on July 08, 2014, 05:40:56 am
Hi,

I'm trying to find a way to count the number of times a skill hits an enemy, or better yet just count the number of times an enemy was hit during a certain time period.

To be more specific, I'm using the rapid fire script and i want it to count the number of time the skill hit an enemy (or enemies) and if i hit the enemy 10 times while the skill was active then it will deal an additional attack. if possible I'd also like to save the number of hits as a variable.





Title: Re: [XP] Blizz-ABS
Post by: legacyblade on July 08, 2014, 03:25:18 pm
With how the system works, you'd have to do a bit of work to get that up and running.

First, every enemy you want this to work on would have to have it's event page trigger set to being hit with that skill. Then you have their event page add to a variable. Then in the combo system, at the end of the skill's combo, you check if whatever variable you've had the enemy event pages setting is 10 or greater. Then you have it do whatever you'd like it do in the event the skill hit ten times.
Title: Re: [XP] Blizz-ABS
Post by: heman on July 09, 2014, 03:06:44 am
Quote from: legacyblade on July 08, 2014, 03:25:18 pm
With how the system works, you'd have to do a bit of work to get that up and running.

First, every enemy you want this to work on would have to have it's event page trigger set to being hit with that skill. Then you have their event page add to a variable. Then in the combo system, at the end of the skill's combo, you check if whatever variable you've had the enemy event pages setting is 10 or greater. Then you have it do whatever you'd like it do in the event the skill hit ten times.


yea i realize that but how do i trigger an event whenever an enemy is hit? i can't think of any way to detect if the enemy was hit or not.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 09, 2014, 03:16:32 am
@^

http://forum.chaos-project.com/index.php/topic,12230.0.html
You should also check the manual because it explains how to do that already.
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on July 13, 2014, 11:34:28 am
hey I didn't found... How to check which battler I'm controlling on the map ?
I only can check if a battler is in the party or not but I don't know if I'm controlling him (I don't use caterpillar)
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 14, 2014, 12:25:12 am
$game_player.battler
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on July 23, 2014, 07:13:53 pm
Ok thank you =) and also, I'm searching for making the 'swimming' script that is very good compatible with BlizzABS.
I think there is a problem with this small method :


def change_water_passable(passage=0)
   
    @water = []
    (0...$game_map.width).each {|x|
      (0...$game_map.height).each {|y|
        [2, 1, 0].each {|i|
           id = $game_map.data[x, y, i]
           @water << id if $game_map.terrain_tags[id] == Swim_Config::WATER_TERRAIN
    }}}
    # This code will get all the possible tile id with
    # water terrain tags
    @water.each {|i|  $game_map.passages[i] = passage  }
    # then this code will change all the water passages
  end


Because when I press Enter before a water_terrain (with the right tag), the tile does not become passable, so my character can't move on.

I also Have a problem when changing the sprite... How to change my character sprite ? Lol it uses this piece of code :


swim_graphic = player.character_name + Swim_Config::SWIM_EXTENSION 
  $game_player.character_name = swim_graphic
    player.set_graphic(swim_graphic, player.character_hue, player.battler_name, player.battler_hue)
         


I don't know why but my character doesn't get his graphics changed at all when performed :/
        (however I show a small window whith my character displayed on it and the character on the window IS changed properly O_O - my window uses
 
draw_actor_graphic(actor, 20, 60)

)
Well I searched in BlizzABS some key words like 'passages', 'map', 'characters' but no clue how to simply change the graphics in another script
Title: Re: [XP] Blizz-ABS
Post by: Epherex on August 17, 2014, 12:50:28 am
Hey, I'm pretty sure this bug has already been mentioned here, but I have no time to read all the pages inside this topic.
I have Blizz-ABS 2.86 with Direct Hotkeys on, and if something is stored to the hotkey 2 and I press arrow down, it activates.
Help me please? xD
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 17, 2014, 01:37:01 am
Can you try this: http://forum.chaos-project.com/index.php/topic,106.msg186153/topicseen.html#msg186153
Title: Re: [XP] Blizz-ABS
Post by: Epherex on August 17, 2014, 03:17:54 pm
Quote from: KK20 on August 17, 2014, 01:37:01 am
Can you try this: http://forum.chaos-project.com/index.php/topic,106.msg186153/topicseen.html#msg186153


Thanks! Sorry, had no time to look for it in this topic.
Title: Re: [XP] Blizz-ABS
Post by: Metaron on August 24, 2014, 10:34:36 am
Hi, is there anyway to remove all active summons at once from the map for cut scene purposes?  :)
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on September 10, 2014, 03:02:17 pm
Ooookay... I have a question :
I "once" had an addon for the Blizz ABS (Which was pretty bugged at the time I had it)
Which showed info for "all your party members" on screen in the upper left corner, like current HP/Mana etc...

Can someone please post me a link to that script and / or how I could make a "custom" interface for my needs?

like, the "selected" chara info on top and the "other" party members on bottom line, like this :

(http://picload.org/image/cgwoldg/examplee.jpg)

Very thankful for any help! :3
Title: Re: [XP] Blizz-ABS
Post by: KK20 on September 12, 2014, 01:37:49 am
Landith's (http://forum.chaos-project.com/index.php/topic,3691.0.html) and  winkio's (http://forum.chaos-project.com/index.php/topic,2206.0.html) HUDs provide party member stats. They're not formatted in the way you seem to want them though, but it shouldn't be terribly difficult to make/edit.
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on September 12, 2014, 12:11:33 pm
Quote from: KK20 on September 12, 2014, 01:37:49 am
Landith's (http://forum.chaos-project.com/index.php/topic,3691.0.html) and  winkio's (http://forum.chaos-project.com/index.php/topic,2206.0.html) HUDs provide party member stats. They're not formatted in the way you seem to want them though, but it shouldn't be terribly difficult to make/edit.


Yay, that "Winkio's Blizz-ABS Party HUD" works awesome so far, but... im getting an error when I try to call the map with "C" ... well, is there a way to fix that or do I have to live with it and just have to "disable" the map?
(Which makes the game a bit more fun somehow... :D)
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on September 21, 2014, 08:40:02 am
OK, now im looking for something that will work with the blizz ABS...
(And a guide on how to maybe)

What I'm looking for :

- Multiple item drops from enemys (I tried Tons of Add-ons, didn't work for me...)
- A working "Shadow" script which works with the Blizz-ABS (the ones I used so far became all error with Blizz-ABS)
- a script / script call that makes an event execute an attack/skill like, trigger -> script call, event uses a skill in the direction it's facing(couldn't figure that out myself...)

Thanks in advance!
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 21, 2014, 03:03:51 pm
For the first point, I know that multi-drop worked at one point in the past because I was using it, I would test it thoroughly and make sure that it doesn't work now.

No idea about the second point, and I would recommend against it anyways, because Blizz-ABS is already processor intensive, so shadows are probably going to cause even more lag.

To do the third point, you should look at section 4.4.3. Forced Actions in the Blizz-ABS manual.
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on September 21, 2014, 06:19:16 pm
OK, it's working now, thx! sad that shadows wont work...
Title: Re: [XP] Blizz-ABS
Post by: Flamewish on September 23, 2014, 10:37:14 am
Hey everyone,
I just found the Blizz-Abs and wanted to try it out.
It works fine so far but I can't seem to use Common Events anymore.

The moment a switch turns ON that should activate a Common Event it
crashes and this Error pops up:
Quote
Script 'Blizz Abs P02' line 8098: NoMethodError occurred.
undefined method 'trigger' for nil:NilClass


I can still call them with other Events or Items.
Only Parallel Process and Autorun doesn't work anymore.

Is it normal/planned that this happens or is something bugged there?
Sadly I dont have enough knowledge of ruby to see what the problem is there.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on September 23, 2014, 01:40:09 pm
http://forum.chaos-project.com/index.php/topic,106.msg183291.html#msg183291
Title: Re: [XP] Blizz-ABS
Post by: Flamewish on September 23, 2014, 02:59:38 pm
Ah Ok. :D

It's working now~
I've searched for a while but never found that post. ^^"
So, Thank you :3
Title: Re: [XP] Blizz-ABS
Post by: Zexion on September 23, 2014, 03:04:16 pm
Yeah should update the main code, or post it in the bugs thread because good shet gets burried xD
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on September 29, 2014, 06:23:31 pm
OK, one question that "would work" but isn't or wasn't metioned before (maybe?)

Since the Blizz-ABS uses events for projectiles...
and events "can move diagonal" in some kind...
wouldn't it be possible to make a shot type that goes that direction or would it cause to much lag?

(Also, im releasing a Demo of my Game soon... where can I post it here to promote it maybe?)
Title: Re: [XP] Blizz-ABS
Post by: KK20 on September 29, 2014, 06:49:03 pm
While there could be a way to implement a diagonal projectile in code, it would require breaking the original system's conventions. For example, there is no variable for facing diagonally; while you can allow 8 direction movement, the character can only face one of four directions. There are probably more reasons, but this is the biggest.

All new projects are to be posted in the New Projects (http://forum.chaos-project.com/index.php/board,14.0.html) board.
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 29, 2014, 07:20:39 pm
Well actually, you can have the character facing 8 directions quite easily.  The real problem is adding in double the amount of graphics so that the player knows if they are facing diagonally or not.  It's not really impossible, it's just a lot of work and much lower priority than most of the other features of Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: whitespirits on September 30, 2014, 10:06:33 am
Ok guys so i have been working with weapons today, im having a problem with the fact blizz abs projects weapon animations way in front of the character, I have configured my weapons to appear perfectly on the characters, can i turn this feature off?
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on October 03, 2014, 08:24:35 am
Im getting an error with Tons of Addons

(http://picload.org/image/cdgwwag/thiserror.jpg)

the error occures when I press F12 to reset the game even happens on title screen)
any way to fix this?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 03, 2014, 01:30:34 pm
There are a lot of scripts out there that fix the F12 problem (has something to do with reloading the scripts and doubling aliases thereby causing infinite loops which leads to stack level too deep). You can find one in the script database here.

Also, this is the BlizzABS board, not Tons :P
Title: Re: [XP] Blizz-ABS
Post by: Benroyjam on October 04, 2014, 09:21:45 pm
I've downloaded this ABS. I am getting issues. they work fine but user manual is confusing me. It keeps saying "Navigation to the webpage was canceled"

What can I do?
Title: Re: [XP] Blizz-ABS
Post by: finalholylight on October 05, 2014, 02:57:58 am
Hello, can anyone teach me how to make a skill by eventing ? please
I want to make a skill that shot bullets fly with angle 45, I used "Event Creation" to create a bullet and "set move route" for that bullet, yeah it moved right, but the problem is how to let that bullet deal damage and disappeared when it hits target or disappeared when bullet hits obstacle ?
Title: Re: [XP] Blizz-ABS
Post by: Obsidian_Ocelot on October 16, 2014, 09:32:47 pm
Greetings everyone, I've recently resumed working with RPGxp and Blizz-ABS after a long downtime period.

Today I've encountered an issue when calling Common Events with condition triggers, I get this error:

Script 'Blizz ABS part2' line 8097: NoMethodError occurred.
undefined method 'trigger' for nil:NilClass

The Script line is as such:
   if $game_map.events[event_id].trigger > 4
      $game_map.events[event_id].clear_starting
      $game_map.events[event_id].lock
    end

I tried experimenting with removing the if statement, but that will cause Enemy sprites to freeze the game on death if they have any actions on death eg.varible +1, switch ect.

Any help with this would be amazing, glad to see the forum is still active after so many years. Big Hugs!
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 16, 2014, 10:08:09 pm
The same question has been asked on this page. Scroll up :P
Title: Re: [XP] Blizz-ABS
Post by: Obsidian_Ocelot on October 16, 2014, 10:29:41 pm
Brilliant! Thanks so much for the heads up,!
Sorry for my lazy scrolling, I have been working pretty diligently trying to get some events working before work.
Thanks again.
Title: Re: [XP] Blizz-ABS
Post by: fjshrr5 on October 19, 2014, 02:51:15 am
Is Blizz-ABS compatible with the fantasy resource pack?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 19, 2014, 03:06:32 am
There's no way a script is made incompatible depending on what graphics your game uses.
Title: Re: [XP] Blizz-ABS
Post by: fjshrr5 on October 19, 2014, 03:51:35 am
Oh, Sweet deal. thanks for the response bud.
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 24, 2014, 11:59:12 pm
Just updated to v2.87 to fix the event crashing bug (http://forum.chaos-project.com/index.php/topic,106.msg183291.html#msg183291)
Title: Re: [XP] Blizz-ABS
Post by: MindOnFire on November 09, 2014, 03:42:05 pm
Basic question that I'm sure has been asked before, but is there a simple way to produce a side-scrolling game using RPG Maker XP in conjunction with Blizz ABS? I'm just curious if it's conceptually possible to create something like a side-scrolling action platformer using RPG elements and this engine.

I don't really have free time anymore; I work 6 days a week and write a lot of music and stuff in my fleeting off time. I'm just milling over a simple concept in my head that I'd like to pursue in the future. :) So no rush on the answer.
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on November 10, 2014, 04:39:51 pm
Hey all! Im here with a new question! :3

What can I do to make objects on the map "block" shots, so that they don't go through walls?

Would be most important for homing shots, so that the player can move behind an object and the shot just, gets blocked by a wall?

Because having some Boss "hurling" shots at you and well.. they get more and more... once touched by all.. well boom! <.< not so good
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on November 15, 2014, 04:13:05 pm
Quote from: Wolyafa on November 10, 2014, 04:39:51 pm
Hey all! Im here with a new question! :3

What can I do to make objects on the map "block" shots, so that they don't go through walls?

Would be most important for homing shots, so that the player can move behind an object and the shot just, gets blocked by a wall?

Because having some Boss "hurling" shots at you and well.. they get more and more... once touched by all.. well boom! <.< not so good


Still no answer to my question? -.-
Title: Re: [XP] Blizz-ABS
Post by: KK20 on November 15, 2014, 04:40:51 pm
iirc, homing shots ignore walls. Other projectiles, however, should be affected by them. There is a configuration for setting terrain tags as walls.
But having a timer for homing shots has been, definitely, one of the things I'd like to see added.

EDIT: Something you could do for the walls is find this method in part 3

  #----------------------------------------------------------------------------
  # update_projectile
  #  Updates additional projectile behavior.
  #----------------------------------------------------------------------------
  def update_projectile
    # if not moving or out of screen or non-homing projectile hitting a wall
    if !moving? || out_of_screen?(128) ||
        !BlizzABS::REMHomingBase.include?(@type) &&
        BlizzABS::Config::WALL_TAGS.include?(self.terrain_tag)

and change it to

  #----------------------------------------------------------------------------
  # update_projectile
  #  Updates additional projectile behavior.
  #----------------------------------------------------------------------------
  def update_projectile
    # if not moving or out of screen or hitting a wall
    if !moving? || out_of_screen?(128) ||
        BlizzABS::Config::WALL_TAGS.include?(self.terrain_tag)
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on November 16, 2014, 07:59:49 am
Ok, one good thing : homing projectiles are hitting walls now...
But the script has the error that if the wall gets hit by the projectile, the "player" takes damage...

hmm... a timer would definitely be nice
Title: Re: [XP] Blizz-ABS
Post by: Vultrex on November 18, 2014, 09:51:11 pm
Hi! I've been messing with Blizz-abs for a bit and have a couple questions regarding it. I tried looking for my answers a bit, but the search function didnt help, and reading through these massive amounts of pages would take a while..

1. This seems like a really obvious bug, but when I create an enemy using the create event script commmand, and I have it have a death condition, it bugs out randomely executing the death trigger repeatedly every frame until the enemy is "done dieing". I tested this by using the create event command to make an enemy that dies in couple hits, and on death is set to raise variable 10 by 1 point. Normally, it works fine. I check with f9 after each kill (I have them spawning every second, up to 8 at once). But, more often than not, it stops working, and every enemy killed after starts bugging out and does the same thing. I get no errors, and can hear the dieing SE over and over. I've tried with and without a custom death animation, changing the death animation length, and changing the amount of enemies on the screen to no avail. I need this to work because I have a "survival" type arena that needs the variables set to change on enemy death to be precise. I had it working, but I couldnt work around the bug. At one point the variables that are supposed to keep the enemy spawns down went to rediculous amounts, causing enemies to keep spawning EVEN THOUGH I had a parallel process to set it down if it got too high, which means it had executed multiple enemy deaths in a couple frames many times. Is there a way to fix this? Is this a known bug? Do you need more info?

2. Can I have a better explaination on the Combo system? Sometimes not all the commands I am asking for work, and it seems generally unresponsive to me. There must be some trick or something I'm not doing right, especially for enemies.

I'd really appreciate any ideas/input on my first question. It's really bugging me.
Title: Re: [XP] Blizz-ABS
Post by: Wolyafa on November 19, 2014, 10:04:34 am
Quote from: Vultrex on November 18, 2014, 09:51:11 pm
Hi! I've been messing with Blizz-abs for a bit and have a couple questions regarding it. I tried looking for my answers a bit, but the search function didnt help, and reading through these massive amounts of pages would take a while..

1. This seems like a really obvious bug, but when I create an enemy using the create event script commmand, and I have it have a death condition, it bugs out randomely executing the death trigger repeatedly every frame until the enemy is "done dieing". I tested this by using the create event command to make an enemy that dies in couple hits, and on death is set to raise variable 10 by 1 point. Normally, it works fine. I check with f9 after each kill (I have them spawning every second, up to 8 at once). But, more often than not, it stops working, and every enemy killed after starts bugging out and does the same thing. I get no errors, and can hear the dieing SE over and over. I've tried with and without a custom death animation, changing the death animation length, and changing the amount of enemies on the screen to no avail. I need this to work because I have a "survival" type arena that needs the variables set to change on enemy death to be precise. I had it working, but I couldnt work around the bug. At one point the variables that are supposed to keep the enemy spawns down went to rediculous amounts, causing enemies to keep spawning EVEN THOUGH I had a parallel process to set it down if it got too high, which means it had executed multiple enemy deaths in a couple frames many times. Is there a way to fix this? Is this a known bug? Do you need more info?

