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Topics - Sin86

1
Hi, I was wondering on if there is a way you can have durability for specific weapons and armors in a game.

Let's say I have a steel sword. I then get another steel sword. I use Steel Sword A until it is about to break and move to Steel Sword B, which has never been used.

How would I be able to do that?
2
Script Requests / Dark Souls styled HUD for Blizz ABS
January 12, 2018, 10:12:21 pm
So I got this idea after seeing some Skyrim mods do this, that and that I have been playing Dark Souls lately. I was hoping that there could be a HUD based on Dark Souls. I can't seem to have it based on DS3 because there are 3 meters instead of 2 and the 3rd meter represents stamina so only 2 bars would have to do, magic and health. Also, I would like to have it where you can put a picture of your character's face(or anything you want to) next to the bars. Also would like to have it to have icons that display weapons, shields, equipped items and equipped spells too.
3
Script Requests / Blizz ABS Quest Markers?
January 11, 2018, 06:01:38 pm
Hi, I do not know if this exists but I was wondering if there is a way you can make a quest marker system for games using Blizz ABS. Kind of like what Skyrim and Witcher have. Closest I could get was Heretic's Magic Compass and as much as I want to use it, it doesn't seem to be compatible with Blizz ABS as I think Blizz ABS has a "looping map script" within. Heretic did mention that his script is not compatible with looping maps and I did try it out once only to get an error.

Something like this could be really good to use along Blizz ABS and KK20's Organized Quest System as these are awesome scripts.
4
So I would like to know if this is possible. I want to have it to where some music plays if you are about to get near an enemy before engaging it into battle as a warning that an enemy is near by. I would like to have it to where if the enemy is on the screen, then the music will change, warning you that it is close by but once away from the screen, music no longer plays.
5
Actually, this might require a new script to be requested but I'm not so sure as I think this can be done using vanilla assets. Anyway, I was wondering if there is a script call that can be done to change the player, or player's weapon ATK.
6
So yeah, I want to find a way to where the player can be hit with a regular attack, no magic, just regular attack. We have triggers for hitting enemies and destructible things but no triggers if a monster was to hit the player.
7
Script Troubleshooting / A sudden error
March 28, 2013, 12:35:48 pm
"Script 'Game_Map' line 305: NoMethodError occurred.

undefined method `>' for nil:NilClass"

Ok, so all I do is walk into a map. I have no terrain tags being used for this map. Sure, the tileset settings use terrain tags but in the map, none of the tiles with terrain tags are used and there are no parallel processes other than a sound fx at all. There are some blizz ABS enemies in that map(about 2) and when I get rid of them, the error is gone but if I add them back, the error returns too. The enemies are just basic. They have no custom set route and they do not have any event commands either.

I do not know what is causing this. I never even messed with Game_Map either.
8
General Discussion / A question about wait frames
March 21, 2013, 12:40:40 pm
I got a question about frames and seconds in real time. For those who know, how many frames would 1 full second be all together? I do not think it is 60 because I think I once did a test a long time ago and an event that waited 60 frames vs one second on a clock and the event triggered before the next second did.

So, how many frames would 1 full second take?
9
I'm looking for a script call to see if you can make events change the maximum caterpillar size for party members. Does Blizz ABS have that?
10
Today, I was testing out with my project in RPGMXP and things normally work great whenever I use it. However, today, I was using it and everything seemed fine except something was wrong.


I was using Blizz ABS and I have the enemy HP meter script installed and I was fighting an enemy. No errors happened when using the program but I noticed that now the frame that contains the health bar for the enemy was missing and it was just a healthbar without the frame's graphic. Now, I go into the folder that contains the graphic and all the files work great the enemy health bar's frame. I open it and it says "file is either corrupted, damaged or too large". I go into a back up that I made from last week and replaced the broken graphic file with a working one but I do not exactly 100% know how this all happened.

I do remember around Wednesday or Thursday, I was browsing the web and all the sudden everything, including the mouse freezes on my computer and I had no choice but to do a restart with the power button. This may or may not have caused the file to be corrupted but RPGMXP wasn't on at the time when this happened. Other than that, my project is still safe with the exception of that frame for the enemy health bar but now I replaced it with a working one.

Does anyone know what else could corrupt that file?

