Blizz-ABS Bug and Suggestion Compilation

Started by winkio, April 21, 2010, 03:40:33 am

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WhiteRose

Quote from: soulshaker3 on August 30, 2013, 02:25:18 pm
Hey guys i think i found a bug in blizz abs, sometimes when i kill an enemy there's like a "ghost" gold icon where i can't pick him up but if i go to the menu and come back he disapears it only happens sometimes tough.
Screens
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Script
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#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# 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['C']"
    CANCEL = "Key['Esc']"
    ATTACK = "Key['Z']"
    DEFEND = "Key['X']"
    SKILL = "Key['A']"
    ITEM = "Key['S']"
    SELECT = "Key['D']"
    HUD = "Key['V']"
    HOTKEY = "Key['W']"
    MINIMAP = "Key['C']"
    RUN = "Key['L']"
    SNEAK = "Key['Left Shift']"
    JUMP = "Key['Space']"
    TURN = "Key['Left Ctrl']"
   
  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 = false
    CORPSES = false
    EMPTY_CORPSES = false
    RECOVER_ON_LEVEL_UP = true
    FULL_DEFEND = false
    DIRECT_HOTKEYS = true
    AUTO_GAMEOVER = true
    DROP_AMMO = false
    MENU_COLOR_TINT = -1
    DISABLE_ABS_MODE = 0
    ITEM_DROP = true
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 75, 100)
    GOLD_DROP = 'cor'
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 75, 100)
    DROP_TIME = 30
    EVENT_LOCK = 40
    ANIMATED_IDS = []
   
    # 2.2. # Movement Configuration
    PIXEL_MOVEMENT_RATE = 0
    REPAIR_MOVEMENT = true
    EIGHT_WAY_MOVEMENT = true
    SNEAK_ON_CHARGE = true
    NORMAL_SPEED = 4
    RUN_SPEED = 0
    SNEAK_SPEED = 3
    JUMPING = 2
    NO_JUMP_TAGS = []
    ALLOW_JUMP_TAGS = []
    NO_FLOOR_TAGS = []
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILITY = true
    ABSEAL_AUTOKILL = true
    ABSEAL_FACTOR = 4
    DISABLE_ANTILAG_IDS = []
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = false
    HUD_POSITION = 0
    HUD_TYPE = 0
    MINIMAP = false
    HOTKEYS = true
    ENEMY_HEALTH_BARS = 255
    ENEMY_HEALTH_BARS_MATCH_WIDTH = false
    BOUNCING_DAMAGE = true
    WEAPON_DATA_MODE = [2, 1]
    SKILL_DATA_MODE = [2, 1, 2]
    ITEM_DATA_MODE = [2, 1, 2]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '01000100'
    AI_DELAY_TIME = 40
    VIEW_RANGE = 5
    HEARING_RANGE_RATIO = 40
    RESPAWN_TIME = 0
    WALL_TAGS = []
    NO_ENEMY_TAGS = []
    EXP_MODE = 0
    KNOCKBACK_MODE = 0
   
    # 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 = true
    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)
      case com.id
      when 1 #StarBurst Stream
        case com.aid
        when 1 #Starburst Stream:Ativar
          return [[COMFreeze, true],
                  [COMAttack],
                  [COMInput, 1, [Input::Hud], INPress, 20],
                  [COMCondition, VARInput, 1, '==', VARConstant, true],
                  [COMSkill, 60]]
        end
      end
      return []
    end
   
    def self.anim_data(com)
      case com.id
      when 1 #StarBurst Stream
        case com.aid
          when 1 then return [1, [3, 3, 3, 3], '', false] #Starburst Stream:Ativar
        end
      end
      return [0, [3, 3, 3, 3], '', false]
    end
   
  end
 
end



Hmm, that is definitely interesting. I would have guessed it was something to do with enemy corpses, but it looks like you have them turned off.

I did notice that you have the enemies set to drop items. Does this bug only happen with enemies who are set to drop a certain item? Try playing around with it a little bit and see if you can pinpoint more of what specifically is causing the problem to happen. For example, see if different enemies drop it, or if it's just one type.