2. Can I have a better explaination on the Combo system? Sometimes not all the commands I am asking for work, and it seems generally unresponsive to me. There must be some trick or something I'm not doing right, especially for enemies.

I'd really appreciate any ideas/input on my first question. It's really bugging me.


About the combo system, try disable button input when you start the skill and enable it after the combo is done
Title: Re: [XP] Blizz-ABS
Post by: ThalliumShine on February 02, 2015, 11:31:32 am
One question, what code should I put when I don't want numbers to show when I deal and take damage?

Since there is already a standard hud that shows how much HP I have and my enemy, I don't want to see the numbers of damage to show when I attack or the enemy attacks me.

Thank you.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 03, 2015, 03:29:17 pm
In part 2, make this change:

    #--------------------------------------------------------------------------
    # request_damage_sprite
    #  char - map character
    #  Requests a sprite for damage display.
    #--------------------------------------------------------------------------
    def request_damage_sprite(char, damage = nil)
      return
    end
Title: Re: [XP] Blizz-ABS
Post by: edmondedi on February 05, 2015, 03:21:41 pm
Hi!
Is there any script for Blizz-ABS what shows up the enemy's name above the enemy event?  :???:
I was searching for a while, but didn't find anything :/
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 05, 2015, 04:09:32 pm
Quote from: KK20 on February 03, 2015, 03:29:17 pm
In part 2, make this change:

   #--------------------------------------------------------------------------
   # request_damage_sprite
   #  char - map character
   #  Requests a sprite for damage display.
   #--------------------------------------------------------------------------
   def request_damage_sprite(char, damage = nil)
     return
   end



Hm, I'm trying to remember if there was actually a built-in option in Blizz-ABS to turn it off.
Either way, this is a very clever solution. Shows how awesome Blizz-ABS is. xD
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 05, 2015, 04:26:19 pm
I actually searched the forums since I felt like I answered this one before, and came across this (http://forum.chaos-project.com/index.php/topic,106.msg87679/topicseen.html#msg87679). :P

@edmondedi: Could you just try any script that shows names over events? I don't think one would have to be written to work exclusively for Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on February 26, 2015, 03:16:31 am
Hey guys. I took a long time off my project due to lots of work and real life stuff interfering as well as burning out from working on it 24/7. (doing custom art burned me out the most lol)
Gonna try to finish up what I wanted to for my first release of it.

As I picked it up again I found a dilemma I was having. I wanted to make puzzle dungeons and start with some simple puzzles using event switches and doors.

I'm having trouble with the doors. it seems I can just walk thru the event doors. and I'm not sure how this can happen. lol.
my feeling is its to do with the 8 way movement and/or the monsters being events. is there a way I can make sure areas are gated by doors?

Thanks in advance :D
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 26, 2015, 03:24:31 am
How are you creating your door event?
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on February 26, 2015, 08:10:03 am
Thanks for the response KK20. Much love.
I'm setting it up as I would a usual event with no extra scripts (As I've done many times before.)

I took a screen.
Spoiler: ShowHide

(http://i1281.photobucket.com/albums/a520/KiwakiwaR/Door_zpszrpyc2ez.jpg)


The event works correctly. if I pull the trigger the door will vanish.
It's just that I can walk thru it. as if it weren't there.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 26, 2015, 11:24:28 am
Can you walk through character sprites? How about using a different tileset graphic? Check the tileset passability again to make sure you didn't accidentally change an X to an O.
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on February 27, 2015, 10:09:56 am
Yeah really odd.
Passage is X
Passage (dir) has no pass ability.
Priority is nothing (dot)
Bush is nothing
counter nothing
Terrain 0

If I create an NPC I can not pass thru them. If I use an image that's not a tile set it works properly. If I use a tile set image it seems I can walk over it unless I'm EXACTLY aligned with the tiles (as if i didn't use the 8way movement script included in BABS. like a fresh new project) Making it easier to avoid the tile than hit it lol.
I guess I can work around that by making "singular door" char sets and using large image sizes.

Thanks for the response KK20 :D
I think by the time this is done...I'm gonna have to put your name as the creator lol.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 27, 2015, 02:09:10 pm
The thing is it doesn't do anything like that in my clean demo (v2.87). EIGHT_WAY_MOVEMENT is true, event looks exactly the same, passability not allowed, works perfectly fine. There has to be something else in your game interfering with it.

Quote from: Kiwa on February 27, 2015, 10:09:56 am
I think by the time this is done...I'm gonna have to put your name as the lead programmer lol.

fixd :V:
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on February 28, 2015, 03:49:10 am
Well I see I haven't fixed it actually. I can still jump thru the door that is a one block event.
I'm poking around trying to figure it out. but I cant imagine why it would happen. I don't have any scripts that directly manage events, other than BABS.

This is the list of scripts I'm using.. in this order

Spoiler: ShowHide


#Blizz ABS 1
#Blizz ABS 2
#Blizz ABS 3

#Landith: Blizz-ABS Party HUD++
#Winkio: Action Recharge Time
#LiTTleDRAgo: Smart Auto Targeting
#LiTTleDRAgo: DRG Inventory System
#HoT DoT: Shdwlink1993
#Now Loading Script: game_guy

#Fantasist: Threat System (skills configured but not yet moded for BABS)

# Blizz ABS ENEMY HP METER: LiTTleDRAgo
# Skill Damage Over Time (Blizz ABS add-on): KK20
# Now Loading Script: Game_Guy
# Threat Script: Fantasist (not function with BABS atm)
# Item Art Color 1.21: LiTTleDRAgo
# Tax Script 2.0: Falcon
# DRG - Limited Shop 1.34: LiTTleDRAgo

#Multi-slot equipment script (1) 6.2.2: Guillaume777
#Multi-slot equipment script (2)
#Multi-slot equipment script (3)
#Multi-slot equipment script (4)

#Blacksmith Shop 2.0 (1): ForeverZer0
#Blacksmith Shop 2.0 (2)
#Blacksmith Shop 2.0 (3)

#Stat Distribution 2.2b: Blizzard
#Custom HotKey Mod to call 'Stat Distribution System' ect... : Me
# RO Job/Skill System: Blizzard




I have an unofficial team here. lol.
I've realized I bit off way more than I can chew tho. Almost wish I could gather some people to work on the art.. BABS 'action animation' is such a cool deep system...but damn pixel by pixel work is exhausting for me lol.
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on March 04, 2015, 09:07:49 am
I'm really fighting with this door problem lol.
I should mention that I tried the  \nojump tag in the name and it doesn't seem to work on doors or enemies.

Could this perhaps be because my jump is set to 2 space? or because i need to use the custom event size?
the event name was just "door \nojump"
tried with no space as well "door\nojump"
as well as removing the name and reversing it.

***EDIT***
I found that it is because of the distance of the jump and the hitbox of the NPC (in this case the door) if I were to land on the object it will not allow me to jump..
I need to extend the hit box perhaps. but I see the "custom event size" wont let me extend the hit box

Any insight would be appreciate.
Thanks

:D
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 04, 2015, 02:39:06 pm
Could put more events behind the door to prevent jumping over it. No idea why 'nojump' won't work.
Could always post a demo so that my answers aren't just pure speculation.
Title: Re: [XP] Blizz-ABS
Post by: Shining Riku on March 07, 2015, 05:15:00 am
Hmm, I have a question regarding the combo system. I've got some ideas I really like regarding the conditional branches, but I don't actually know how to set those up in the combos! Is there a way for me to check what states are on the actor/enemy is activating the combo, or at least check if a switch is on? I'm not sure if the Battler option (Which I realize is unimplemented as of this post!) would take care of the state thing or not. I'm quite eager to know if I can check those things! It'd help me add even more depth to the system I'm setting up.

Second question, mostly wishful thinking! Back when BABS was in 2.54 or so, I was using Winkio's exploding skills addon (Which is now worked into BABS) and there was this really cool bug I actually took advantage of. Whenever you used a shooting/thrusting skill and set the explosion radius, it made the projectile behave as if it were, say, a "wide-shot"

For example I made a skill that fires a compressed ball of sound and it damaged stuff anywhere within a 2.5 tile radius as it flew. I REALLY like the idea of wide projectiles being an option even though the spritesets for them cant't reflect that (Side view of the projectile not being able to extend downwards, front/back views could cover the range). It'd be cool if that could be implemented for real but it's probably a bit much to ask :hm:

Anyways, first question's most pertinent! Second thing would just be flat out awesome.
--------------------------------------------------------------------------------------------------
By the by, Kiwa, a fix I can think of for your door is to make a dud tile for your tileset with a terrain tag# of 4 or something you don't use often and set that terrain tag to specifically block jumps. I think it's a thing but you could make it a wall too. I'll have to check the config. Just make sure the invisible tile you set to the terrain tag# is passable normally and just blocks jumps! Just slap that tile on the layer above your floor/ground that's around the door and have the door event directly on that tile.

That's the best I can come up with, it's a bit of an extreme fix but if that's what it takes, that's what it takes! Now I'm going to bed it's 5AM here. I'm out!
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on March 07, 2015, 12:34:14 pm
@Kiwa

search this line at part 2 (should be around line 9029)

  def jump_passable?(x, y, nx, ny)
    # passable if tags are not being used at all (to save process time)
    return true if BlizzABS::Config::NO_JUMP_TAGS.size == 0 # <<<<<
    # get pixel movement rate
    pix = $BlizzABS.pixel
    # get jump direction
    xdir, ydir = (nx - x).sgn, (ny - y).sgn
    # iterate
    loop do
      # if tile has one of the terrain tags or event that can't be jumped
      if !event_jump_passable?(x, y) ||
         BlizzABS::Config::NO_JUMP_TAGS.include?(terrain_tag(x / pix, y / pix))
        # impassable
        return false
      # if all tiles are passable
      elsif x == nx && y == ny
      # passable
        return true
      end
      # next tile
      x += xdir * pix
      y += ydir * pix
    end
  end


comment out that line
Title: Re: [XP] Blizz-ABS
Post by: almog99 on March 30, 2015, 04:19:21 am
is there chance to set speed per class? i mean like a thief class will get 6 speed and warrior class 3.
in the movement tab its set for all classes as 1 i guess, anything i can do ?
thanks.
never mind after i figured it out i feel stupid xD.
but there is another question now , i want to make a skill that can make the player dash x squares and dmg the monsters in the way , and a skill
that a player can teleport behide an enemy and damage him.
edit2:another question lol sry for so many questions , is there any way to use a double/triple slash and double/triple shot(shoot 3 projectiles at 1 time ).
Thanks alot.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on March 30, 2015, 01:40:23 pm
Have you looked into the Combo system at all?
Not sure about the teleport one though.
Title: Re: [XP] Blizz-ABS
Post by: almog99 on March 30, 2015, 11:24:03 pm
Quote from: KK20 on March 30, 2015, 01:40:23 pm
Have you looked into the Combo system at all?
Not sure about the teleport one though.

with the combo system i only managed to do the double/triple slash but with projecttile i want them to move seperate directions like splitting from the
character.
and the dashing is work with combo also but the problem is how i deal the dmg for any enemy in the dash range ? and is there an option
that during a dash the character is immune to attacks?
and is there an option to change the weapon sprite(not character) in the combo menu?
Thanks for your reply.
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on April 22, 2015, 06:59:30 am
@LiTTleDRAgo && @KK20

Thanks for the help friends.
It turned out that I didn't need to work half as hard as I was.
Basically, I used the  NO_JUMP_TAGS rather than the  \nojump event flag.
and I tagged some different grass terrain with the effected terrain flag. Now its all gravy baby.

Sorry for the long long hiatus. I've somewhat delayed my project because I'm putting in lots of extra work hours.  I've been studying Java script too.
I'm enjoying programming a lot, again. I'm hoping to return to it and enter the field some time in the near future.

Studying Java has helped me understand Ruby a bit more as well.

I'm still working on it slowly. I really appreciate you guys.
If I enter the field again, I hope they can be as patient as you fellas.

much love!
Title: Re: [XP] Blizz-ABS
Post by: Kiwa on May 06, 2015, 10:33:10 am
Hey guys

I am finding another issue(as usual). I'm doing something wrong I know.

I am trying to make a boss. I have set BABS "Repair Movement Command" = true
My pixel movement is 3 (so greater than 0 as it states)
If I use "Autonomous movement" => "Move Route"
my boss/enemy only moves these itty bitty bits. seemingly 3 pixels as the "pixel movement Rate" is set rather than the 32 pixel.

if I use "List of Event Commands" => "Event Commands" => "Set Move Route..." Events all move correctly.
if that event is an enemy (/e[ID]) and I use the "Event Commands" as a Parallel Process...he bugs out and just runs to the right, hits the map edge and keeps walking. lol.

I'm confident I'm on the right track. But what might I be doing to interrupt the movement?
I don't have any action/movement scripts. But here is my included scripts.
Spoiler: ShowHide

#========List of Scripts added==========


#Blizz ABS 1
#Blizz ABS 2
#Blizz ABS 3

#Landith: Blizz-ABS Party HUD++
#Winkio: Action Recharge Time
#LiTTleDRAgo: Smart Auto Targeting
#LiTTleDRAgo: DRG Inventory System
#HoT DoT: Shdwlink1993
#Now Loading Script: game_guy

#Fantasist: Threat System (skills configured but not yet moded for BABS)

# Blizz ABS ENEMY HP METER: LiTTleDRAgo
# Skill Damage Over Time (Blizz ABS add-on): KK20
# Now Loading Script: Game_Guy
# Threat Script: Fantasist (not function with BABS atm)
# Item Art Color 1.21: LiTTleDRAgo
# Tax Script 2.0: Falcon
# DRG - Limited Shop 1.34: LiTTleDRAgo

#Multi-slot equipment script (1) 6.2.2: Guillaume777
#Multi-slot equipment script (2)
#Multi-slot equipment script (3)
#Multi-slot equipment script (4)

#Blacksmith Shop 2.0 (1): ForeverZer0
#Blacksmith Shop 2.0 (2)
#Blacksmith Shop 2.0 (3)

#Stat Distribution 2.2b: Blizzard
#Custom HotKey Mod to call 'Stat Distribution System' ect... : Me
# RO Job/Skill System: Blizzard

#Custom HotKey scripts.


Title: Re: [XP] Blizz-ABS
Post by: MindOnFire on May 28, 2015, 10:03:10 pm
Hey guys... long story short, I have a new project with a lot of scripts installed. A metric sh*t-tonne, in fact, as I installed a couple of Moonpearl's scripts (balloon messages and face display), which caused me to have to install, like, 30 some scripts to friggin' use them.

Blizz ABS is in there, obviously, and a couple of scripts that should be causing no problems with Blizz are installed as well. Specifically, game_guy's End Credits script, Clive's Hero Database (which I've had working with Blizz ABS before... just lost the project file in a hard drive crash), and Blizz ABS Battlecry by Little Drago.

I had Heretic's Blinking Low Stat Numbers installed, but that did cause some problems with Blizz ABS, so that's been removed.

Now, its been awhile since I've touched RMXP , and even longer since I've used Blizz ABS (going on 2 years due to the previous loss of this project due to hard drive failure.)

Whenever I attempt to test the game, I can get as far as the title screen. When I hit New Game, I get the following error message:

(http://i35.photobucket.com/albums/d175/Xero313/Error_zpsnipnayfw.png)

Does this look like I've made a mistake in the Config App? Enabling something that shouldn't be enabled? (I have no graphics to speak of to use with BABS yet.)

Or does this look like something that would be caused by one of the many other scripts that are installed? I'm hoping its not that, but it's probably that. :P
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 28, 2015, 10:42:41 pm
Got any scripts below Blizz ABS? The line is pointing to an instance of Map_Actor#refresh which can take in an optional parameter. More than likely, you have some piece of code in another script below that is overriding this change and making the refresh method not accept any parameters.
Title: Re: [XP] Blizz-ABS
Post by: MindOnFire on May 29, 2015, 01:17:26 am
Quote from: KK20 on May 28, 2015, 10:42:41 pm
Got any scripts below Blizz ABS? The line is pointing to an instance of Map_Actor#refresh which can take in an optional parameter. More than likely, you have some piece of code in another script below that is overriding this change and making the refresh method not accept any parameters.


Yeah, a few. They're all scripts that say to put them below BABS, though... what should I do?

(http://i35.photobucket.com/albums/d175/Xero313/Blizz%20ABS%20Scripts_zpslnjx5uwf.png)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 29, 2015, 02:06:13 am
Hm, that's not correct. Here: http://forum.chaos-project.com/index.php/topic,23.0.html
Title: Re: [XP] Blizz-ABS
Post by: MindOnFire on May 29, 2015, 02:23:29 am
Thanks Blizzard. I can't believe I got BABS and Tons of Addons flipped around. :^_^': I'll test that out and then let you know what's up.

Thank you too, KK20!

Oh, and before I forget, Multiple Message Windows is just an empty script. I forgot to delete the space where it was after I removed it to use Moonpearl's message window script. :facepalm:
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on May 29, 2015, 02:02:08 pm
How do we make pathfind for an event ?
I saw it was possible for the player in the manual but.. No pathfind for events ? :3
Even in the FAQ their isn't the question  >:(  xD

If this feature isn't available...: ShowHide
(http://i.imgur.com/L1ko08L.jpg?1)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 29, 2015, 04:57:23 pm
While I did write that this script shouldn't be used when Blizz-ABS is already present, it might not cause a conflict if you use it just for events. http://forum.chaos-project.com/index.php/topic,12851.0.html
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on May 29, 2015, 06:08:51 pm
Ow ok thank you !  :)
Weird simple events pathfinder isn't in BABS XD

And another small thing : I want to make a skill that summon a monster, and this skill will be used by another monster ...