Also, I got another question. How would you know if any of the files in the data folder are corrupted? I mean, you don't really access those by double clicking them but instead they are used whenever you use the .rxproj file. Like any map you alter, you basically access that map's file from the data folder(example, edit map id 1, it uses the data file for map id 1, or make map id 2, a new map id file is created in data folder). Will the rxproj stop working if atleast 1 data file is corrupted?
11
I've seen this in tons of games to where if you can destroy something like for example, a propane tank, it will hurt the player and/or enemies if close to it but gives the player a chance to conserve ammo if shot one of these objects when a group(2 or more) enemies are close to the exploding object.

Basically speaking, I'm trying to make an object that if you destroy it, it will hurt the player as long as you are close and any enemy as long as they are close too.
12
I've seen a few custom scripts around here a long time ago that can deal with this but they were seperate scripts and I think they may have had some issues with pixel movement scripts, which Blizz ABS is. I was wondering but is there a way to have event range scripts that as long as they are facing the player, they can for example, send them outside a building that you are trying to sneak around? You know, kind of like in Zelda OoT/Wind Waker where you have to sneak around and not get caught.
13
Resource Requests / Tree bunch[RESOLVED]
September 10, 2012, 07:05:45 pm
I've seen these in tons of screenshots that depict forests where you see tilesets of trees all next to eachother and I tried to make one myself but I'm so bad at aligining them in photo software(like gimp or photoshop) and whenever I do, they come out badly. What is the best way to make it to where I can have realistic forests?


Nevermind, found some!
14
Blizz ABS Projectile Deflect Attack
Version: 1.0
Type: Combat system add on



Introduction
This is a new way on how to fight enemies with Blizz ABS by using their projectiles against them.


Features
Can bat a projectile back at an enemy


Screenshots
No screenshots


Demo
http://www.mediafire.com/?2wf0s493oxtb8mf


Instructions
A simple way on how to get this done. Instructions are on a sign event.


Credits


  • I guess me
  • Blizz and Winko for making Blizz ABS.
  • Those who know how to make coordinate conditional variables(including me)
  • Every video game developer who made a game that uses this system



Author's Notes

A combat deflect system that is a bit similar to many other games you have seen. Games like Zelda LTTP, OoT and even some non-Zelda games had a combat deflect system in them too.

Also, it requires Blizz ABS.

Despite the name, this is actually an event system add on, not a script add on.
15
Got a question. Is there a way where you can have an event with 2 Blizz ABS triggers on one event?

In other words, having the first trigger will activate the next page on the same event but another trigger will activate a new event.

I know you can have one event with 2 triggers on it but whenever I do this, both triggers will activate the next upcoming event. I'm trying to have it where one event can have 2 triggers but each trigger will activate 2 seperate events.
16
I'm assuming this can be done with events although I do not know how to do it, that is why I posted this in the Event Request board.

Anyway, is there any kind of way on how you can manipulate an enemy you are fighting against to walk into the center of the room no matter if he's standing on the left, right, up down, etc areas of the room? It's basically like if you want him to execute an attack that requires him to lets say, a powerful strike but he has to be in the center of the room in order to do this special move or activate a switch or something.
17
Now this is just odd. I was travelling through one of my maps and usually it's all ok with no lag. Afterwards, I make some more maps(which are not connected to the map I just mentioned) and I placed some events(that do not have switches connected to any events from the map I'm talking about, not to mention they are all Action Button events). When I choose to start myself on that map, my movement is all lagging and I didn't place any extra events onto that map either.


I did not add in any new common events or new scripts either. Didn't update any older scripts at all.

I've always had Blizz ABS installed with ABSEAL not turned off on any maps, so ABSEAL can't be the problem.
18
I really like this script and this part I'm talking about in it too and I know that in the manuel it says that if you try to move, it will abort the pathfinding process. I like the idea of pathfinding in cutscenes if a character will be moved from one spot to the other but is there a way on how I can make it be for cutscenes where that way if you press a button, you won't beable to attempt to abort it?
19
Ok, so I saw a topic in here awhile ago and I would post in it but it hasn't been posted in 2 years and I know that necroposting isn't tolerated here very well so I'll just make a new thread.

Ok, so I tried to find many ways to get a weapon to do 12 damage(and only 12) to an enemy but everything I do, it will go sometimes to 11 or 13. I'm also doing the same for enemies to give me 7(and only 7) but like weapons, it's the same. Going a bit under or over.

