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Messages - Shining Riku

21
Here's the code:

Spoiler: ShowHide
when 1 #combo1
        case com.aid
        when 1 #Action 1
          return [[COMFreeze, true],
                  [COMInput, 0, [Input::Up], INPress, 6],
                  [COMCharacter, CHSpeed, 6],
                  [COMMove, DIRForward, 6],
                  [COMCompletion],
                  [COMCharacter, CHSpeed, 4],
                  [COMGoTo, 2]]
        when 2 #Action 2
          return [[COMFreeze, true],
                  [COMAttack],
                  [COMWait, 8],
                  [COMGoTo, 3]]
        when 3 #Action 2
          return [[COMFreeze, true],
                  [COMAttack],
                  [COMWait, 8],
                  [COMGoTo, 4]]
        when 4 #Action 2
          return [[COMFreeze, true],
                  [COMAttack],
                  [COMWait, 8],
                  [COMGoTo, 5]]
        when 5 #Action 2
          return [[COMFreeze, true],
                  [COMAttack],
                  [COMWait, 8],
                  [COMGoTo, 6]]
        when 6 #Action 2
          return [[COMFreeze, true],
                  [COMAttack],
                  [COMWait, 8],
                  [COMGoTo, 7]]
        when 7 #Action 3
          return [[COMFreeze, false],
                  [COMAbort]]
        end


Mind you, this is what the config gave me XD
I can get combos to work, unless if they have movement involved in any way. I've done some experimenting since I last posted.

Lemme rephrase that, all combos work, except for movement for allies. This combo works for enemies, just not any ally |D

Thank you for taking the time to hear me out.
22
RMXP Script Database / Re: [XP] Blizz-ABS
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 :(
23
All the combo does is sets the user's movement speed to 6, has them move forward five or six spaces, and then use normal attacks five times with 8 frames between each attack. It works for enemies, but allies, not so much lol.

I've included operations to return the user's speed to normal at the end of the combo, an "abort combo" action, and also an input freezing action that is disabled at the end of the combo too.

If I need to provide more details I'll happily do it. I could even post the code on the combo, or a screencap of the configuration at least
24
I've got that down now. Thanks :D

Is there a specific way I should customize a skill for an ally to use it for a combo? I've tried assigning a combo to a skill, and while this combo works for enemies (if it is assigned to them with the configuration program) this combo does not work when fired from a skill.

The project itself is running no new scripts and has only Blizz ABS installed.
25
[EDIT] Alright well I figured out how to add actions...Now to see if I can still get the combo itself to work >_>;;
-----------------
I've taken a break from making games but now I'm back into it...and am once again trying to work with Blizz ABS.

Only, it doesn't want to work with ME, which was the same dang problem I had last time.
I made a combo, and I attached it to a skill, right? when the player uses the skill it's supposed to use the combo but it does nothing, the skill carries on as usual...no combo.

As for the combos themselves, it won't let me add any "actions" to the combo at all and I am left with one action per combo.

I'm not usually this stupid or thick headed because I must OBVIOUSLY be missing something but I see nothing to add an action to a combo, and the help file has nothing regarding this. Idunno what I am doing wrong. I could just really use some answers, it'd make my task much much easier and I'd be extremely thankful for help ;3;
26
I have a problem that needs fixing, if somebody could help me sort this out I'd be STOKED, man.

The enchanting system is kinda broken at the moment because it doesn't take any of your money when you use one of the items to enchant. Also, if you have 0 of the item in question when enchanting you can still "enchant" things.

I need to be able to lock the items that aren't in the inventory and to also fix it so it actually costs you the set price of the enchantment.
As it is now somebody could run into the enchantment shop and max the stats out on their starting weapon and it's...troublesome having such a fun feature
be so broken.

I could probably word this better but, if anybody has any questions for me to answer to clear this up please ask.

BTW I HAVE gone into the script and I feel like I've pinned down where the problem is but I have limited experience fixing these things. I believe it's missing just a few lines to acknowledge the enchantment price set to each item that's used to enchant and remove said price from the player's wallet.
It also lacks the ability to lock the options or "grey them out" when the player doesn't have enough money or doesn't have the item.
27
What I was thinking was if I could rename one of the OLD parameters with the code I figured I could assign a name to the new parameter I made with the code you just provided, but after I thought about it, I'm not sure I'd be able to name a "fictional" parameter I created. The game would probably freak out with me trying to rename something that doesn't exist.

Thank you for the help KK20! I just couldn't think of the format I needed to use for the script call. I appreciate the help : )
28
I created a new parameter for actors, but this stat is outside the editor's system.