The manual said : Let there be light "You will be able to choose the id of the actor or enemy to summon, as well as the Summon Time, or how long the summon lasts."
But in the BABS configurator you can only choose the actor when you summon pet, and when you want to summon monster it doesn't show a list of monsters to summon :/


The manual then said "In the Skills module of the script, you must set the value of the summon method to an array containing the summon type, summon id, and summon time   [SummonPet, 5, 30]." And there was light
But even when I reconfigure the script  ( with [Summon, EXPLNone, 2, 30] then [Summon, 2, 30] in my case) the monster doesn't use the skill, even when I force the skill with the enemy_force_action
._.
Does this feature require a specific sprite ? ^^ Or will it just not work ? XD

EDIT :

The code said manual fuck you
what the code said: ShowHide
# if summoning
      if type[0] == SUMMON
        # nobody except actors can summon with caterpillar turned on
        return false unless ch.is_a?(Map_Actor) && $game_system.caterpillar


I think it will be harder to do what I want x)
Title: Re: [XP] Blizz-ABS
Post by: MindOnFire on May 30, 2015, 12:42:32 am
Everything's good now. Almost had a meltdown afterward, when I got into the game and the controls wouldn't work, but then discovered I had screwed up mapping the controls in the config app so that both the up and down arrow keys went down. xD I'm sure I'll be back to beg for assistance before long, but until then, thanks guys.  :bow:
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on June 09, 2015, 01:48:21 pm
Aheùm HEY GUYS WHATUP !?
Me ? I'm chilling B-|

But well !  This time I'm looking for a script that allows a negative knockback with BABS because :
This would be cool to have a skill like the UNION in Kingdom Hearts  that make an attractive zone for nearest enemies

So I'm about to make it

I searched what I need to change - I think it is the lines where you make the enemy make a forced movement due to knockback -
and I found this method line 6082 :

Spoiler: ShowHide
 #--------------------------------------------------------------------------
    # update
    #  char - the map character
    #  This is the first phase of the AI update. It determines whether a
    #  character is able to act at all or if an exception has occured and
    #  needs to expire first.
    #--------------------------------------------------------------------------
    def prepare(char)
      # temporary variables
      x, y, ai = char.x, char.y, char.ai
      # if char was attacked - Stanley's add => != 0 ?
      if char.attacked > 0
        # set state
        ai.state = Knockback
        # stop if force moving knockback already
        return if char.moving?
        # if forced to move
        if char.move_type == 3
          # delete pending movement commands
          char.force_move = []
        # if not moving already
        elsif !char.moving?
          # add throw back moving commands
          char.force_move = [Cache::FDirs[10 - char.direction]]
        end
        # cancel action
        char.in_action = 0
        # decrease attacked counter
        char.attacked -= 1
      # if char in action
      elsif char.in_action > 0
        # set state
        ai.state = Abort
        # if defending
        if char.ai.act.defend?
          # decrease shock count
          char.in_action -= 1
          # set state
          ai.state = Defend
        # if not freeze action and no action sprite
        elsif !char.freeze_action && char.current_sprite == ''
          # decrease shock count
          char.in_action -= 1
        end
      # if char is moving or restricted to move
      elsif char.moving? || char.restriction == 4
        # set state
        ai.state = (char.ai.act.escape? ? Escape : Abort)
      # if char needs to move
      elsif char.force_move.size > 0
        # set state
        ai.state = (char.ai.act.escape? ? Escape : MoveOnly)
      # if target exists
      elsif ai.target != nil
        # set pre-state
        ai.state = Ready
      else
        # set pre-state
        ai.state = Return
      end
    end


And more precisely this line :
Spoiler: ShowHide
# add throw back moving commands
          char.force_move = [Cache::FDirs[10 - char.direction]]


I don't really get what it does but I think this is important part to change in order to do what I want

... But I'm not sure so I summon WINKIO or BLIZZARD or ANYONE WHO KNOW BABS WELL please help xD

:-*
Title: Re: [XP] Blizz-ABS
Post by: Greaves on June 09, 2015, 09:15:12 pm
Quote from: Sylphe on June 09, 2015, 01:48:21 pm

And more precisely this line :
Spoiler: ShowHide
# add throw back moving commands
         char.force_move = [Cache::FDirs[10 - char.direction]]


I don't really get what it does but I think this is important part to change in order to do what I want

... But I'm not sure so I summon WINKIO or BLIZZARD or ANYONE WHO KNOW BABS WELL please help xD

:-*


Hey, new here but that (the 10 - char.direction) basically just takes the direction your facing and makes it backwards, so up will go down, right will go left, etc. To make it go forward you could just change the '10 - char.direction' to just 'char.direction'. I didn't look at the rest of the code so I'm not sure if that by itself will help out of context.
Title: Re: [XP] Blizz-ABS
Post by: Greaves on June 12, 2015, 05:37:33 pm
Errm... I have a question too. :???:

I was trying to implement blocking as an event name command where if you put \block[*array of directions*] corresponding to the
event's direction facing the damage source, it would block all damage (like full defend of attacks/skills) to that event. It would be
ideal for enemies with big shields in front of them, so you'd have to attack them from the sides or the back.

I copied one of Blizz's commands in check_event_name to check for the array of directions to block from.

# if dmg is blocked from certain directions (2 is front, 8 is back of enemy)
if event.name.clone.gsub!(/\\block\[([\d, ]+)\]/) {"#[$1]"}
# temporary variable for array of IDs
block_dir = eval("[#{$1}]")
end


Yet I'm not sure where to actually implement the blocking in the code.

P.S. This was how I was thinking directions would work:
Spoiler: ShowHide

2 is for the front of the enemy
4 is for the left side of the enemy
6 is for the right side of the enemy
8 is for the back

So if the enemy was facing left it would look like this:




4
28 or 0
6


Possibly using this:




(char.direction + 2) % 8
char.direction % 8(char.direction + 6) % 8
(char.direction + 4) % 8


Btw let me know if there is a better way to calculate directions that excludes the mod 8 :D


Any help is appreciated :s



Edit: Nevermind, figured it out thanks to this :) http://forum.chaos-project.com/index.php/topic,11163.msg169995.html#msg169995
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on June 15, 2015, 03:00:20 pm
Hey guys I didn't found a script that limit running with a jauge and compatible BABS, do I have to make it ?  8)
But I'm not in ease with those Jauge things, I expect the code to say f*ck you first

EDIT : Well the jauge is no problem now, it is the place where I should init my variables....
I changed first lines of class Controller in module BlizzABS like that :


Spoiler: ShowHide

class Controller
   
   # Center screen x-coordinate * 4
   CX = (320 - 16) * 4
   # Center screen y-coordinate * 4
   CY = (240 - 16) * 4
   
   # set all accessible variables
   attr_accessor :encounter_count
   # stanley's change
   attr_accessor :runTime
   attr_accessor :runWait
   #--------------------------------------------------------------------------
   # Initialization
   #--------------------------------------------------------------------------
   def initialize
     # set memory jump
     @memory_jump = false
     @runTime = 100
     @runWait = 0
  #   print "ok?"+@runWait.to_s
   end


and yeah it does the low print with value so I think it is okay :)

And I also want to modify a method in this class so I logically do this (in MY script) :

Spoiler: ShowHide



module BlizzABS
 
 #============================================================================
 # BlizzABS::Controller
 #----------------------------------------------------------------------------
 #  This class is a special controller that controls the party leader.  Some
 #  input is processed instantly, while some is converted into commands to be
 #  given to the player character.
 #============================================================================
 
 class Controller
#--------------------------------------------------------------------------
   # update_control
   #  Processes player control.
   #--------------------------------------------------------------------------
   def update_control
     # ETC.
    end
  end
end


BUT THEN I want to use my small variable in the hud class with this simple line :

Spoiler: ShowHide

draw_runj if @runTime != BlizzABS::Controller.runTime


and there we are : there is no method runTime for Controller bitch
Title: Re: [XP] Blizz-ABS
Post by: Greaves on June 17, 2015, 04:59:44 am
Quote from: Sylphe on June 15, 2015, 03:00:20 pm

BUT THEN I want to use my small variable in the hud class with this simple line :

Spoiler: ShowHide

draw_runj if @runTime != BlizzABS::Controller.runTime


and there we are : there is no method runTime for Controller bitch


That's not the call you're supposed to use. The runTime variable that you are actually updating is inside an instance of the controller class as opposed to the class itself. That controller class instance, player, is in the processor class which is the global variable $BlizzABS. So you should be using "if @runTime != $BlizzABS.player.runTime" instead.
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on June 17, 2015, 01:38:06 pm
You right thx !! Didn't notice the low @player = Controller.new ! :3

So I'm good my running limit system for BABS works well ... And now what I was afraid of is happening : My jauge said  
QuoteFuck you I won't show up !


EDIT :
Ok I found out why x)  ... The BABS Hud don't let me place my jauge at the bottom left of screen :/
Title: Re: [XP] Blizz-ABS
Post by: almog99 on July 14, 2015, 10:02:03 am
Quote from: almog99 on March 30, 2015, 04:19:21 am
is there chance to set speed per class? i mean like a thief class will get 6 speed and warrior class 3.
in the movement tab its set for all classes as 1 i guess, anything i can do ?
thanks.
never mind after i figured it out i feel stupid xD.
but there is another question now , i want to make a skill that can make the player dash x squares and dmg the monsters in the way , and a skill
that a player can teleport behide an enemy and damage him.
edit2:another question lol sry for so many questions , is there any way to use a double/triple slash and double/triple shot(shoot 3 projectiles at 1 time ).
Thanks alot.


its been quite a while (few months) and i figured most of it out but i still havent got a clue how to create the teleport to a enemy skill , dmg the enemy and  teleport back to the original position.
how can i create this teleport behide the enemy action ?
Thanks in advance.
Title: Re: [XP] Blizz-ABS
Post by: Sylphe on July 16, 2015, 05:03:31 pm
It's hard to do since the entire party is teleported when you make your player teleport. Even with $game_player.moveto(x, y) :/
but I guess you can try things with the common event calling when using your skill + the BABS skill combo system (that is a little bit glitchy... but lol)
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 16, 2015, 07:03:44 pm
Agreed. There really is no easy way to make it. Even with eventing power, I believe it's too much overhead in which you will need to actually code it yourself.
Title: Re: [XP] Blizz-ABS
Post by: almog99 on August 12, 2015, 12:08:35 pm
sorry for many questions im working on my project for quiet a while and want to do the best i can and more so for this more i need you guys lol , 
anyways , is there anyway to do a beam clash ? (when im using a beam and a enemy using a beam in the same direction and it will trigger something(push the z button minigame))
and is there a way to change the beam to work like , i can hold the skill button and the beam stays on and dealing dmg everysecond?
Thanks alot in advance.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 12, 2015, 04:31:12 pm
Clashing beams is pretty much a script request that is too complex for the original design of BABS. For starters, beams are not represented as an entity in the game (i.e. there is no class object for them unlike projectiles) so you would have to make it first be able to detect two beams are even clashing. Then you would need to modify the main update method to allow this clashing scene to occur. It gets way too specific that it does not fit the needs of the majority.

As for holding down the skill key, there's a script that allows rapid-fire use: http://forum.chaos-project.com/index.php/topic,5053.0.html
Title: Re: [XP] Blizz-ABS
Post by: almog99 on August 13, 2015, 01:21:29 am
Quote from: KK20 on August 12, 2015, 04:31:12 pm
Clashing beams is pretty much a script request that is too complex for the original design of BABS. For starters, beams are not represented as an entity in the game (i.e. there is no class object for them unlike projectiles) so you would have to make it first be able to detect two beams are even clashing. Then you would need to modify the main update method to allow this clashing scene to occur. It gets way too specific that it does not fit the needs of the majority.

As for holding down the skill key, there's a script that allows rapid-fire use: http://forum.chaos-project.com/index.php/topic,5053.0.html


thank you so much for always helping  :)
edit:also how can i make my enemy change sprite if he get hit by certain skill ?
Title: Re: [XP] Blizz-ABS skill bar
Post by: CloseRange on August 20, 2015, 06:40:06 pm
So I looked everywhere for this and I don't know if it's obvious or not but it's bugging me and it's one of the only things making me reconsider using blizz abs.
So I understand :'( that their are 2 options for the skill bar 1 where you click the spell/item and it goes to a mini hot bar below your name and health. And another where you just cast the spell/ skill straight from your main hot bar. That's the option I use
My problem is when I use items you can't tell weather you have any more of that item left it's just blank and when you run out of the item it stays their. I was hoping their was a way for it to display on the hot bar how many of the item you have left or when you run out of it then it disappears from hot bar/turns grey. Or both of those of possible. Please help I'm so lost   :'(
Thanks in advance
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 20, 2015, 08:00:39 pm
Thankfully I remember doing this for someone before a while back (http://forum.chaos-project.com/index.php/topic,13338.msg177561.html#msg177561). Their HUD was positioned differently so I had to fiddle with the numbers again to get it back to default:

class Hotkey_Assignment < Sprite
 
 def initialize(viewport = nil)
   # call superclass
   super
   # create bitmap
   self.bitmap = Bitmap.new(320, 32)
   # set font to bold
   self.bitmap.font.bold = true
   # decrease font size
   self.bitmap.font.size -= 8
   # set font color
   self.bitmap.font.color = system_color
   # Item quantities (set-up properties) ====================
   @item_qty_sprite = Sprite.new(viewport)
   @item_qty_sprite.bitmap = Bitmap.new(320, 32)
   @item_qty_sprite.x = 164
   @item_qty_sprite.y = 0
   @item_qty_sprite.bitmap.font.name = "Arial"
   @item_qty_sprite.bitmap.font.color = Color.new(255,255,255,255)
   @item_qty_sprite.bitmap.font.size = 12
   @old_qty = {}
   # End =====================================================
   # set x and y position
   self.x, self.y, self.z = 160, 0, 1100
   # skill IDs on hotkeys
   @skills = BlizzABS::Cache::EmptyKeys
   # item IDs on hotkeys
   @items = BlizzABS::Cache::EmptyKeys
   # update display
   update
 end
 
 alias set_qty_z z=
 def z=(amt)
   @item_qty_sprite.z = amt + 100
   set_qty_z(amt)
 end
 
   def draw(index = nil)
   # iterate through all hotkeys
   (index == nil ? BlizzABS::Cache::HotkeyRange : [index]).each {|i|
       # if hotkey is skill hotkey
       if $game_player.skill_hotkeys[i%10] != 0
         # temporary object
         object = $data_skills[$game_player.skill_hotkeys[i%10]]
       # if hotkey is item hotkey
       elsif $game_player.item_hotkeys[i%10] != 0
         # temporary object
         object = $data_items[$game_player.item_hotkeys[i%10]]
         qty = $game_party.item_number(object.id)
       end
       # if any change applied (10 is used for 0)
       if @items[i%10] != $game_player.item_hotkeys[i%10] ||
           @skills[i%10] != $game_player.skill_hotkeys[i%10]
         # remove this icon
         self.bitmap.fill_rect(32*(i-1), 0, 32, 32, Color.new(0, 0, 0, 0))
         # fill icon bachground
         self.bitmap.fill_rect(32*(i-1)+4, 4, 24, 24, Color.new(0, 0, 0, 128))
         # if object exists
         if object != nil
           # load bitmap
           bitmap = RPG::Cache.icon(object.icon_name)
           # Draw item quantity
           if qty != nil
             @old_qty[object.id] = -1
             update_item_qty(i)
           else
             @item_qty_sprite.bitmap.fill_rect(32*(i-1), 10, 32, 32, Color.new(0,0,0,0))
           end
           # draw bitmap
           self.bitmap.blt(32*(i-1)+4, 4, bitmap, Rect.new(0, 0, 24, 24))
         end
         # draw hotkey number
         self.bitmap.draw_text_full(32*(i-1), 10, 30, 32, (i%10).to_s, 2)
       end}
   # set new items
   @items = $game_player.item_hotkeys.clone
   # set new skills
   @skills = $game_player.skill_hotkeys.clone
 end
 
 def update_item_qty(index = nil)
   items_done = []
   (index == nil ? BlizzABS::Cache::HotkeyRange : [index]).each {|i|
     if $game_player.item_hotkeys[i%10] != 0
       object_id = $game_player.item_hotkeys[i%10]
       qty = $game_party.item_number(object_id)
       if items_done.include?(object_id) || qty != @old_qty[object_id]
         # Set new quantity
         @old_qty[object_id] = qty
         # Clear old quantity number
         @item_qty_sprite.bitmap.fill_rect(32*(i-1), 10, 32, 32, Color.new(0,0,0,0))
         @item_qty_sprite.bitmap.draw_text_full(32*(i-1)+1, 10, 32, 32, qty.to_s)
         # If this item has any duplicates in hotkeys, make changes to them too
         items_done.push(object_id)
       end
     end
   }
 end
 
 alias dispose_all_sprites dispose
 def dispose
   @item_qty_sprite.dispose
   dispose_all_sprites
 end
 
 alias hud_update update
 def update
   $game_system.hotkeys = $game_system.hud
   @item_qty_sprite.visible = $game_system.hud
   update_item_qty if @item_qty_sprite.visible
   hud_update
 end
 
end

Paste below BlizzABS scripts.
Title: Re: [XP] Blizz-ABS
Post by: almog99 on August 25, 2015, 07:18:17 pm
something really weird , i started new project aside my current one and i using same scripts exactly and same config exactly(copy pasted Scripts.dat) and when an enemy die in my new project the events running as parallel proccess and in my main project its running like erase event(which is what i want)
for example in the new one when an enemy die and i want to use show text:"example" so its keep repeating "example" as a parallel proccess would , but in my main project(the original) it will just run once :"example" and thats it.
any ideas why its happening because im really confused... :wacko:
after playing with the files for a while something i did fixed it , no clue what but at least its ok now lol
Title: Re: [XP] Blizz-ABS
Post by: G_G on October 05, 2015, 02:11:06 am
Not entirely sure what's going on, may be a Windows 10 issue, but when I open the help file, every page is completely blank.

Spoiler: ShowHide
(http://puu.sh/kz63j/3d18217a24.png)


Any ideas from anyone?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 05, 2015, 03:05:09 am
Tried this yet?

Quote from: Blizzard on January 09, 2008, 08:21:56 am
If you have problems opening the .chm manual file, please read this article: http://blogs.technet.com/seanearp/archive/2007/05/28/can-t-read-chm-compiled-help-on-vista-xp-2003.aspx
The solution is at the bottom, you don't need to read the whole article.


I think it's a security issue or something. :/
Title: Re: [XP] Blizz-ABS
Post by: G_G on October 05, 2015, 12:43:36 pm
Woo! That worked, thank you. xD
Title: Re: [XP] Blizz-ABS (Bug? No EXP given w/ enemy death animation)
Post by: Marauder93 on October 18, 2015, 09:04:46 pm
I have a serious problem w/ Blizz ABS v2.84 that has stopped my entire game.