Soulshaker3

August 30, 2013, 06:08:45 pm #521 Last Edit: August 30, 2013, 06:11:36 pm by soulshaker3
Quote from: WhiteRose on August 30, 2013, 05:20:31 pm
Quote from: soulshaker3 on August 30, 2013, 02:25:18 pm
Hey guys i think i found a bug in blizz abs, sometimes when i kill an enemy there's like a "ghost" gold icon where i can't pick him up but if i go to the menu and come back he disapears it only happens sometimes tough.
Screens
Spoiler: ShowHide




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['C']"
   CANCEL = "Key['Esc']"
   ATTACK = "Key['Z']"
   DEFEND = "Key['X']"
   SKILL = "Key['A']"
   ITEM = "Key['S']"
   SELECT = "Key['D']"
   HUD = "Key['V']"
   HOTKEY = "Key['W']"
   MINIMAP = "Key['C']"
   RUN = "Key['L']"
   SNEAK = "Key['Left Shift']"
   JUMP = "Key['Space']"
   TURN = "Key['Left Ctrl']"
   
 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 = false
   CORPSES = false
   EMPTY_CORPSES = false
   RECOVER_ON_LEVEL_UP = true
   FULL_DEFEND = false
   DIRECT_HOTKEYS = true
   AUTO_GAMEOVER = true
   DROP_AMMO = false
   MENU_COLOR_TINT = -1
   DISABLE_ABS_MODE = 0
   ITEM_DROP = true
   ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 75, 100)
   GOLD_DROP = 'cor'
   GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 75, 100)
   DROP_TIME = 30
   EVENT_LOCK = 40
   ANIMATED_IDS = []
   
   # 2.2. # Movement Configuration
   PIXEL_MOVEMENT_RATE = 0
   REPAIR_MOVEMENT = true
   EIGHT_WAY_MOVEMENT = true
   SNEAK_ON_CHARGE = true
   NORMAL_SPEED = 4
   RUN_SPEED = 0
   SNEAK_SPEED = 3
   JUMPING = 2
   NO_JUMP_TAGS = []
   ALLOW_JUMP_TAGS = []
   NO_FLOOR_TAGS = []
   
   # 2.3. # Lag Prevention Configuration
   INTELLIGENT_PASSABILITY = true
   ABSEAL_AUTOKILL = true
   ABSEAL_FACTOR = 4
   DISABLE_ANTILAG_IDS = []
   
   # 2.4. # Game Info Configuration
   HUD_ENABLED = false
   HUD_POSITION = 0
   HUD_TYPE = 0
   MINIMAP = false
   HOTKEYS = true
   ENEMY_HEALTH_BARS = 255
   ENEMY_HEALTH_BARS_MATCH_WIDTH = false
   BOUNCING_DAMAGE = true
   WEAPON_DATA_MODE = [2, 1]
   SKILL_DATA_MODE = [2, 1, 2]
   ITEM_DATA_MODE = [2, 1, 2]
   
   # 2.5. # Enemy Behavior Configuration
   AI_DEFAULT_ATTRIBUTES = '01000100'
   AI_DELAY_TIME = 40
   VIEW_RANGE = 5
   HEARING_RANGE_RATIO = 40
   RESPAWN_TIME = 0
   WALL_TAGS = []
   NO_ENEMY_TAGS = []
   EXP_MODE = 0
   KNOCKBACK_MODE = 0
   
   # 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 = true
   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)
     case com.id
     when 1 #StarBurst Stream
       case com.aid
       when 1 #Starburst Stream:Ativar
         return [[COMFreeze, true],
                 [COMAttack],
                 [COMInput, 1, [Input::Hud], INPress, 20],
                 [COMCondition, VARInput, 1, '==', VARConstant, true],
                 [COMSkill, 60]]
       end
     end
     return []
   end
   
   def self.anim_data(com)
     case com.id
     when 1 #StarBurst Stream
       case com.aid
         when 1 then return [1, [3, 3, 3, 3], '', false] #Starburst Stream:Ativar
       end
     end
     return [0, [3, 3, 3, 3], '', false]
   end
   
 end
 
end



Hmm, that is definitely interesting. I would have guessed it was something to do with enemy corpses, but it looks like you have them turned off.

I did notice that you have the enemies set to drop items. Does this bug only happen with enemies who are set to drop a certain item? Try playing around with it a little bit and see if you can pinpoint more of what specifically is causing the problem to happen. For example, see if different enemies drop it, or if it's just one type.


Somehow i fixed this i don't know how and I know the problem was in the Part 1 of Blizz, because i replaced this script with the one i posted with the bug and with that there was a bug and in this one there isn't.
P.S. I enabled pixel movement after i noticed the bug was fixed so it was not problem of that
Here's the new 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['C']"
   CANCEL = "Key['Esc']"
   ATTACK = "Key['Z']"
   DEFEND = "Key['X']"
   SKILL = "Key['A']"
   ITEM = "Key['S']"
   SELECT = "Key['D']"
   HUD = "Key['V']"
   HOTKEY = "Key['W']"
   MINIMAP = "Key['C']"
   RUN = "Key['L']"
   SNEAK = "Key['Left Shift']"
   JUMP = "Key['Space']"
   TURN = "Key['Left Ctrl']"
   