Theoretically, is there a way to use a script call to rename a system word like the one chosen for Defense and Magic Defense, Strength or Dexterity?

I'm not too savvy with scripting yet as I am still learning but I believe I can handle the rest if somebody could help me with this script call. If you have any questions for me regarding this I'd really appreciate those as well. I realize that I may be lacking information here but I can clear that up if you ask. I'm not sure what else to put here so I'll just leave it at that for now.
29
This script is incredible, and I've found it to be a fun addition to one of my games but I noticed an issue with the Enchantments option:

When you go into the menu and select an item to use to enchant an item, even if the item is completely run out and at 0, you can still use it to enchant a weapon or armor piece, and this can be done endlessly.

It also doesn't acknowledge the cost of using said upgrade. No money is spent even if it's configured D:

I'd edit the script and fix this myself but I don't have the knowledge for this yet.
If you could fix this, that'd be really appreciated :D
I hope I explained it well enough without seeming pretentious  :negative:
30
Script Requests / Re: Chain Skills
February 04, 2011, 01:57:16 am
I'd help if I had script knowledge but all I have is a Common Event equivalent of this that does the same thing...But I tend to use it for specialized moves that only certain characters know. It requires a bit of copying and editing when making new skills though but I don't mind.
31
Hey, don't be hard on yourself. It's a great script, and i'm glad you were able to fix the problem so easily!

Thank you so much! ^_^
32
Sorry for necroposting...

I love this script, but the BABS version has a few odd things it does that aren't good.

So far I've noticed that it causes the user of any unleashing weapon, let's say Actor 1, to stop consuming MP when using skills. If Actor 1 doesn't use any unleashing weapons he's fine, but once he uses one he stops using MP for his skills. Also if the skill is magic, if he has a state inflicted on him that should prevent him from using magic he can use it anyways. I can remove the weapon and this will not change. Other actors are fine unless if they start using the weapons as well and then they're in the same condition.

Do you know what might cause this? I don't know if these are just freak bugs i'm getting because of all the scripts I have, but I can't figure out why these issues would appear either. Any insight you can offer me will help tremendously.
33
There any chance it can be customizable, or have the option of having the action display show near the top of the screen?

That aside, this looks awesome! I really like how in some games there's a display that shows what skills are used in battle. I'm so gonna have to play around with this! :D

Level up for the good work!

EDIT: Ah! I just looked at it, and I saw a coordinates thing. Like I said, gotta play with it but I think my "request" is solved already. Sorry about that!  :urgh:

34
RMXP Script Database / Re: [XP] Custom Blizz ABS Menu
November 30, 2010, 04:40:05 pm
There aren't any screenshots included. I don't know if they were left out or forgotten, but screenshots are a great help for people looking around.
35
RPG Maker Scripts / Re: Multiusables items
September 22, 2010, 10:23:40 pm
Multi-usable items are awesome! It's nice to finally see this made into a script. I've played a few games with items like that so yay! lol
36
RMXP Script Database / Re: [XP]FINALLY ! COUNTER ATTACK
September 22, 2010, 10:22:38 pm
Well, skills can be defined as "Magic" or "Physical" depending on what stats the skill uses to determine damage output. I'm already using Blizz's reflection script for reflecting magic, but having a counter script like this is nice too, to help give characters more variety of attacks ya know?

Still, thanks MUCHLY for posting this script! :D
37
RMXP Script Database / Re: FINALLY ! COUNTER ATTACK
September 22, 2010, 02:40:01 am
I'll need to test it some more because I put it in one of my projects and the enemies attack me again after i've countered. Other than that, no script issues which i'm REALLY thankful for!

I've been looking for a counter script for forever, and i'm glad that you made one that works.

It's probably too much, but, think it could be edited to counter physical skills as well? That'd be awesome but for now this is great! :D
38
RPG Maker Scripts / Re: [RESOLVED] Moving events
August 19, 2010, 12:55:13 am
I think I see what you're saying. That's really cool stuff

I hope it works out!

and sorry I wasn't any help  :P
my specialties are just eventing...
39
RPG Maker Scripts / Re: Moving events
August 18, 2010, 11:13:15 am
Why do you need code? No offense but I think that'd make it a whole lot harder.

I don't know if such a code exists, but then again i'm not script savvy.

Like I was saying though, any particular reason you need code instead of eventing it?
40
RPG Maker Scripts / Re: Working on a CBS
August 01, 2010, 07:52:01 pm
My brother was interested in a Chrono Trigger type system. This sounds like a really good system!

Personally I like seeing all the different types of systems people make. I wish you the best of luck while working on this! :D