Killing enemies does not give any EXP when the Destruction Engine Emulator death animation option is on, which I'd love to keep on! But when its on, no EXP is given to the main character or other party members. What's going on here? What do I have to do to get around it?

I couldn't see a post new topic option in the main forums. Figured this would be the next best place.

I hope someone can help me out. I hope it's an easy fix. Huge thanks...
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 18, 2015, 10:35:27 pm
There's actually a bug thread here: http://forum.chaos-project.com/index.php/topic,6164.0.html
New topic link is at the top right of the topic listings, right above the "Last post" column.

Is there any reason for not upgrading to 2.87? It was fine when I checked it just now.

EDIT: Also just checked 2.84. It worked fine. You have any other scripts in your project?
Title: Re: [XP] Blizz-ABS
Post by: Marauder93 on October 22, 2015, 02:57:06 pm
Thanks for responding. I really don't know what it is. I've updated to 2.87 and still no XP. I don't have any other scripts in besides the 3 main Blizz ones. Truly perplexed.

Actually, defeating an enemy worth 12 or so XP -does- give it, and the character levels up. Enemies worth lower XP, however, (like rats that I have in the start worth 1 XP each) give no XP at all when killed.  :???:

Again, only happened after setting death animations to enemies instead of the usual fade-out default.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 22, 2015, 06:06:32 pm
Still worked with a 1 EXP monster.
Send me your Scripts.rxdata file. I don't see anything wrong with the system yet.
Title: Re: [XP] Blizz-ABS
Post by: Marauder93 on October 22, 2015, 07:08:25 pm
Sure thing. Where is that located? I see a ScriptSave.sbc but no .rxdata in game folder.

Edit: Nvm, found it. PM me your e-mail or something?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 22, 2015, 07:19:09 pm
Yeah, PM me the file. http://forum.chaos-project.com/index.php?action=pm;sa=send;u=1732
Title: Re: [XP] Blizz-ABS
Post by: Marauder93 on October 22, 2015, 07:39:56 pm
Sent it w/ link from filedropper. Beta due on Halloween, so I Really appreciate the help!
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 22, 2015, 08:01:36 pm
Do you have a party? Your configuration turns on caterpillar, so I would assume that would be the case.

Anyways, with a party of 4, my 3 allies go charging off to the enemy and kill it. Only one of them received 1 EXP for the kill. I removed the party members and killed it myself. Got the 1 EXP still. Worked both with and without the death animation.

Change EXP_MODE in the configuration to Shared or Bonus.
Title: Re: [XP] Blizz-ABS
Post by: Marauder93 on October 22, 2015, 08:15:33 pm
Do have a party, but not at the start. Just 1 main.

Tried both Shared and Bonus settings in the game, still no XP coming in. (I thought it might have been this too, so tried switching the settings a few times before.)

EDIT:
Tried turning off the death animation just now, and yep, XP is coming in from the 1XP enemies when it's turned off.  :???:
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 22, 2015, 09:06:47 pm
Clearly it's not a script thing then. The only change I made to your scripts was changing the ID for self.destruct from 11 to 1 as seen in the GIF below.
(http://puu.sh/kU8v9/21000d9d6f.gif)


At this point, I'm going to need a demo. PM whenever you get the chance.
Title: Re: [XP] Blizz-ABS
Post by: Marauder93 on October 23, 2015, 11:27:54 am
Okay. Compressed game data file or whole folder?

Screenshot of what I have in that script area.

http://s17.postimg.org/krry0g0pb/00_Ad_003.jpg
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 23, 2015, 01:44:14 pm
The entire project as it is currently. I need to be able to look at your database, scripts, maps, etc. If you compress it, I don't have access to any of that.
(I mean, there is a program that can decompress RMXP games, but...)
Title: Re: [XP] Blizz-ABS
Post by: Marauder93 on October 27, 2015, 10:13:41 pm
Sorry man I'm juggling deadlines, I'll get it to you soon, & it's alright if its not fixed by Halloween I appreciate you looking at it.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 29, 2015, 11:17:52 am
Is the pathfinding for this script player only? I'm eventing a boss fight and I want the boss to run to a certain place on the map for an AoE attack. In the manual I only see path finding for the player.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 29, 2015, 11:31:42 am
Check the manual. I'm pretty sure it was implemented for all map-battlers. I know that I'm using it when enemies try to find/follow the player.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 29, 2015, 11:53:02 am
Yeah, the manual says, right below the script calls, that the character can be anything, including map events. However, I don't know if it's just me, but the path_target_x/y don't work for me :|

So I did this instead. In Script Call format:

$BlizzABS.AI.request_path(
$game_map.events[ID], X, Y)

Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 29, 2015, 08:32:10 pm
No dice. I can use pathfinding on the player, but errors happen when events are brought in the picture.


This doesn't do anything.
$game_map.events[Event No].path_target_x = [coordinates]

It's kinda annoying watching that event sitting still.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 29, 2015, 10:11:02 pm
Quote from: KK20 on October 29, 2015, 11:53:02 am
So I did this instead. In Script Call format:

$BlizzABS.AI.request_path(
$game_map.events[ID], X, Y)


Upon further inspection, Map_Enemy doesn't have any code to respond to @path_target_x/y changes. It's only Map_Actor that does. I think the above is the only real way to path find enemies.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 29, 2015, 11:44:04 pm
Quote from: KK20 on October 29, 2015, 10:11:02 pm
Quote from: KK20 on October 29, 2015, 11:53:02 am
So I did this instead. In Script Call format:

$BlizzABS.AI.request_path(
$game_map.events[ID], X, Y)


Upon further inspection, Map_Enemy doesn't have any code to respond to @path_target_x/y changes. It's only Map_Actor that does. I think the above is the only real way to path find enemies.


I used that and I only get errors.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 30, 2015, 12:18:36 am
Clean Version 2.87? It works on my end.

(http://puu.sh/l2SCD/ed95e42bf8.gif)
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 30, 2015, 01:44:50 am
uggggh..... found the problem...

\move needs to be disabled and unfortunately I need \move to be on so I can code the boss fight + movements myself step by step
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 30, 2015, 01:50:24 am
Check if you can change \move by renaming the event dynamically.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 30, 2015, 01:58:14 am
Quote from: Blizzard on October 30, 2015, 01:50:24 am
Check if you can change \move by renaming the event dynamically.


Would that reset the hp and such?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 30, 2015, 05:53:51 am
It shouldn't if you just remove the \move part or add it back again.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 30, 2015, 05:53:58 pm
It does reset the hp also once it's removed the enemy moves around of its own accord.

Ah well...  I suppose there are limits.
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 30, 2015, 06:09:22 pm
There's probably a script call you can use to turn the /move flag on and off so that you don't have to rename the event.  I don't have RMXP or any Blizz-ABS code on my current laptop, but if you search for the flag, you should be able to find it.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 30, 2015, 08:39:02 pm
  def move_random(number = 1)
    case rand(8)
    when 0 then number.times {move_down(0)}
    when 1 then number.times {move_left(0)}
    when 2 then number.times {move_right(0)}
    when 3 then number.times {move_up(0)}
    when 4 then number.times {move_lower_left}
    when 5 then number.times {move_upper_left}
    when 6 then number.times {move_lower_right}
    when 7 then number.times {move_upper_right}
    end
  end



This may be it.
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 30, 2015, 08:50:29 pm
nope.  Try searching for
move'
(with the ending quote).  Should be in Blizz-ABS part 2 I think.
Title: Re: [XP] Blizz-ABS
Post by: RoseSkye on October 30, 2015, 10:55:51 pm
move = true if event.name.clone.gsub!('\\move') {''}
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 31, 2015, 01:53:12 am
That's the right part I was thinking of, but it looks like we have to trace the code a little farther.  I don't remember exactly, but there should either be more code a bit further down that deals with the move flag, or it is passed to the Map_Enemy constructor in part 3.  I'll have to download the code and take a look tomorrow.

EDIT: A day late, but it ended up being in the Map_Enemy constructor:
@move_flag = !move


you will have to make a quick edit to part 3, changing line 3167 from
attr_reader   :move_flag

to
attr_accessor :move_flag


and then you should just need a script call to set the flag, I think it should be
$game_map.events[ID].move_flag = true

where ID is the ID of the event.  Also, the script call will be opposite the flag, so setting it to false will turn the \move flag on, and true will turn it off.
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on November 03, 2015, 02:32:11 pm
Sir I would like to know if I could use my controller on Blizz ABS. The only things I've found was for RMX-OS, which is not what I'm looking for. Its possible to use my controller in this system?
Title: Re: [XP] Blizz-ABS
Post by: G_G on November 03, 2015, 06:05:47 pm
Just ship Joy2Key with your game. It's the easiest way to add gamepad controls to RMXP games.
http://joytokey.net/en/
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on November 03, 2015, 07:22:27 pm
Thanks but unfortunately I have found a major problem, which is my special multi frame script, for my animations. You see I use Ragnarok Online sprites for both characters and enemies, Blizz ABS don't allow me to use
my custom multi frame script made by KK20. Both ABS and my frame script conflicts. Its too bad, I thought I was going to like this ABS system, but at least died before I we wasted effort on it. Its a shame it fails in something so simple as a sprite frames animations limit.
Title: Re: [XP] Blizz-ABS
Post by: Zexion on November 04, 2015, 11:17:18 am
Quote from: Ronivan on November 03, 2015, 07:22:27 pm
Its a shame it fails in something so simple as a sprite frames animations limit.

ouch, this guy...
I think you might be talking about my script xD unless kk20 has made secret multi frame scripts behind my back >.>
Anywho, I've gotten them to work together before, but it was kinda ghetto so i just deleted xD I'll look into making them work again, but for now, slow ur role speed racer -_-
Title: Re: [XP] Blizz-ABS
Post by: KK20 on November 05, 2015, 02:15:10 am
Just look at his previous topics from a couple years back.
http://forum.chaos-project.com/index.php/topic,13341.msg177408.html => Asking for multi-frames script that I provided a quick edit for
http://forum.chaos-project.com/index.php/topic,13654.msg180221.html => Asking why multi-frames doesn't work in Blizz-ABS
http://forum.chaos-project.com/index.php/topic,13662.msg180268.html => Requesting for multi-frames compatible with Blizz-ABS that YOU replied to
Title: Re: [XP] Blizz-ABS
Post by: Zexion on November 05, 2015, 12:09:50 pm
Well make it work then nigga u slakin'
:V
Title: Re: [XP] Blizz-ABS
Post by: KK20 on November 06, 2015, 02:30:08 am
False: you replied that you would have made a script for him since you had one planned. It is YOU who shouldn't be the one "slackin'".
V:
Title: Re: [XP] Blizz-ABS
Post by: danleon950410 on January 19, 2017, 02:34:20 pm
Uhh guys, i'm sure this counts as necropost, so much it might be illegal. But i'll risk it because i don't want to nag with any other threads just for simple dumb questions. And what better place than the official support thread.

I've been working with the ABS four months now. Ultra-noob in scripting, RGSS in any way, but i've carried on with my english skills. Also have in mind that if i'm asking it means that i didn't found the info to clear my doubts.
But i have no idea where to start when it comes to 3 small things:
>Where can i change the enemy health bar from green to red?
>Where can i change the font used for the enemy/player damage points? (the numbers that pop, i think even when a healing item is used) Or is it the same general font the game uses?
>How can i simulate damage on the player so the damage points show up? I can be done with the maker commands but the damage points won't pop up, obviously

I feel really dumb for asking. This isn't something serious but it would greatly help the asthetics of my game.
Help is appreciated. Thank you and have a good day
Title: Re: [XP] Blizz-ABS
Post by: Trias on April 13, 2017, 11:40:02 pm
Hi all,

How do I use varibles by killing enemys?
I tried to search for it, but didn't found, what I Need.

My Problem:
Before using the Blizz ABS Script, I used conditional Branch to add a random drop and also a variable which Count after killing an enemy.

Spoiler: ShowHide
@Battle Processing: Ghost
:If Win
   @Conditional Branch: Switch [0096: Hills] == On
      @Control Variables: [0010: G1] += 1
    : Else
      @>Control Variables [0004: Level 9 Drop] =  Random No. (1...10)
       ...


But now, I can't use Event Commands like this, because there is no Battle process, but Action battle battle system

The Control Variables (or enemy Counter) is used for open gates, by reaching a certain number of that variable
Title: Re: [XP] Blizz-ABS
Post by: KK20 on April 14, 2017, 12:31:39 am
All event commands in enemy events run by default when it is killed. Remove the battle processing in your example and it should work.
Title: Re: [XP] Blizz-ABS
Post by: Trias on April 16, 2017, 01:51:38 am
Thank you so much - I thought I has to use a conditional branch with enemy "knockout" and tried it as well. But failed.
I always try complicate things, instead doing the easy way...


thank you very much
Title: Re: [XP] Blizz-ABS
Post by: Kyliash on May 12, 2017, 05:25:16 am
its possible to add more players? i mean, for example the game have 2 or more players on the same screen with different bottons of the keyboard?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 12, 2017, 02:56:05 pm
As far as I'm aware, no. It was a planned feature for later updates, but winkio dropped support for a few years now, so it's never going to happen most likely. Your best bet would be to use RMX-OS in conjunction, but there are going to be problems still.
Title: Re: [XP] Blizz-ABS
Post by: Kyliash on May 12, 2017, 03:46:41 pm
I have nothing to lose but, what it may be a problem?

Edit: I read the post of the rmx-os proyect, but is not what Im looking but thanks :)
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 12, 2017, 03:58:56 pm
It's just the way how the two scripts work together. One player "hosts" the map while others connect to it. All the event processing is handled on this host while the other clients are simulated in a sense. Since the connection is handled with TCP sockets, you won't get as smooth of a gameplay experience. Some features of Blizz-ABS are disabled as well. Honestly, it's easier to understand if you know how networked games actually worked.

If you just want to make a game for fun, then there's nothing wrong with trying it out.
Title: Re: [XP] Blizz-ABS
Post by: Kyliash on May 12, 2017, 05:24:40 pm
I readed what Blizz ABS have on it and i see the Ally option, and it says that we can make this "Ally" act by commands so assuming if i tell the game pressing x button the "Ally" will do something X, right? so that can be similar as a second player.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 12, 2017, 06:43:16 pm
That's for AI-controlled party members. Completely different from 2 players.
Title: Re: [XP] Blizz-ABS
Post by: Kyliash on May 13, 2017, 04:26:30 pm
then if I make a event and make a call script with the skills of the player?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 13, 2017, 06:24:06 pm
If you can implement a legit 2 player without networking, I will honestly praise you as a god.
Title: Re: [XP] Blizz-ABS
Post by: LiTTleDRAgo on May 13, 2017, 07:14:57 pm
@Kyliash; WhiteFlute's Input EX script features joypad for 2P, if you can replace custom control in BABS with that maybe you can do it.
Title: Re: [XP] Blizz-ABS
Post by: Kyliash on May 14, 2017, 01:16:31 am
Thanks both of u for the information! If I can made this I will Showing you how and maybe we can add a new actualization of the script.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 14, 2017, 06:32:39 am
Your biggest challenge is actually the fact that a lot of keyboards have a limit to how many keys you can keep pressed at once.
Title: Re: [XP] Blizz-ABS
Post by: almog99 on May 19, 2017, 09:05:03 pm
Guys need your help again , anyone have an idea how do i start a "waves" enemies system ?
Like after x enemies killed wait x seconds and then start a stronger wave of enemies come , but what i look for is not to do each wave manually , i want a system to just scale up the enemies each time because i want around 100 waves lol ...
even if only manual is the solution i still cannot figure a way to do it flawlessly without changing map each wave so i will glad if someone will show me a way here .
Thanks alot !!!
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on October 15, 2017, 02:08:00 pm
Been a long time since I have touched RPG Maker but I want to know, how do I run a Parallel Process on an event that is tagged as an enemy. If it is any other event, it will function as it should but if set onto an enemy, nothing. Basically, I want to run a common event onto an enemy and I'm trying to set the common event on the enemy page as a Parallel Process but it won't work.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 15, 2017, 10:33:02 pm
Fairly certain that enemy events need to have an explicitly defined trigger (see 4.3.8 in help manual) in order to run an event (IOW, you can't use any of the 5 event page triggers in the editor window). Looking at the list of triggers, Autorun and Parallel Process do not exist.

You should explain what it is you're trying to do because it can probably be done in a better way.
Title: Re: [XP] Blizz-ABS
Post by: sowi3 on October 29, 2017, 12:45:59 pm
Hey Guys is it possible to set an event so that after the enemy dies the character starts talking? or I wanted to make it so that when the character gets hitten there pops up a text. How do I do that?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 29, 2017, 01:20:03 pm
Commands inside an enemy event are executed immediately on death. As for when an actor is hit, maybe do a common event that is a parallel process. Conditional branch checks if actors hp is less than what it previously was.
Title: Re: [XP] Blizz-ABS
Post by: sowi3 on October 29, 2017, 01:43:26 pm
How to do that? I know how to do self switches to stop event from repeating itself but thats about it?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 29, 2017, 02:11:35 pm
It's better to trigger a switch on death and have another auto-start event use that switch as precondition.
Title: Re: [XP] Blizz-ABS
Post by: sowi3 on October 29, 2017, 02:19:15 pm
Wow im so slow i dont get why both of you are saying to me  :wacko:
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 29, 2017, 02:33:31 pm
Maybe you should learn how to use the basics of RPG Maker first before you start jumping into scripts :uhm:
Title: Re: [XP] Blizz-ABS
Post by: sowi3 on October 30, 2017, 10:09:58 am
Im learning stuff when I have the need to learn them, and im doing really good with my game though :P Im almost ready to upload  it to the internet. I just wanted to spice it up with a tutorial. I just dont knowwhere to click though. I literally just want you to tell me what option in the events to choose to make it. It cant be complicated for you.  :^_^\':
EDit: but I guess its silly to ask simple things on here. I'll ask somemewhere else. Can you tell me maybe how to make it so that the character cant jump on the tiles that have 'X' on them?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 30, 2017, 01:13:45 pm
There's a configuration option in Blizz-ABS to assign terrain tags to not allow jumping. Section 2.3.7 in the help manual.
Title: Re: [XP] Blizz-ABS
Post by: edwardthefma on October 30, 2017, 07:50:00 pm

seems we have a error in the latest version of blizzabs
--------------------------l-
Project1
---------------------------
Script 'blizzabs2' line 5623: NameError occurred.

uninitialized constant BlizzABS::Config
---------------------------
OK   
---------------------------

Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 30, 2017, 08:03:13 pm
http://forum.chaos-project.com/index.php/topic,106.msg186389.html#msg186389
Title: Re: [XP] Blizz-ABS
Post by: sowi3 on October 31, 2017, 03:37:33 am
It doesnt work..... I can still jump there i just cant move there. also can you PLEASE tell me how to set it so that on hp change ssomething happens? i tried asking my friend whos a moderator on a rpg maker forum but they dont know if theres an option like that...  :O.o:
Title: Re: [XP] Blizz-ABS
Post by: KK20 on October 31, 2017, 02:44:29 pm
It does work. I just tried it. Clearly you didn't configure Blizz-ABS or your tilesets with terrain tags correctly.

