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Messages - Skwig

1
RMXP Script Database / Re: [XP] Blizz-ABS
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
2
RMXP Script Database / Re: [XP] Blizz-ABS
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


Nowhere in the user manual (atleast I didn't find it :S ) is written how to properly use these commands.
Thanks
3
RMXP Script Database / Re: [XP] Blizz-ABS
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?
4
RMXP Script Database / Re: [XP] Blizz-ABS
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
5
RMXP Script Database / Re: [XP] Blizz-ABS
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 :)
6
RMXP Script Database / Re: [XP] Blizz-ABS
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
7
RMXP Script Database / Re: [XP] Blizz-ABS
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
8
RMXP Script Database / Re: [XP] Blizz-ABS
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
9
RMXP Script Database / Re: [XP] Blizz-ABS
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...
10
RMXP Script Database / Re: [XP] Blizz-ABS
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

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?
11
RMXP Script Database / Re: [XP] Blizz-ABS
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

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

#1 is triggered by the spell
#2 is trigerred by the common event, had issues if it was together
12
RMXP Script Database / Re: [XP] Blizz-ABS
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)
13
RMXP Script Database / Re: [XP] Blizz-ABS
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

THanks in advance
Edit: As it turns out, it only happens when Actor skill sprites are turned on.. any idea how to fix this?
14
RMXP Script Database / Re: [XP] Blizz-ABS
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
15
RMXP Script Database / Re: [XP] Blizz-ABS
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
16
RMXP Script Database / Re: [XP] Blizz-ABS
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
17
RMXP Script Database / Re: [XP] Blizz-ABS
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...
18
RMXP Script Database / Re: [XP] Blizz-ABS
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
19
RMXP Script Database / Re: [XP] Blizz-ABS
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
20
RMXP Script Database / Re: [XP] Blizz-ABS
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


pic to help you
the _atk one is the location of the player