Now, in that same topic I saw something about how you can mess around with Game_Battler 3 on line 51(says line 53 in error even though I edited out line 51) by taking that line out but when I strike or get hit, the game gives me an error saying

"Script Game_Battler 3 line 53 nomethod error occurred

undefined method `*' for nil:nilclass"

I wish I could find a way to fix any battle damage and make it be exact.
20
Script Troubleshooting / Tons of Add ons item multidrop
September 21, 2011, 03:12:38 pm
I really like the idea of this script but is there any way how I can get certain items to drop depening on the conditions? For example, I want objects/enemies to drop arrows but I would like to have it where a bow must be in the inventory in order for arrows to be dropped.
21
Event System Requests / Dark Rooms and torches
September 15, 2011, 03:27:09 pm
I've seen this in tons of games but I don't know how this is done.

I want to make an event where you can make a room dark(not too dark, you can still see it) but have it where there are some torches/lights and have a small circle of light surrounding them.
22
Ok, so I would really like to have the abilty to get an destroyable object to drop a healing item.

Now, I know how to make it drop an item within the enemy database but when I destroy the object, I pick up the item and it will go into my inventory instead of it automatically healing me.

So, is there a way to make a healing drop from an object and have it heal me by touching it rather than it going into my inventory?
23
Ok, I finally know how to activate combos. Just by adding one to a weapon, skill or item and pressing the key that triggers whatever you set it to activates it. I finally got it. I know, it took me awhile and it was that easy lol.

But my main problem here is the combo's conditional branch. I want to set it to input window with the skill button set to hold. The combo activates after pressing the weapon button that it is set to. Here is what it looks like for me.

Action id 1:
Input window (value 1) = Input window (value 1)
Set input window (id 1, I'm guessing the id is the same thing as the value in the conditional branch) = hold skill key 5 framed(skill key is J)
Goto action id 2
Abort combo

Action id 2:
Jump foward
Attack
Skill 1

However, my combo immediately goes to abort combo even if I am holding down the skill key. I may need a walkthrough of how to do it where only the skill key must be held down and possibly no other conditions having to be made besides that because it seems to me another condition must be met too that I can't think of.
24
Script Troubleshooting / Blizz ABS and swimming event
January 23, 2011, 10:06:14 am
http://forum.chaos-project.com/index.php/topic,3971.0.html

I really like the idea of this event system but I need help with it on Blizz ABS that I'm having trouble with.

If I'm outside a map such as one with that system, I can easly move and either jump, attack or skill while I am moving. Yet when I am in a map using that system, I can only do it while standing still. This could be a problem if I'm trying to jump across platforms or fighting alot of enemies using that map.

Without Blizz ABS I'm not having any problems but if I put it in, I do and I really do like Blizz ABS.
25
Ok, I really like the idea of pushing switches as shown here.

http://forum.chaos-project.com/index.php/topic,1522.0.html

However I want to make it where I can push a block onto a switch tile in order to activate it like how it's being said in this topic here.

http://forum.chaos-project.com/index.php/topic,460.msg6372.html#msg6372

Problem is I can't understand it well. I tried making the rock and switch be event touches but the switch only activates when I step on it, not the block. I tried using a conditional branch and setting a switch command on the switch and putting that same command on the block but when I push the block, that switch is activated and it still won't press the switch unless I get on it. All I want is to have it where ONLY the block activates it. Having it where no matter where I step on it, it won't activate unless the block is on there.
26
Event System Requests / Button styled minigame?
July 28, 2010, 02:25:20 pm
Hello, I'm looking for an event system where I can use button pressing minigames almost like you would see in something like God of War, or any other game that has that. However, this is to be used in Blizz ABS when trying to take down an enemy/boss character after depleting their HP to 0 or very close to 0. Any special scripts that I need for this minigame too?
27
Script Requests / [RESOLVED] HUD request
February 18, 2008, 05:39:28 pm
I'm looking for a HUD I could use for Blizz's ABS but I'm looking for one that can show facesets. I have found some before but they only apply to the first character in line that you start out as and won't apply to the others that you are playing as.
28
Can't seem to find Ccoa's UMS here or on RMXP.org. I searched both sites and could not find anything and I just recently saw that her topic was deleted.

I checked the old forum and found something on Ccoa's but the download link did not work.

I do not know the name of the script that Slipknot uses. Any good suggestions are highly apprieciated.