For the basic event (that I'm surprised your friend doesn't think is possible)...

At the start of your game, first map, make an auto-run that does:
Control variables > Variable 1 (call this Actor's Previous HP) > Set > Actor's HP
Control Switches > Switch 1 > ON

Make a Common Event. Trigger is Parallel. Condition switch is 1.
Control variables > Variable 2 (call this Actor's Current HP) > Set > Actor's HP
Conditional Branch > Variable > Variable 2 is Less than Variable 1 (also uncheck Set handling when conditions do not apply)
If the condition is met, do whatever event processing you want to happen.
Outside of the conditional branch,
Control variables > Variable 1 > Set > Variable 2
Title: Re: [XP] Blizz-ABS
Post by: edwardthefma on November 01, 2017, 03:47:51 pm
i feel like such a noob i havnt used rpgmaker in so long i hit a few old road bumps that i forgot existed
and now im stuck hear
---------------------------
Project1
---------------------------
Script 'BlizzABS part 2' line 2222: NameError occurred.

uninitialized constant BlizzABS::Processor::Map_Actor
---------------------------
OK   
---------------------------

Title: Re: [XP] Blizz-ABS
Post by: KK20 on November 01, 2017, 08:34:13 pm
Sounds like you deleted part 3
How the fuck did you manage that :|
Title: Re: [XP] Blizz-ABS
Post by: edwardthefma on November 01, 2017, 11:02:42 pm
 :facepalm: :facepalm: :facepalm:
Title: Re: [XP] Blizz-ABS
Post by: sowi3 on November 02, 2017, 05:53:00 pm
Quote from: KK20 on October 31, 2017, 02:44:29 pm
It does work. I just tried it. Clearly you didn't configure Blizz-ABS or your tilesets with terrain tags correctly.

For the basic event (that I'm surprised your friend doesn't think is possible)...

At the start of your game, first map, make an auto-run that does:
Control variables > Variable 1 (call this Actor's Previous HP) > Set > Actor's HP
Control Switches > Switch 1 > ON

Make a Common Event. Trigger is Parallel. Condition switch is 1.
Control variables > Variable 2 (call this Actor's Current HP) > Set > Actor's HP
Conditional Branch > Variable > Variable 2 is Less than Variable 1 (also uncheck Set handling when conditions do not apply)
If the condition is met, do whatever event processing you want to happen.
Outside of the conditional branch,
Control variables > Variable 1 > Set > Variable 2

Ok thank you I'll do this.  But I swear I did what in my understanding I had to do. in the app  I set the second terrain tag to unjumpable and on the tilesets the one I dont want to be able to jump on are a 2nd one too. Maybe tje problem is that I habe a lot of those tiles near each other? No idea :\'(
Title: Re: [XP] Blizz-ABS
Post by: KK20 on November 02, 2017, 06:19:15 pm
Did you generate the configuration code (Blizz-ABS Part1) in the app and paste it into your project?
Title: Re: [XP] Blizz-ABS
Post by: sowi3 on November 03, 2017, 06:49:00 am
YUup. Everytime I edit something
Title: Re: [XP] Blizz-ABS
Post by: KK20 on November 03, 2017, 12:38:53 pm
Post a demo then.
Title: Re: [XP] Blizz-ABS
Post by: Jaiden on November 09, 2017, 07:12:38 am
Ridiculous question of the day:
How feasible would it be to utilize Blizz-ABS without the...B?

The Run/Jump/Dash would be excellent for the game I'm working on, but I don't want or need the action portion of it.

Is the script built heavily on the battle portion, or would removing the associated battle classes not be too difficult?

Also, if it's okay to ask this here, how is compatibility with Heretic's collection? I know he's got some neat-o stuff like moving platforms and whatnot, but I'm not sure how heavily these things would collide.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 09, 2017, 12:04:34 pm
Just don't use them. :) No need to remove anything.
Title: Re: [XP] Blizz-ABS
Post by: Jaiden on November 09, 2017, 12:17:44 pm
Crap, I was sleepy when I typed that comment.  I meant to say I want to disable battle, not actions. I want to utilize the Jump/Dash functionality.

Do you mean that the battle portion be disabled without interfering with an existing battle system?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 09, 2017, 01:10:06 pm
Aha, you want to use another battle system? Well, it might conflict since some classes are switched out on the map. But only if you want to use a battle system on the map. If you want to use a turn-based one, there should be no conflict.
Title: Re: [XP] Blizz-ABS
Post by: Jaiden on November 09, 2017, 01:43:15 pm
Hmm I'll have to give it a try then! I do use a turn based one BUT I think it modifies Sprite_Character class (since it uses animated battlers). Guess I won't know until I give it a shot.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on November 09, 2017, 02:13:09 pm
There are scripts that offer running and jumping. I personally have never used them, but there's a couple in the script database.
Title: Re: [XP] Blizz-ABS
Post by: Jaiden on November 09, 2017, 03:00:57 pm
Quote from: KK20 on November 09, 2017, 02:13:09 pm
There are scripts that offer running and jumping. I personally have never used them, but there's a couple in the script database.

I noticed this, I just figured Blizz's would be the best since it's the most up-to-date and reasonably supported. I'll probably take a look at some of those, too.
Title: Re: [XP] Blizz-ABS
Post by: sowi3 on November 10, 2017, 05:18:03 am
Hey its me again! Sorry I didnt answer before. I just disabled the jumping option and focused on other things. Smehow i think the autorun with variables and stuff makes my character not walk?? The one you helpe me with. i followed your instuctions
Title: Re: [XP] Blizz-ABS
Post by: Jaiden on November 10, 2017, 07:40:53 am
Quote from: sowi3 on November 10, 2017, 05:18:03 am
Hey its me again! Sorry I didnt answer before. I just disabled the jumping option and focused on other things. Smehow i think the autorun with variables and stuff makes my character not walk?? The one you helpe me with. i followed your instuctions

You'll have to post a demo, I don't think there is enough context here for us to help you.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on December 03, 2017, 08:22:02 pm
So I need some help as I'm trying to understand this piece of code.

$BlizzABS.get_enemy(event_id).last_hit_by
$game_player.last_action
$game_party.actors[party_position].last_hit_by


I need to have some complete formulas of how these pieces of code are done. I see last hit by, but hit by what? I know it is a battler, will it be "$game_party.actors[party_position].last_hit_by battler 1" or $game_party.actors[party_position].last_hit_by 1"? Are the battlers event IDs? I need some examples, complete examples of how to use this code. The manual doesn't seem to be giving me much.

Do these go into conditional branches or just the regular script command? Again, the manual doesn't give me much detail.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on December 03, 2017, 09:32:21 pm
You can easily test this yourself by making an event that outputs the method's return. Make another event that you can talk to that has this script call in it:

p $game_party.actors[0].last_hit_by

It should return nil if you don't get hit and a Game_Enemy object when you do. Looking at the methods Game_Enemy returns, I don't see any way to get the event ID that last attacked the actor. You can get the enemy database ID by simply putting .id at the end of the above script call.

And it can go in either conditional branches or script commands. You just have to explain what it is you want to do.
Title: Re: [XP] Blizz-ABS
Post by: glithch on December 20, 2017, 05:49:46 am
hey! i wanted to ask how to make the enemy even MORE agressive. i want them to attack on sight. and whatever AI i check in configurations the enemy just kind of,,, hops around (my enemy is a rabbit lol) before noticing my chara.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on December 20, 2017, 07:39:37 am
Maybe you need to modify their perception data if that's what they do.
Title: Re: [XP] Blizz-ABS
Post by: glithch on March 31, 2018, 01:21:21 pm
Ok so I know I only post stupid questions on this forum but how do I exactly make a fight animation change after my character gets a weapon?  My game is only a graphic thingy so my character uses only one weapon and i just set that animation as _atk1. But since then i added an event when she ACTUALLY gets the weapon and the begginning of the game. i want her not to be able to do any fighting before. How do i do that?
Honestly i know this is dumb no need to mention it. I swear i tried looking at the demo but i didnt see anything there that would help me
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 31, 2018, 02:32:50 pm
In order to actually be able to attack, the actor needs a weapon equipped. The best way would be to equip the actual inventory weapon item through an event command when you want to enable attacking.
Title: Re: [XP] Blizz-ABS
Post by: glithch on March 31, 2018, 03:05:55 pm
hmm thats not what i mean. i want her not to be able to attack. because she doesnt have the weapon equipped and she can still attack. its because i just set the animation as _atk1 and i drew her with the weapon there. I want her not to be able to attack without the weapon but i dont know how to set it up.
Hope im explaining this well
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 31, 2018, 03:25:59 pm
Then check chapter 4.2.3 in the manual. You can enable/disable Blizz-ABS entirely or only certain buttons at a time.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on April 01, 2018, 01:15:29 am
Blizz, there is no check for if the actor has a weapon equipped. I'm not sure if this was changed from a previous version.
A quick fix would be to add this method:

class Map_Battler < Game_Character
  alias call_old_atk_can_use attack_can_use?
  def attack_can_use?
    return false unless call_old_atk_can_use
    return false if @battler.is_a?(Game_Actor) && @battler.weapon_id <= 0
    return true
  end
end

This will make a buzzer sound if no weapon is equipped. But it also won't allow you to do a 0-damage attack (or play any attack animation for that matter).
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 01, 2018, 03:21:49 am
There have been several iterations of this method so IDK anymore which one is actual. xD
Title: Re: [XP] Blizz-ABS
Post by: mobiusclimber on May 14, 2018, 02:54:58 pm
First off, wanted to say thanks for making this awesome ABS! I've been slowly trying to implement it, but I'm pretty much a n00b to XP and some things are taking me longer to understand than they probably should, LOL. Hopefully, someone knows the answers to these questions:

1) What do I have to do to get the gold drop to display properly? Is there a certain size the image needs to be, or a certain way to get it working?
2) I've tried a couple mouse scripts, but none seem to work with the ABS. Does anyone know of one that will?
3) When characters/enemies go behind things like large trees, it's impossible to see them. Does anyone have a solution to this? (I know, I know "don't use large trees." LOL)

Sorry if one or all of these questions have been asked a million times alread... XD
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 14, 2018, 09:59:42 pm
1. Considering that the help file states to use an "animated spriteset", I'd assume that would be a character graphic. So make your gold graphic as if it were a character (4x4 spritesheet)
2. Blizzard's scripts were designed to be compatible with each other. I find it hard to believe that his mouse script (https://forum.chaos-project.com/index.php/topic,4710.0.html) doesn't work.
3. I know in Tons Of Add-ons there's a script that will display an arrow over the player when hidden behind tiles, so it could be possible to extend that script to apply for all events. I think there was a script that made higher priority tiles transparent when the player moved behind them, but don't know what it was called. You could try Drago's script (https://forum.chaos-project.com/index.php/topic,7972.0.html) to draw the name of events. It looks like the name will be displayed above tiles.
Title: Re: [XP] Blizz-ABS
Post by: mobiusclimber on May 15, 2018, 01:27:25 am
Ugh! You'd think the first place I'd go look is to see if Blizzard had made a mouse script.  :facepalm: In my defense, it wasn't something I was looking for until I saw a video on Youtube about it and I was like ... I need that! LOL

Thanks for the info about the gold! I couldn't figure out what was meant by "animated spritesheet." I had what I thought was an animated spritesheet, but not the right dimensions, I think.

Also, do you know of a HUD maker for XP that let's you place a picture on the screen and change the opacity? Or would it be possible to use events to change the opacity ... of the tree? I could set it up so that when you walked closer to it, it would turn opaque. I mean, that would be ideal if it were possible.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 15, 2018, 04:58:23 am
I don't know of any HUD makers, but you could also use one of the Blizz-ABS HUD scripts. Just find them under the "Blizz-ABS Plugin" category. https://database.chaos-project.com
Title: Re: [XP] Blizz-ABS
Post by: mobiusclimber on May 15, 2018, 01:38:58 pm
Quote from: Blizzard on May 15, 2018, 04:58:23 am
I don't know of any HUD makers, but you could also use one of the Blizz-ABS HUD scripts. Just find them under the "Blizz-ABS Plugin" category. https://database.chaos-project.com


Is there one that will do what I need it to do, ie, put an image on screen that is triggered by an event? I had a look at a bunch of the HUD scripts but for some reason, when I click the spoiler tag to view the photos nothing happens. If I was working in MV, I could use SumRndmDde's HUD Maker to do that: http://sumrndm.site/hud-maker/ I don't need anything as fancy as all that, but just the ability to toss up a pic on screen b/c I'm thinking I could solve the issue of not being able to see things behind large trees by just making an opaque tree and using the HUD to place it on the screen when the character gets close enough to it.

... The more I think about it, tho, the more I think there might be a better way just by eventing. I should probably just play around with stuff for awhile and see what works.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on May 15, 2018, 01:59:14 pm
Yeah, explore with events first. You don't want to cheese a HUD script to affect the environment.
Besides, I think the alternative would be a custom tilemap script that allows you to alter individual tiles dynamically.
Title: Re: [XP] Blizz-ABS
Post by: mobiusclimber on May 15, 2018, 02:22:09 pm
Yeah you are right. I'll see what's possible and go from there. Hopefully there's a decent way to get transparency to work like this. It would really open up the possibilities of different things on the map. I'm hoping for a Diablo effect where things become transparent when you walk behind them so you can hide treasure boxes behind walls and stuff like that.
Title: Re: [XP] Blizz-ABS
Post by: Metaron on January 29, 2019, 04:17:26 pm
Hey all,

I'm getting an odd script error during combat when the main characters are fighting only certain enemies.

I've tried removing all skills that the enemies use, changing the area where they fight and it keeps occurring.


Script 'BlizzABS part 2' line 5224: NoMethodError occurred

undefined method 'last' for nil:NilClass

Would anyone have any idea what this section of code in blizz abs part 2 might relate to so it can help me narrow down what could be causing the issue?

I'm on Version: 2.84
Title: Re: [XP] Blizz-ABS
Post by: KK20 on January 29, 2019, 04:32:17 pm
A clean v2.84 points to the start of a loop at line 5224, so I don't know what edits you may have done. But the method this is occurring in is range_array_union, which has to do with battlers that are "observing" and updating their "minions" with information.

Not sure on the details of how this works, but I find it weird that this is causing an error. Make sure your script order is fine and your scripts were copied over completely.
Title: Re: [XP] Blizz-ABS
Post by: Metaron on January 30, 2019, 04:50:48 pm
Cheers KK20, I managed to get rid of the error by turning off the observer AI for that particular enemy and it doesn't crash anymore. It doesn't seem to be a problem for any other enemies that have the observer trait, just that one.

Thanks for the quick response :)
Title: Re: [XP] Blizz-ABS
Post by: Mariorsomething on July 17, 2020, 05:46:18 pm
Hello! I haven't made any tweaks to the code, but I keep getting the error:

"Script 'Blizz_ABS(Pt.2)' line 241: NameError occurred.

undefined method 'hp=' for class 'Game_Battler'"

I know next to nothing about code (in Ruby especially) so it's possible I've missed an integral step somewhere, and upon looking, line 241 has nothing at all written in it, it's simply a space.

I don't know if anyone still checks these, but if you could help, that'd be wonderful!
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 18, 2020, 03:31:49 pm
That error makes no sense then. Can you upload your scripts.rxdata
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 23, 2020, 04:06:52 am
Try making sure that you aren't loading an old save game that's been created before you added Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on August 02, 2020, 07:30:53 pm
So its been really a long time since I last did any work on RMXP. I knew about this ABS, but after implementation, it had a major issue with a custom script of mine. My script allow a free control over sprites frames without changing the name of the sprite, but when use with your script, it no longer work. I tried change the position with no avail. I'll publish my custom script down here:

#==============================================================================
# Extra Frames
# por COGHWELL
# Edit by KK20
# http://members.jcom.home.ne.jp/cogwheel/
#==============================================================================
# KK20's Note: The following instructions are no longer relevant to this script.
# The number of frames a character sprite uses is determined by the amount
# configured in the configuration below.
#==============================================================================
# O script permite que a imagem do character tenha mais que 4 frames.
#
# Para definir a quantidade de frames basta definir o nome adicione [X]
# ao seu nome, onde X é o numero de frames.
#
# Ex.:
# 001-Fighter01[7].png
#
# Isto significa que o 001-Fighter01 terá 7 frames
#==============================================================================
module ExtraFramesConfig
  def self.char_frames(name)
    case name
    #--------------------------------------------------------------------------
    # Begin Configuration
    # Format:
    #             when 'filename' then return FRAMES
    #
    # Any names not configured will be assumed to have 4 frames (RMXP default)
    #--------------------------------------------------------------------------
    when 'Char - Rohan' then return 8
    when 'Char - Rohan2' then return 8
    when 'Char - Rohan Ladder' then return 8
    when 'Char - Rohan2 Ladder' then return 8
    when 'Char - Rohan_quarter' then return 8
    when 'Char - Elenwen' then return 8
    when 'Char - Elenwen Ladder' then return 8
    when 'Char - Elenwen2' then return 8
    when 'Char - Elenwen2 Ladder' then return 8
    when 'Char - Lucain' then return 8
    when 'Char - Lucain2' then return 8
    when 'Char - Lucain Ladder' then return 8
    when 'Char - Lucain2 Ladder' then return 8
    when 'Char - Ramza' then return 8
    when 'Char - Ramza Ladder' then return 8
    when 'Char - Artanis' then return 8
    when 'Char - Artanis Ladder' then return 8
    when 'Char - Judeau' then return 8
    when 'Char - Judeau Ladder' then return 8
    when 'Char - Agrias' then return 8
    when 'Char - Agrias Ladder' then return 8
#---------------------------------------------------------------
    when 'Rag - Goo' then return 8
    when 'Measure - Portals 01' then return 15
    when 'Measure - Spawn' then return 5
    when 'Measure - Mana Crystal 01' then return 9
    when 'Poring' then return 8
    when 'Rag - Myconid' then return 8
    when 'Rag - Mossy Myconid' then return 8
    when 'Rag - Willow' then return 5
    when 'Rag - Willow 2' then return 5
    when 'Rag - Boa' then return 6
    when 'Rag - Bat' then return 8
    when 'Rag - Knight M-1' then return 8
    when 'Rag - Swordsman M-1' then return 8
    when 'Rag - Swordsman M-2' then return 8
    when 'Rag - Archer M-1' then return 8
    when 'Rag - Botaring' then return 6
    when 'Rag - Corruption' then return 6
    when 'Rag - Schist' then return 5
    when 'Rag - Ochu' then return 7
    when 'Rag - Banshee' then return 6
    when 'Rag - Wraith' then return 6
    when 'Rag - Hopper' then return 7
    when 'Rag - Dolomedes' then return 6
    when 'Rag - Raydric' then return 6
    when 'Rag - Raydric Archer' then return 6
    when 'Rag - Abyss Knight' then return 8
    when 'Rag - Parasite' then return 6
    when 'Rag - Thief M1' then return 8
   
   
    #--------------------------------------------------------------------------
    # End of Configuration
    #--------------------------------------------------------------------------
    else
      return 4
    end
  end
end

#==============================================================================
# ■ Game_Character
#==============================================================================
class Game_Character
  #--------------------------------------------------------------------------
  def update
    if jumping?
      update_jump
    elsif moving?
      update_move
    else
      update_stop
    end
    frames = ExtraFramesConfig.char_frames(@character_name)
    if frames != 4
      @anime_count = 20 if @anime_count > 0 and @pattern == @original_pattern
      if @anime_count * (frames - 1) / 4 > 18 - @move_speed * 3
        if not @step_anime and @stop_count > 0
          @pattern = @original_pattern
        else
          @pattern = @pattern % (frames - 1) + 1
        end
        @anime_count = 0
      end
    else
      if @anime_count > 18 - @move_speed * 2
        if not @step_anime and @stop_count > 0
          @pattern = @original_pattern
        else
          @pattern = (@pattern + 1) % 4
        end
        @anime_count = 0
      end
    end
    if @wait_count > 0
      @wait_count -= 1
      return
    end
    if @move_route_forcing
      move_type_custom
      return
    end
    if @starting or lock?
      return
    end
    if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
      case @move_type
      when 1
        move_type_random
      when 2
        move_type_toward_player
      when 3
        move_type_custom
      end
    end
  end
end


#================================================= =============================
# ■ Sprite_Character
#================================================= =============================
class Sprite_Character < RPG::Sprite
  #--------------------------------------------------------------------------
  def update
    super
    if @tile_id != @character.tile_id or
       @character_name != @character.character_name or
       @character_hue != @character.character_hue
      @tile_id = @character.tile_id
      @character_name = @character.character_name
      @character_hue = @character.character_hue
      if @tile_id >= 384
        self.bitmap = RPG::Cache.tile($game_map.tileset_name,
        @tile_id, @character.character_hue)
        self.src_rect.set(0, 0, 32, 32)
        self.ox = 16
        self.oy = 32
      else
        self.bitmap = RPG::Cache.character(@character.character_name,
        @character.character_hue)
        frames = ExtraFramesConfig.char_frames(@character.character_name)
        if frames != 4
          @cw = bitmap.width / frames
          @ch = bitmap.height / 4
        else
          @cw = bitmap.width / 4
          @ch = bitmap.height / 4
        end
        self.ox = @cw / 2
        self.oy = @ch
      end
    end
    self.visible = (not @character.transparent)
    if @tile_id == 0
      sx = @character.pattern * @cw
      sy = (@character.direction - 2) / 2 * @ch
      self.src_rect.set(sx, sy, @cw, @ch)
    end
    self.x = @character.screen_x
    self.y = @character.screen_y
    self.z = @character.screen_z(@ch)
    self.opacity = @character.opacity
    self.blend_type = @character.blend_type
    self.bush_depth = @character.bush_depth
    if @character.animation_id != 0
      animation = $data_animations[@character.animation_id]
      animation(animation, true)
      @character.animation_id = 0
    end
  end
end

#================================================= =============================
# ■ Window_Base
#================================================= =============================
class Window_Base < Window
  #--------------------------------------------------------------------------
  def draw_actor_graphic(actor, x, y)
    bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
    frames = ExtraFramesConfig.char_frames(actor.character_name)
    if frames != 4
      cw = bitmap.width / frames
      ch = bitmap.height / 4
    else
      cw = bitmap.width / 4
      ch = bitmap.height / 4
    end
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
end

#================================================= =============================
# ■ Window_SaveFile
#================================================= =============================
class Window_SaveFile < Window_Base
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    name = "File #{@file_index + 1}"
    self.contents.draw_text(4, 0, 600, 32, name)
    @name_width = contents.text_size(name).width
    if @file_exist
      for i in 0...@characters.size
        bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
        frames = ExtraFramesConfig.char_frames(@characters[i][0])
        if @characters[i][0][/\[(\d+)\]/]
          cw = bitmap.width / frames
          ch = bitmap.height / 4
        else
        cw = bitmap.width / 4
        ch = bitmap.height / 4
      end
      src_rect = Rect.new(0, 0, cw, ch)
      x = 300 - @characters.size * 32 + i * 64 - cw / 2
      self.contents.blt(x, 68 - ch, bitmap, src_rect)
    end
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 8, 600, 32, time_string, 2)
    self.contents.font.color = normal_color
    time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
    self.contents.draw_text(4, 40, 600, 32, time_string, 2)
    end
  end
end

#================================================= =============================
# ■ Game_Player
#================================================= =============================
class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  def anime_update
    frames = ExtraFramesConfig.char_frames(@character_name)
    if frames != 4
      @anime_count = 20 if @anime_count > 0 and @pattern == @original_pattern
      if @anime_count * (frames - 1) / 4 > 18 - @move_speed * 2
        if not @step_anime and @stop_count > 0
          @pattern = @original_pattern
        else
          @pattern = @pattern % ($1.to_i - 1) + 1
        end
        @anime_count = 0
      end
    else
      if @anime_count > 18 - @move_speed * 2
        if not @step_anime and @stop_count > 0
          @pattern = @original_pattern
        else
          @pattern = (@pattern + 1) % 4
        end
        @anime_count = 0
      end
    end
  end
end

I would really appreciate any help on this subject because I really want to use this script.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 03, 2020, 02:00:14 am
Hey, welcome back. I remember you asked for this like 7 years ago, and I told you it would be a lot of work to do it. I can take another stab at it to make sure if that remains the case or not.

Do you have a character sheet for me to use as a reference?
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on August 03, 2020, 08:59:07 am
Thanks for remembering me. Its really been a while, but I decided to give it another try here. Here a sprite with 8 frames movement:

(https://i.imgur.com/6esGsbp.png)

Thanks for looking in to this issue for me.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 04, 2020, 01:09:52 am
Start with this:
#==============================================================================
# Extra Frames (for Blizz-ABS)
# por COGHWELL
# Edit by KK20
# http://members.jcom.home.ne.jp/cogwheel/
#==============================================================================
# KK20's Note:
# The number of frames a character sprite uses is determined by the amount
# configured in the configuration below.
#==============================================================================
module ExtraFramesConfig
  def self.char_frames(name)
    case name
    #--------------------------------------------------------------------------
    # Begin Configuration
    # Format:
    #             when 'filename' then return FRAMES
    #
    # Any names not configured will be assumed to have 4 frames (RMXP default)
    #--------------------------------------------------------------------------
    when 'Hero' then return 8
    #--------------------------------------------------------------------------
    # End of Configuration
    #--------------------------------------------------------------------------
    else
      return 4
    end
  end
end

#==============================================================================
# ■ Map_Battler
#==============================================================================
class Map_Battler
  def pattern_size
    # check graphic file
    @pattern_size = ExtraFramesConfig.char_frames(@character_name)
   
    # if in action or charging and animating
    if (in_action > 0 || charging?) && @sindex < @sframes.size &&
        @sframes[@sindex] > 0
      # return sprite animation modified pattern
      return @sframes.size
    end
    # return normal pattern if not in action
    return @pattern_size
  end
end

#==============================================================================
# ■ Game_Character
#==============================================================================
class Game_Character
  #--------------------------------------------------------------------------
  def update
    if jumping?
      update_jump
    elsif moving?
      update_move
    else
      update_stop
    end
    frames = ExtraFramesConfig.char_frames(@character_name)
    if frames != 4
      @anime_count = 20 if @anime_count > 0 and @pattern == @original_pattern
      if @anime_count * (frames - 1) / 4 > 18 - @move_speed * 3
        if not @step_anime and @stop_count > 0
          @pattern = @original_pattern
        else
          @pattern = @pattern % (frames - 1) + 1
        end
        @anime_count = 0
      end
    else
      if @anime_count > 18 - @move_speed * 2
        if not @step_anime and @stop_count > 0
          @pattern = @original_pattern
        else
          @pattern = (@pattern + 1) % 4
        end
        @anime_count = 0
      end
    end
    if @wait_count > 0
      @wait_count -= 1
      return
    end
    if @move_route_forcing
      move_type_custom
      return
    end
    if @starting or lock?
      return
    end
    if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
      case @move_type
      when 1
        move_type_random
      when 2
        move_type_toward_player
      when 3
        move_type_custom
      end
    end
  end
end

#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
  #--------------------------------------------------------------------------
  def draw_actor_graphic(actor, x, y)
    bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
    frames = ExtraFramesConfig.char_frames(actor.character_name)
    if frames != 4
      cw = bitmap.width / frames
      ch = bitmap.height / 4
    else
      cw = bitmap.width / 4
      ch = bitmap.height / 4
    end
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
end

#==============================================================================
# ■ Window_SaveFile
#==============================================================================
class Window_SaveFile < Window_Base
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    name = "File #{@file_index + 1}"
    self.contents.draw_text(4, 0, 600, 32, name)
    @name_width = contents.text_size(name).width
    if @file_exist
      for i in 0...@characters.size
        bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
        frames = ExtraFramesConfig.char_frames(@characters[i][0])
        if @characters[i][0][/\[(\d+)\]/]
          cw = bitmap.width / frames
          ch = bitmap.height / 4
        else
        cw = bitmap.width / 4
        ch = bitmap.height / 4
      end
      src_rect = Rect.new(0, 0, cw, ch)
      x = 300 - @characters.size * 32 + i * 64 - cw / 2
      self.contents.blt(x, 68 - ch, bitmap, src_rect)
    end
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 8, 600, 32, time_string, 2)
    self.contents.font.color = normal_color
    time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
    self.contents.draw_text(4, 40, 600, 32, time_string, 2)
    end
  end
end
Give it a test and report whatever breaks.
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on August 04, 2020, 10:18:47 am
A big, big, BIG thanks for this edit. At my first test with a clean project, it worked by activating the Action Sprites. I'll began my understand of this ABS now and test it further on.

Title: Re: [XP] Blizz-ABS
Post by: Ronivan on August 05, 2020, 03:01:53 pm
Alright, first issue found with my attacking animation. It won't play the attacking animation, which has 6 frames. I'll post here the attack animation I'm using for this test in particular:

(https://i.imgur.com/j0pQUZs.png)

This worries me, because I have animation with several different number of frames, including the enemies too.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 06, 2020, 12:02:40 am
If I name the spritesheet as Hero_atk1 and make a 1x1 sprite named Hero_wpn1, I see that the 6 frames are not represented and are treated as if 4 frames of animation (by default). Which results in the non-attack spritesheet getting treated as 4 frames again.

If I edit BABS configuration so that the default frames for Weapons is 6 frames, i.e.
    def self.frames(id)
      return [3, 3, 3, 3, 3, 3]
    end
then everything looks normal. I don't even have to configure the Extra Frames script for the attack spritesheet.

I guess the only issue would be if your actors use a different number of frames for the same weapon.
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on August 06, 2020, 09:12:23 am
Thanks again for this lesson. I still need to get a better understand of this battle system, but at least now I have the will to get going with it.
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on August 08, 2020, 11:48:20 am
I've found a minor issue with enemies idle animation that may be related to the multiple frames script. If use the enemy idle animation option, the walking animation of the said enemy flicker sometimes, and when the said enemy is hit during battle, for a short moment, it plays the idle animation, but without considering the multiple frames script, which display the picture of all frames at once.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 08, 2020, 08:11:19 pm
Alright, let's just rely on the graphic filename and the configuration to wholly determine the number of frames:
  def pattern_size
    # use frame count defined by above configuration only
    @pattern_size = ExtraFramesConfig.char_frames(@character_name)
  end
So now you will have to define the _atk, _idl, etc. filenames under ExtraFramesConfig.

Make sure that you continue defining your frames for your attacks, skills, etc. appropriately like before in the Blizz-ABS configuration (i.e. the self.frames post I made previously).
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on August 08, 2020, 10:11:40 pm
Thanks again for the reply. This have indeed solved not only the strange animation thing after attacking the target, but the one I was having here while further testing the animation during enemy skill damage, which sometimes was causing the incorrect number of frames appearing. However, this did not solve the flickering of enemy animation if idle is enabled. In fact I noticed now that it actually is not even playing the moving animation; it just show the idle, and when it moves, it shows nothing. I'll look on this because I feel like I'm doing something wrong on my part here.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 08, 2020, 11:53:01 pm
It's not just you. Idle sprites do not animate from what I can tell from the code. I don't get it either...possibly a regression?
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on August 09, 2020, 10:28:09 am
I didn't knew they should not be animated. I used the RMXP event option to animate the event graphic. I guess the issue may be coming from this.

Moving animation:
(https://i.imgur.com/twbB70c.png)


Idle animation:
(https://i.imgur.com/HWOYuVx.png)
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on August 09, 2020, 03:51:05 pm
For the rest, everything here seems to be working in order. The issue I still have is not related to the ABS itself, but rather from the Custom Resolution (DLL-less) 0.97e, which is working properly with Blizz ABS, except for the player is not correctly centered on the screen. The player position is fixed in the upper-left corner of the screen. I'm trying to tweak the Custom Resolution script trying to find the centering method, but so far I haven't found it.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 09, 2020, 05:03:14 pm
"I didn't knew they should not be animated."
It's more I didn't know that idle animations didn't animate. But yeah, toggling the event's Stop Animation can be considered a fix. Idle animations for actors, however, will require some kind of script fix.

Custom Resolution, in its latest version, doesn't need the DLL. There's a DLL-less version mentioned. Another thread was made for compatibility with other scripts here: https://forum.chaos-project.com/index.php/topic,7947.0.html
It's unknown whether it still works though. Take a look at the script database and search for "Custom Resolution".

But I would also suggest that you use XPA Tilemap instead.
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on August 09, 2020, 06:52:50 pm
Big thanks. Everything here seems to slowly fit together and work properly. I thought that I could use an idle animated animation because the sprites I use actually have animated idle, which is supposed to be play when no action is being executed. It didn't troubled me with the character animation, because the only part I did animated was the hair, which is not something essential. The only thing I would like to have with Blizz ABS is the 8 direction movement with a unique diagonal animation. I have these diagonal animations in place, but it seems that this system don't make use of this kind of sprite for diagonal moves.

Edit: I swap to the your XPA custom screen script, which work properly with Blizz ABS; however, I found the same strange behavior on screen position, which my player is locked in the upper-left corner of the screen.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 09, 2020, 08:21:37 pm
It's a tilemap rewrite actually, not a custom screen. It just happens to support other resolutions.

Yeah, there's no 8-dir sprite support built into Blizz-ABS. I don't believe it's easy to implement either.

I think you should be able to still use the Custom Resolution Compatibility fix. You just need to rename any instances of SCREEN with SCREEN_RESOLUTION.
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on August 09, 2020, 09:47:17 pm
Renaming the stances won't solve it either. Although the game crashes when I move my character, its in the same position, on the upper-left. Even if I move it to the corner, it still fixes the center of the screen on the upper-left. I can tell this is an issue with the Blizz-ABS because it don't behave like that if I remove the ABS and play it. This I tested with XPA Screen, I'm not using the other anymore.
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on August 09, 2020, 11:37:44 pm
I tried to change values in the controller section, which kinda solved the screen position issue; however, the area of the screen don't move, and if I move outside it, the enemies disappear and my spells animation don't work. This custom screen size will not work with Blizz-ABS I'm afraid.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 10, 2020, 12:56:49 am
Since you don't seem to understand what I'm saying, here's what I did:

Script order

For Custom Resolution Compatibility:
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on August 10, 2020, 10:49:10 am
I did all the following, but still got that undefined method tile_size error at start. I did append the script as blandly said in the description, did the changes in the screen to screen_resolution. Heres the complete resolution compatibility addon I'm using:

module BlizzABS
 
    #===============================================================================
    # ** Controller
    #===============================================================================
   
      class Controller
         
        CX = ((SCREEN_RESOLUTION[0]) - 16) * 4
        CY = ((SCREEN_RESOLUTION[1]) - 16) * 4
       
        def center(x, y, flag = false)
          pix = flag ? $BlizzABS.pixel : 1
          x, y = x * 128 / pix, y * 128 / pix
          m_x = ($game_map.width - $game_map.tile_size[0]) * 128
          m_y = ($game_map.height - $game_map.tile_size[1]) * 128
          ox, oy = x - CX, y - CY
          if ox > m_x
            $game_map.display_x = m_x
          elsif ox < 0
            $game_map.display_x = 0
          else
            $game_map.display_x = ox
          end
          if oy > m_y
            $game_map.display_y = m_y
          elsif oy < 0
            $game_map.display_y = 0
          else
            $game_map.display_y = oy
          end
        end
      end
   
    #===============================================================================
    # ** Utility
    #===============================================================================
     
      class Utility
        def get_fullscreen_area
          return Rect.new($game_map.display_x / 4, $game_map.display_y / 4,
            SCREEN_RESOLUTION[0], SCREEN_RESOLUTION[1])
        end
   
        def get_player_radius
          if $game_player.screen_x > (SCREEN_RESOLUTION[0] / 2)
            x_max = $game_player.screen_x
          else
            x_max = SCREEN_RESOLUTION[0] - $game_player.screen_x
          end
          if $game_player.screen_y > (SCREEN_RESOLUTION[1] / 2)
            y_max = $game_player.screen_y
          else
            y_max = SCREEN_RESOLUTION[1] - $game_player.screen_y
          end
          return Math.hypot(x_max, y_max) / 32
        end
      end
    end
   
   
    #===============================================================================
    # ** Sprite
    #===============================================================================
   
    class Sprite
     
      def in_screen?
        return (self.x.between?(0, SCREEN_RESOLUTION[0]-1) && (self.y-16).between?(0, SCREEN_RESOLUTION[1]-1))
      end
    end
   
    #===============================================================================
    # ** Game_Character
    #===============================================================================
   
    class Game_Character
     
      def in_abseal_range?
        factor = BlizzABS::Config::ABSEAL_FACTOR < 1 ? 1 :
            BlizzABS::Config::ABSEAL_FACTOR.to_i
        return false if @real_x < $game_map.display_x - factor * 128
        return false if @real_y < $game_map.display_y - factor * 128
        return false if @real_x >= $game_map.display_x + (SCREEN_RESOLUTION[0]*4) + factor * 128
        return false if @real_y >= $game_map.display_y + (SCREEN_RESOLUTION[1]*4)+ factor * 128
        return true
      end
   
    end
      
    #===============================================================================
    # ** Map_Battler < Game_Character
    #===============================================================================
   
    class Map_Battler < Game_Character
   
      def in_screen?
        return (((@real_x - $game_map.display_x - 64) / 4).between?(0, SCREEN_RESOLUTION[0]) &&
                ((@real_y - $game_map.display_y - 64) / 4).between?(0, SCREEN_RESOLUTION[1]))
      end
    end
   
    #===============================================================================
    # ** Map_Remote < Map_Battler
    #===============================================================================
   
    class Map_Remote < Map_Battler
   
      def out_of_screen?(add = 0)
        return (self.real_x - $game_map.display_x + add < 0 ||
                self.real_x - $game_map.display_x + add > (SCREEN_RESOLUTION[0]*4) ||
                self.real_y - $game_map.display_y + add < 0 ||
                self.real_y - $game_map.display_y + add > (SCREEN_RESOLUTION[1]*4))
      end 
    end
   
    #===============================================================================
    # ** HUD < Sprite
    #===============================================================================
   
    class HUD < Sprite
     
      alias zer0_resolution_hud_position_init initialize
      def initialize(viewport = nil)
        zer0_resolution_hud_position_init(viewport)
        case BlizzABS::Config::HUD_POSITION
        when 0 then self.x, self.y = 4, 4
        when 1 then self.x, self.y = SCREEN_RESOLUTION[0] - self.bitmap.width - 4, 4
        when 2 then self.x, self.y = 4, (SCREEN_RESOLUTION[1] - 116) 
        end
      end
    end
   
    #===============================================================================
    # ** Minimap < Sprite
    #===============================================================================
   
    class Minimap < Sprite
     
      def initialize
        width, height = SCREEN_RESOLUTION[0] / 4, SCREEN_RESOLUTION[1] / 4
        super(Viewport.new(SCREEN_RESOLUTION[0]-width-4, SCREEN_RESOLUTION[1]-height-4, width, height))
        @autotile = $BlizzABS.cache.image('minimap_autotile')
        create_passable_floor
        self.x = self.y = 0
        viewport.z = 5000
        @events, @names = check_events
        create_sevents
        self.visible = true
        update
      end
   
      def update(override = false)
        create_passable_floor if @map_id != $game_map.map_id
        ev = check_events
        if @events != ev[0] || @names != ev[1]
          @events, @names = ev
          destroy_sevents
          create_sevents
        end
        if $game_system.minimap < 2
          self.ox, self.oy = $game_map.display_x / 16, $game_map.display_y / 16
        elsif !($game_system.turn_button && Input.press?(Input::Turn)) || override
          if self.bitmap.width > SCREEN_RESOLUTION[0]
            border = $game_player.real_x/16 - (SCREEN_RESOLUTION[0] / 2)
            border_x = self.bitmap.width - SCREEN_RESOLUTION[0]
            if border < 0
              self.ox = 0
            elsif border > border_x
              self.ox = border_x
            else
              self.ox = border
            end
          else
            self.ox = self.bitmap.width/2 - (SCREEN_RESOLUTION[0] / 2)
          end
          if self.bitmap.height > SCREEN_RESOLUTION[1]
            border = $game_player.real_y/16 - (SCREEN_RESOLUTION[1] / 2)
            border_y = self.bitmap.height - SCREEN_RESOLUTION[1]
            if border < 0
              self.oy = 0
            elsif border > border_y
              self.oy = border_y
            else
              self.oy = border
            end
          else
            self.oy = self.bitmap.height/2 - (SCREEN_RESOLUTION[1] / 2)
          end
        end
        @sevents.each_index {|i|
            if $game_system.minimap == 2 || @events[i].update?
              @sevents[i].x = self.x + @events[i].real_x / 16
              @sevents[i].y = self.y + @events[i].real_y / 16
              @sevents[i].ox, @sevents[i].oy = self.ox, self.oy
              if @names[i] != '' && !@events[i].dropped? &&
                  (@events[i].is_a?(Map_Actor) ||
                  !@events[i].name.clone.gsub!('\box') {''})
                @sevents[i].src_rect.set((@events[i].direction - 2) * 7, 0, 14, 14)
                @sevents[i].ox += 3
                @sevents[i].oy += 3
              end
            end}
      end
    end
   

   
    #===============================================================================
    # ** Scene_Map
    #===============================================================================
   
    class Scene_Map
     
      def update_minimap
        return if @minimap == nil
        if $game_system.minimap < 2
          @minimap.update
          return
        end
        unless @minimap.viewport.rect.width == SCREEN_RESOLUTION[0] &&
            @minimap.map_id == $game_map.map_id
          @minimap.viewport.rect.set(0, 0, SCREEN_RESOLUTION[0], SCREEN_RESOLUTION[1])
          @minimap.update(true)
        else
          @minimap.update
        end
        if $game_system.turn_button && Input.press?(Input::Turn) &&
            !$game_system.map_interpreter.running? && !@move_route_forcing &&
            !$game_temp.message_window_showing
          if @minimap.bitmap.width > SCREEN_RESOLUTION[0]
            if Input.repeat?(Input::RIGHT)
              if @minimap.ox + SCREEN_RESOLUTION[0] < @minimap.bitmap.width
                $game_system.se_play($data_system.cursor_se)
                @minimap.ox += 32
              else
                $game_system.se_play($data_system.buzzer_se)
              end
            elsif Input.repeat?(Input::LEFT)
              if @minimap.ox > 0
                $game_system.se_play($data_system.cursor_se)
                @minimap.ox -= 32
              else
                $game_system.se_play($data_system.buzzer_se)
              end
            end
          end
          if @minimap.bitmap.height > SCREEN_RESOLUTION[1]
            if Input.repeat?(Input::DOWN)
              if @minimap.oy + SCREEN_RESOLUTION[1] < @minimap.bitmap.height
                $game_system.se_play($data_system.cursor_se)
                @minimap.oy += 32
              else
                $game_system.se_play($data_system.buzzer_se)
              end
            elsif Input.repeat?(Input::UP)
              if @minimap.oy > 0
                $game_system.se_play($data_system.cursor_se)
                @minimap.oy -= 32
              else
                $game_system.se_play($data_system.buzzer_se)
              end
            end
          end
        end
      end
     
      def initialize_selection
        object, r, type, sprites = $game_temp.select_data
        enemy, dead, all = $BlizzABS.util.get_scope_data(object.scope)
        if $tons_version != nil && object.is_a?(RPG::Skill) &&
            ($tons_version >= 6.02 && $game_system.TARGET_EM_ALL &&
            FULL_TARGET_IDS.include?(object.id))
          target_all = all = true
        end
        sprites.each {|sprite| sprite.z += 1000000}
        @index = 0
        Graphics.freeze
        tone = $game_screen.tone
        @spriteset.viewport1.tone = Tone.new(tone.red - 32, tone.green - 32,
            tone.blue - 32, tone.gray)
        $game_system.se_play($data_system.decision_se)
        @win = Window_Help.new
        @win.z, @win.opacity = 10000, 192
        @ranges = [Sprite.new(@spriteset.viewport1),
                   Sprite.new(@spriteset.viewport1)]
        @ranges[0].z = @ranges[1].z = 950000
        color = (target_all ? Color.new(255, 255, 255, 96) : enemy ?
            Color.new(255, 0, 0, 96) : Color.new(0, 128, 255, 96))
        if type == BlizzABS::BEAM && all
          @ranges[0].bitmap = Bitmap.new(SCREEN_RESOLUTION[0], SCREEN_RESOLUTION[1])
          @ranges[1].bitmap = Bitmap.new(SCREEN_RESOLUTION[0]-2, SCREEN_RESOLUTION[1]-2)
          @ranges[0].bitmap.fill_rect(0, 0, SCREEN_RESOLUTION[0], SCREEN_RESOLUTION[1],
            Color.new(255, 255, 0, 160))
          @ranges[0].bitmap.fill_rect(1, 1, SCREEN_RESOLUTION[0]-2, SCREEN_RESOLUTION[1]-2,
            Color.new(0, 0, 0, 0))
          @ranges[1].x = @ranges[1].y = 1
          @ranges[1].bitmap.fill_rect(0, 0, SCREEN_RESOLUTION[0]-2, SCREEN_RESOLUTION[1]-2, color)
        else
          @ranges[0].bitmap = Bitmap.new(r * 2 + 32, r * 2 + 32)
          @ranges[1].bitmap = Bitmap.new(r * 2 + 32, r * 2 + 32)
          @ranges[0].x, @ranges[0].y = $game_player.screen_x, $game_player.screen_y
          @ranges[1].x, @ranges[1].y = $game_player.screen_x, $game_player.screen_y
          @ranges[0].ox, @ranges[0].oy = r + 16, r + 32
          @ranges[1].ox, @ranges[1].oy = r + 16, r + 32
          @ranges[0].bitmap.draw_circle(0, 0, r.to_i + 16, Color.new(255, 255, 0, 160))
          @ranges[0].bitmap.draw_circle(1, 1, r.to_i + 15, Color.new(0, 0, 0, 0))
          @ranges[1].bitmap.draw_circle(1, 1, r.to_i + 15, color)
        end
        if all
          sprites.each {|sprite| sprite.select = 1}
          @win.set_text(BlizzABS::Cache::WORDAll, 1)
        else
          sprites[0].select = 1
          @win.set_text(sprites[0].character.battler.name, 1)
        end
        @ranges[1].color.set(255, 255, 0, (16 - Graphics.frame_count % 32).abs * 8 )
        Graphics.transition
      end
     
    #=== GAME_MAP PART ADDED =============================
    class Game_Map
      attr_reader :tile_size
      alias initiate_tile_size_for_babs initialize
      def initialize
        @tile_size = [SCREEN_RESOLUTION[0], SCREEN_RESOLUTION[1]].collect {|n| (n / 32.0).ceil }
        initiate_tile_size_for_babs
      end
    end
    #=====================================================
end
   
[\code]
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 10, 2020, 11:09:36 am
You appended the Game_Map class inside of Scene_Map. Gotta be outside of it.
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on August 10, 2020, 11:15:18 am
Nope, still getting the same undefined tile_map error over and over. Keep in mind that I'm using Visual Studio Code to properly position the classes inside the script, because XP script editor is beyond bad.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 10, 2020, 12:31:03 pm
I've uploaded my Scripts.rxdata for the project that worked for me. Compare it to what you have right now, because you're clearly doing something wrong.

https://drive.google.com/file/d/1rls8o3abcBwnB7tmanePfO1C_GPeDM6R/view?usp=sharing
Title: Re: [XP] Blizz-ABS
Post by: KK20 on August 10, 2020, 01:05:33 pm
Whoops, forgot to change it from restricted.
https://drive.google.com/file/d/1rls8o3abcBwnB7tmanePfO1C_GPeDM6R/view?usp=sharing
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on August 10, 2020, 01:48:50 pm
Finally found the reason, all thanks to your data. This is what was causing all the issues:
(https://i.imgur.com/vT16vFP.png)

The upper is the correct form, while the lower one was incorrect, and I was using that. If you look at the script I have posted here, you will see that incorrect form too. I don't know why that happened, because the original scripted posted by ForeverZer0 is correct. I'm sure that I'm the one to blame, because I may have changed the code in some moment, trying desperately to find a solution. Anyway, big thanks again for helping me out on this. I triple tested all the situations that I had issues, and now they are gone.
Title: Re: [XP] Blizz-ABS
Post by: Ronivan on August 31, 2020, 10:37:45 pm
Just a question, its possible to delay the damage hit itself, like when you have a long attack animation, you don't want the damage hit to happen at the start of the animation, but rather the end. Its possible to somehow add a delay to this?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on September 01, 2020, 03:59:15 am
What you could do is enable charge weapon sprites. Rename your _atk# animation to atk_chr#. Move your Weapon frames over to charge_frames. Now, if you want, you can make the _atk# animation be the end-animation of the attack and adjust the frames and penalty accordingly. Make your weapon CHARGEFreeze and set its frame count equal to the sum of the charge_frames.

Here's an example:
    def self.penalty(id)
      return 2 # I reduced it for better game-feel
    end
   
    def self.frames(id)
      return [0] # this is the absolute lowest possible setting you can do
    end
   
    def self.charge(id)
      return [CHARGEFreeze, 18]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3, 3, 3] # sum of 18
    end
Title: Re: [XP] Blizz-ABS
Post by: dadmilk on February 09, 2021, 09:10:05 pm
Hi, pretty new to using XP and I just got the v2.87 Blizz-ABS and am running into an issue with the attacking animation I can't seem to figure out.

I have my character sprite sheet dadmilk.png and my attacking sprite sheet dadmilk_atk1.png and the weapon sprite sheet dadmilk_wpn_1.png (the way it described to do it in the manual) but when I perform the animation in play testing I get the sword very far away from my character and when facing down my character moves back too far. The base sprite is 128x192px and the attacking and weapon sprite sheets are both 384x640px (the manual said to make sure they are the same resolution).

I tried out the Sir Lag-A-Lot demo and the dimensions for the images all match what I have in my game and if I sub out the images in the demo with my own it doesn't have the same issue as it does in my game. Any ideas how I can fix this?


screenshot of the weapon swinging way too far from me:
https://imgur.com/a/0rDvx1b

Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 10, 2021, 12:25:51 am
It would be easier for others to debug if you could provide the spritesheets.

Also, don't rely on the demo project for testing. It uses an old version of BABS and does certain things vastly different, like the inclusion of ACTOR_SPRITE_Y_OFFSET, which I think is what you're referring to.
Title: Re: [XP] Blizz-ABS
Post by: dadmilk on February 10, 2021, 08:40:49 am
Quote from: KK20 on February 10, 2021, 12:25:51 amIt would be easier for others to debug if you could provide the spritesheets.

Also, don't rely on the demo project for testing. It uses an old version of BABS and does certain things vastly different, like the inclusion of ACTOR_SPRITE_Y_OFFSET, which I think is what you're referring to.

Yeah since my sprite sheet was the same dimensions as the sir_lag_a_lot sprite sheet I just copied the sword swing png over to my game as a placeholder and then copied the way the attacking animation spritesheet was set up so I could just try it out. When I was looking through the script on that demo I did catch the ACTOR_SPRITE_Y_OFFSET and tried finding it in the 2.87 but didn't catch anything similar to fix said issue. I did try a different resolution for the attacking and weapon pngs that moved the sword inside of my character so I am just thinking I have the wrong resolution for these images or something? I'll include the sprite sheets anyway just in case.

https://imgur.com/a/z2O8BTU

Also, here is the lag a lot sheets that I referenced when making it. But like you said since it's an old version of BABS it probably wasn't wise to use as a reference
https://imgur.com/a/45NQezU
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 11, 2021, 12:17:07 am
For reference, here's an example weapon sprite: https://imgur.com/PlrVVVN
Courtesy of this topic: https://forum.chaos-project.com/index.php/topic,6563.msg179676.html#msg179676

In each animation cell (96x96 in this example), assume your character graphic is standing right in the very middle of it. This is what the manual means by "Weapon sprites are not displayed like characters sprites, they are centered around the character sprite."

Meanwhile, your character _atk sprites are displayed like any other character sprites. In other words, if you were to make a map event use the _atk spritesheet as its graphic, and have Stop Animation toggled, it should look normal (in all directions, if that needed to be mentioned).

With that said, I'm not sure what spriters do to their workspace to make this process more streamlined, like how they ensure the weapon sprites will be perfectly centered on the character.
Title: Re: [XP] Blizz-ABS
Post by: iGared on July 07, 2022, 11:57:56 pm
Hello,
I know it's been a while since last post in this topic, but I dont know where to ask for help...

I will explain my problem:

I tried changing the pixel movement rate in an in-game event using:

Call Script: $game_system.pixel_rate = (Desired value from 0 to 5)

But my character goes crazy and moves by its own to the top-left corner of the map, then the game becomes laggy and eventually crashes with an unknown error.

But if I change the value directly from the script It works perfectly in a new game.

PIXEL_MOVEMENT_RATE = 0-5

The problem is that I want to change the pixel rate to 0 when I'm not in a "Battle map" and change it back to 2 when i'm in a "Battle map".

Sorry for my English, I hope I explained my self correctly.

Thanks in advance.

PS: If this is not the correct place to post this, please tell me where to do it and I will.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on July 08, 2022, 01:53:30 am
Your English is totally fine :) I was able to reproduce it so I looked into it. My guess is this:

Map_Battler has a method update_pixel_rate that does this:
Code: ruby
  #----------------------------------------------------------------------------
  # update_pixel_rate
  #  Updates the pixel movement rate if necessary.
  #----------------------------------------------------------------------------
  def update_pixel_rate
    # if pixel movement rate different than the stored one
    if @pixel_rate != $game_system.pixel_rate
      # updating factor
      factor = 2.0 ** ($game_system.pixel_rate - @pixel_rate)
      # store new pixel movement rate
      @pixel_rate = $game_system.pixel_rate
      # refresh coordinates
      @x, @y = (@x * factor).to_i, (@y * factor).to_i
      # update memorized coordinates
      @ai.memory.values.each {|a| a.x, a.y = (a.x * factor).to_i, (a.y * factor).to_i}
    end
  end

Map_Actor, which inherits Map_Battler, has a rewritten update_pixel_rate method.
Code: ruby
  #----------------------------------------------------------------------------
  # update_pixel_rate
  #  Updates the pixel movement rate if necessary.
  #----------------------------------------------------------------------------
  def update_pixel_rate
    # stop if pixel movement rate is not different than the stored one
    return if @pixel_rate == $game_system.pixel_rate
    # store old buffer and clear buffer
    tmp, @force_move = @force_move, []
    # while there is still data in the old buffer
    while tmp.size > 0
      # if normal command
      if tmp[0][1] == true || tmp[0][1] == false
        # get current command
        move = tmp.shift
        # remove the rest of the commands depending on old pixel movement
        (2 ** @pixel_rate - 1).times {tmp.shift}
        # add into new buffer depending on new pixel movement
        (2 ** $game_system.pixel_rate).times {@force_move.push(move)}
      else
        # directly add into new buffer
        @force_move.push(tmp.shift)
      end
    end
  end
I'm pretty sure it's supposed to call the superclass method too. So update it such that it looks like this:

Code: ruby
  def update_pixel_rate
    # stop if pixel movement rate is not different than the stored one
    return if @pixel_rate == $game_system.pixel_rate
    # store old buffer and clear buffer
    tmp, @force_move = @force_move, []
    # while there is still data in the old buffer
    while tmp.size > 0
      # if normal command
      if tmp[0][1] == true || tmp[0][1] == false
        # get current command
        move = tmp.shift
        # remove the rest of the commands depending on old pixel movement
        (2 ** @pixel_rate - 1).times {tmp.shift}
        # add into new buffer depending on new pixel movement
        (2 ** $game_system.pixel_rate).times {@force_move.push(move)}
      else
        # directly add into new buffer
        @force_move.push(tmp.shift)
      end
    end
    super #<========= add it here
  end
Title: Re: [XP] Blizz-ABS
Post by: iGared on July 08, 2022, 09:15:02 am
Hi, again!
OMG
It worked like a charm!
Thank you so much!  :D
Title: Re: [XP] Blizz-ABS
Post by: Metaron on September 28, 2022, 06:35:37 am
Hi everyone,

I want to make some changes to Game_Battler 3 through following this guide that Wraight89 has posted - https://forum.chaos-project.com/index.php?topic=14666.0 

The guide above talks heavily about the default battle system but I wondered if this would also apply to Blizz-Abs?

Ideally I want to change how weapon damage works in the game by having certain weapon types i.e. Knives, bows etc scale of Dexterity instead of Strength. I don't like the idea that all weapon damage is run off Strength.

Would changes made to Game_Battler 3 be compatiable with how Blizz-Abs functions? If not, is there a way of modifying how this works in Blizz-Abs?

As always thank you for your time and patience.

Title: Re: [XP] Blizz-ABS
Post by: KK20 on September 28, 2022, 10:52:15 am
Blizz-ABS doesn't touch the damage formulas, so it should be fine.
Title: Re: [XP] Blizz-ABS Trouble with the tutorial
Post by: ThatCofaPerson on December 20, 2022, 06:24:06 pm
I have tried to open the tutorial, and despite everything else being there (buttons and stuff), the page itself isn't and I can't seem to make it visible :huh: . Do you have any advice on that?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on December 21, 2022, 12:00:02 am
What do you mean by tutorial? One of the demos? Screenshots would be appreciated.
Title: Re: [XP] Blizz-ABS
Post by: ThatCofaPerson on December 23, 2022, 02:22:01 pm
I am refering to this https://imgur.com/a/ANU0qrs
Title: Re: [XP] Blizz-ABS
Post by: KK20 on December 23, 2022, 08:58:42 pm
Did you try this?
QuoteInstructions

The instructions can be found in the User Manual.

If you don't have Adobe Acrobat Reader, you can download a Word Viewer here which will allow you to open the manual file:
Adobe Acrobat Reader Download (http://www.adobe.com/products/acrobat/readstep2.html)
Alternatively (which I recommend) you can use Foxit Reader to open the PDF files
Foxit PDF Reader Download (http://foxit-pdf-reader.softonic.de/)
If that doesn't work, just google how to find a way to properly open/view a CHM file.
Title: Re: [XP] Blizz-ABS
Post by: taberenc on February 05, 2023, 01:32:21 pm
Hello..

Years ago there was an rpg-maker project opened to collaboration. That game was began on 2011, and was active by its founders until 2013 or so. The game had an hiatus, being still active but like in pause. Was done in RPG Maker XP.
I took part for some graphic content in the end of that first period.
Around 2017 the game, still incomplete, was nearly abandoned. I began to collaborate more: I did maps, events, graphic part.. a bit of all that I knew a bit about.
the people who created had gone, but I had a github fork and the main page linked to mine for the updates.
Then i broke my right arm two times. Github banned my account for some of the graphic parts that i had made years ago.
And i left.
But.. when i left, the other collaborators quit too. The forum where the discussions took part disappeared.
And the game was then abandoned.

My mail was on the changelog.. so, someone, the last october, wrote to me asking about the game.
He told me that he could help to end it. That still there was some people interested.
I found the old files and retook the project with the purpose of ending it.
When that guy, who was a programmer, had rpg maker and saw the mess that was the code.. well, he quit.

I've been developing the story, making new maps, characters, events, scenes.. in order to make the end that the game always deserved. That has been on the last months.

For the final stages is required a full use of skills, since is time for the final bosses.
Someone, years ago, added Blizz-ABS on the game. Version 2.80

I tried to update it, but then the game just dont work. Gets frozen.

There is a pair of things that i've been trying to fix in the code, checking the location of them. I don't know if someone will be able to help me in this.

by one side, there is a minimap. I've seen, in the code, how to change the position and size of the minimap when is in full screen. But I'm unable to find a way to put the minimap when is in its tiny size in the bottom left part of the screen. Now is in the bottom right part of the screen. In rpg-maker, the image of the character is in the same area, bottom right, so i'm trying to put that tiny map on the bottom left to help the playability and avoid overlaping.
Does anybody know how can i do that?

The second question is about skills:
Some skills seems to require a hotkey. the menu for assigning items and skills for the hotkeys can be modified. I've seen it on the code of the game. Took me a while to find the numbers, but i managed to do it.
But.. once you have chosen your hotkeys, there is a menu on the left of the screen: a vertical bar: black squares and white numbers for empty positions, icons of the chosen skills or items for the hotkey assigned. But.. problems:

while the arrow that indicates the position goes from mid screen to the bottom, the bar itself only occupies and area in the mid hight of the screen, so the arrow and the positions don't match. Also, due the tiny portion of the screen that occupies that bar, the icons are overlapped.
I've tried to see how i can enlarge that bar, but I've been unable. All that i've managed is to barely change its position as a whole or by parts, but not its size.

So.. those are my problems right now: an old version of blizz-abs, a code worked by several people in several years, and an interface that needs some retouches.

Can anyone help me on this?

I'm not a programmer myself. And I'm not native english speaker either. I beg perdon if i've done grammar or vocabulary mistakes.

I've just created an account here just to ask this help. I don't know what else I can do. I've tried everything.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 05, 2023, 06:34:44 pm
I'm using v2.87 as reference, so I'm not sure how wildly different v2.80 is.

For the minimap problem, do a search for class Minimap. Its initialize method looks like this
  def initialize
    # call superclass method
    super(Viewport.new(476, 356, 160, 120))
Simply update the line to be this:
super(Viewport.new(4, 356, 160, 120))

I don't understand what you're talking about with the hotkeys. Screenshots would be appreciated.
Title: Re: [XP] Blizz-ABS
Post by: taberenc on February 05, 2023, 06:51:31 pm
Thanks a lot! Yes, now the minimap is on the lower left side!

This problem was already years ago. I remember that was commented back then. But was not my issue in that period.

About the hotkeys column.. yes, screenshot. Here it is:

(https://blogger.googleusercontent.com/img/a/AVvXsEj9dFJDNEh_pTK6De_NV_DjN-8NjWuP49lNNoh6bxi7l3prwEmuQviPvZ00F3vBM_1NZaicQNSw3EAPizWSmJxtR4MGDryxFxgOKi8Hp7J75yRxW4g2ARNXixKxx-7hiDvGegLEtt_FDXkPTRn9jiD1W3OKgSY5ok1pOgBL5ZeKC01ycmPMnYLYcfPa=w465-h367)

In the left of the screen, the overlapped icons
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 06, 2023, 06:51:33 pm
Think you can send over your Scripts.rxdata file? Doesn't seem like vertical hotkeys is a normal behavior in Blizz-ABS, so it most likely is custom-made. I can't really tell you what to fix without any code for reference.
Title: Re: [XP] Blizz-ABS
Post by: taberenc on February 07, 2023, 05:07:57 am
Quote from: KK20 on February 06, 2023, 06:51:33 pmThink you can send over your Scripts.rxdata file? Doesn't seem like vertical hotkeys is a normal behavior in Blizz-ABS, so it most likely is custom-made. I can't really tell you what to fix without any code for reference.

In my rpgmaker XP, the scripts are in a section where i can see them by parts and edit them, but I don't know how to convert them into a file nor to search within them as a whole.

there is a file called scripts.rxdata , but if i open it, is full of japanese characters. It seems encrypted in some way.

I don't know if rpgmaker allows to edit its script to be converted into the editable file that you ask for.

I can copy paste the blizz-abs part. Is where those changes should be. if i do so, how do i send it to you?

Anyways, if interested, the file is here: -removed-
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 07, 2023, 10:41:39 pm
Quotethere is a file called scripts.rxdata , but if i open it, is full of japanese characters. It seems encrypted in some way.
Yeah don't worry about it. Has to do with Ruby Marshal. Programmer stuff.

The idea was to just put the Scripts.rxdata into a new project and then open the RMXP editor to view the scripts. But you provided me with the whole project instead, so that's even better :)

Anyways, looks like Blizz-ABS HUD is the script you want to work with. Specifically, the edited Hotkey_Assignment class.

The algorithm it uses to draw the hotkeys depends on the Z_HOTKEYS_BACK graphic file. I looked at your project's Pictures and it seems the "hotkey.png" graphic was never finished. It's just a black 10x10 pixel square. So what I did, in the meantime, was change the graphic to be a 32x32 black square.

Then I changed the class to this (compare my edits before you replace the original, for learning purposes):
class Hotkey_Assignment
 
  def initialize(viewport = nil)
    super
    self.bitmap = Bitmap.new(32, 320)
    self.bitmap.font.bold = true
    self.bitmap.font.size -= 8
    self.bitmap.font.color = system_color
    self.x, self.y, self.z = 4, 160, 1100
    @skills = BlizzABS::Cache::EmptyKeys
    @items = BlizzABS::Cache::EmptyKeys
    update
  end
 
  def draw(index = nil)
    back = RPG::Cache.picture(BlizzCFG::Z_HOTKEYS_BACK)
    w, h = back.width, back.height
    ow, oh = (w - 24) / 2, (h - 32) / 2
    (index == nil ? BlizzABS::Cache::HotkeyRange : [index]).each {|i|
        if $game_player.skill_hotkeys[i%10] != 0
          object = $data_skills[$game_player.skill_hotkeys[i%10]]
        elsif $game_player.item_hotkeys[i%10] != 0
          object = $data_items[$game_player.item_hotkeys[i%10]]
        end
        if @items[i%10] != $game_player.item_hotkeys[i%10] ||
            @skills[i%10] != $game_player.skill_hotkeys[i%10]
          self.bitmap.fill_rect(0, h*(i-1), w, h, Color.new(0, 0, 0, 0))
          self.bitmap.blt(0, h*(i-1), back, Rect.new(0, 1, w, h))
          if object != nil
            bitmap = RPG::Cache.icon(object.icon_name)
            self.bitmap.blt(ow, h*(i-1)+oh, bitmap, Rect.new(0, 0, 24, 24))
          end
          self.bitmap.draw_text_full(0, h*(i-1)+oh, w-2, 32, (i%10).to_s, 2)
        end}
    @items = $game_player.item_hotkeys.clone
    @skills = $game_player.skill_hotkeys.clone
  end
 
end
Looks like it's more formatted now:
Spoiler: ShowHide

(https://i.imgur.com/h6hIipG.png)

Title: Re: [XP] Blizz-ABS
Post by: taberenc on February 08, 2023, 08:05:47 pm
Thankyou to make me understand that the problem was just in the size of the png file!!

thanks to my previous tryings i learnt to change the place of the bar and its elements.

When i've changed the size of the png, I've also given to it a hint of transparency.

I think that now it looks great!:

(https://blogger.googleusercontent.com/img/a/AVvXsEhhGYTUlJwqKTrQTmUnsF1cR08aUAbDhtCklvks5ycZTkcOC9KTmsZqClbWsGx2ivVoDFZ-dX6AKhmkGxc8mTaMmhGIpsYTNb35S8pvpL-Grwju2yQaaVX3eeXBeGYZ6uRzezwiAZc6-i-N_BNdGHSFaZU6XNvKUomJpkfRK289kQaT1U6TbAI5amhx)

Now.. there is only a .. tiny problem. I need to move the arrows that indicate the positions on the bar. Maybe i can figure it out. If you know where to check it.. would be great.
I say it because since the image of the character is on the right side, the map is better on the left side. and to combine with the icons of the hotkeys, is better to have the hotkeys icons bar a bit upper than where they were before.. so.. now.. they don't match with the arrows. but they didn't match before either, so i didnt search in the code about them. I always thought that the problem was on the bar, not on the arrows.

now it looks great, no?
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 08, 2023, 09:25:18 pm
In the same script, locate def update_choice. The first line of the method is this
@choice.y = 192 + @index * 32
Just make that 192 a smaller number.
Title: Re: [XP] Blizz-ABS
Post by: taberenc on February 09, 2023, 03:58:26 am
thanks! Is done. Matching is not perfect, but is good enough. Anyways, much more pefect than before.
This problem has been there since.. well, maybe ten years.


(https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRXMczYc1gfhS_sAC7KDQFIRM3naxli0PbAhH98UD99fLBCeSWdT6JmYoq_Svq-slPBGcSwkGu4g4crW4bFShd3GU8sYz8fiK61UELtsNWbqdNEslGSYLdFfXPhGnKvami3jCTnG1O7LTuPYWa5lOqq8TRuPej1kqUece2qLmhYvss_WTcCfaM10fj/s482/ArrowsPosition_ScreenCapture_b.png)


There still a problem that it seems more like a bug. With the same script, sometimes the hotkeys bar it keeps being visible all the time, also if is empty. But on other times, like previous saved games, if the bar is not being used, then is invisible. Same conditions, different outcomes.
There is an option to hide the HUB , but that option does not include the bar.
I mean.. is necessary to see the icons and numbers, and to see how they match when you chose them. But maybe is not that necessary to see the bar all the time, still less if is empty.
sorry for causing you so much trouble , but .. do you know maybe where i could check this option?


Still have a lot of problems to fix, but interface is essential. Is basic. Is how the game comunicate with the user and viceversa. Any other cosmetic or about playability problem can be hidden in some way, but.. a bad interface.. is unavoidable. You just can't hide it from the user if does not work well.
Title: Re: [XP] Blizz-ABS
Post by: KK20 on February 09, 2023, 01:12:11 pm
QuoteMatching is not perfect, but is good enough.
That's the fun part with UI... experimenting with different values until it looks good. Based on your screenshot, it looks like you want to increase the number a bit more. Try adding another 16 to it.

QuoteWith the same script, sometimes the hotkeys bar it keeps being visible all the time, also if is empty.
Are you not aware that there is a button to show/hide the hotkeys? I think you had it configured to Tab. It's in part 1 of Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: taberenc on February 09, 2023, 04:18:30 pm
 :o  :o  :o  :o
Nope, I wasn't aware of that!

Thanks!!

I've been doing lot of things.. but the hotkeys part in this game comes in the late game. Was nearly not developed because the skills are not easy to obtain while playing, and then are too strong. So was nearly not used. Since I'm with the last part of the game (final bosses and so on) I've rescued them, but I've been busy doing maps, scenes, sprites, the script.. and didn't pay enough attention to this.

omg

by the way.. ive seen that blizz is the responsible of the enemies engaging the player in the map, not in battle scenes like in most of rpg's. I like it. but how is modified the behaviour of their AI?

I've seen that there is an option in the menu,.. but only includes the main character, the one used by the player. so i guess that somewhere should be a place where to add the different enemies.

again about the keys.. the sad part is that i've written myself some tutorials within the game.. so i've wrote that thing about the tab key. I even changed the function of some key, because in my keyboard some signs are different than in the american ones, so is better to avoid them and use letters. plain letters don't use to give problems of compatibility between countries.
I had writen in the tutorial that tab was for hotkeys,.. but not that was for hiden them or show them. Now i'll add that detail.

edit:

I'm not familiarized with blizz-abs. Now i've seen that adding a series of 0 and 1 after the name of the enemy, part of its behaviour changes. I'll read and try. thanks for your time. If i've got a real problem, a problem that i can't fix, i'll ask for help.

and thanks again.