 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 = false
   CORPSES = false
   EMPTY_CORPSES = false
   RECOVER_ON_LEVEL_UP = true
   FULL_DEFEND = false
   DIRECT_HOTKEYS = true
   AUTO_GAMEOVER = false
   DROP_AMMO = false
   MENU_COLOR_TINT = -1
   DISABLE_ABS_MODE = 0
   ITEM_DROP = true
   ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 75, 100)
   GOLD_DROP = 'cor'
   GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 75, 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 = true
   NORMAL_SPEED = 4
   RUN_SPEED = 0
   SNEAK_SPEED = 3
   JUMPING = 3
   NO_JUMP_TAGS = []
   ALLOW_JUMP_TAGS = []
   NO_FLOOR_TAGS = []
   
   # 2.3. # Lag Prevention Configuration
   INTELLIGENT_PASSABILITY = true
   ABSEAL_AUTOKILL = true
   ABSEAL_FACTOR = 4
   DISABLE_ANTILAG_IDS = []
   
   # 2.4. # Game Info Configuration
   HUD_ENABLED = false
   HUD_POSITION = 0
   HUD_TYPE = 0
   MINIMAP = false
   HOTKEYS = true
   ENEMY_HEALTH_BARS = 255
   ENEMY_HEALTH_BARS_MATCH_WIDTH = true
   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 = '01000100'
   AI_DELAY_TIME = 40
   VIEW_RANGE = 5
   HEARING_RANGE_RATIO = 40
   RESPAWN_TIME = 30
   WALL_TAGS = []
   NO_ENEMY_TAGS = []
   EXP_MODE = 0
   KNOCKBACK_MODE = 0
   
   # 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 = true
   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)
     case com.id
     when 1 #StarBurst Stream
       case com.aid
       when 1 #Starburst Stream:Ativar
         return [[COMFreeze, true],
                 [COMAttack],
                 [COMInput, 1, [Input::Hud], INPress, 20],
                 [COMCondition, VARInput, 1, '==', VARConstant, true],
                 [COMSkill, 60]]
       end
     end
     return []
   end
   
   def self.anim_data(com)
     case com.id
     when 1 #StarBurst Stream
       case com.aid
         when 1 then return [1, [3, 3, 3, 3], '', false] #Starburst Stream:Ativar
       end
     end
     return [0, [3, 3, 3, 3], '', false]
   end
   
 end
 
end
Hellow?

WhiteRose

Quote from: soulshaker3 on August 30, 2013, 06:08:45 pm
Quote from: WhiteRose on August 30, 2013, 05:20:31 pm
Quote from: soulshaker3 on August 30, 2013, 02:25:18 pm
Hey guys i think i found a bug in blizz abs, sometimes when i kill an enemy there's like a "ghost" gold icon where i can't pick him up but if i go to the menu and come back he disapears it only happens sometimes tough.
Screens
Spoiler: ShowHide




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['C']"
   CANCEL = "Key['Esc']"
   ATTACK = "Key['Z']"
   DEFEND = "Key['X']"
   SKILL = "Key['A']"
   ITEM = "Key['S']"
   SELECT = "Key['D']"
   HUD = "Key['V']"
   HOTKEY = "Key['W']"
   MINIMAP = "Key['C']"
   RUN = "Key['L']"
   SNEAK = "Key['Left Shift']"
   JUMP = "Key['Space']"
   TURN = "Key['Left Ctrl']"
   
 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 = false
   CORPSES = false
   EMPTY_CORPSES = false
   RECOVER_ON_LEVEL_UP = true
   FULL_DEFEND = false
   DIRECT_HOTKEYS = true
   AUTO_GAMEOVER = true
   DROP_AMMO = false
   MENU_COLOR_TINT = -1
   DISABLE_ABS_MODE = 0
   ITEM_DROP = true
   ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 75, 100)
   GOLD_DROP = 'cor'
   GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 75, 100)
   DROP_TIME = 30
   EVENT_LOCK = 40
   ANIMATED_IDS = []
   
   # 2.2. # Movement Configuration
   PIXEL_MOVEMENT_RATE = 0
   REPAIR_MOVEMENT = true
   EIGHT_WAY_MOVEMENT = true
   SNEAK_ON_CHARGE = true
   NORMAL_SPEED = 4
   RUN_SPEED = 0
   SNEAK_SPEED = 3
   JUMPING = 2
   NO_JUMP_TAGS = []
   ALLOW_JUMP_TAGS = []
   NO_FLOOR_TAGS = []
   
   # 2.3. # Lag Prevention Configuration
   INTELLIGENT_PASSABILITY = true
   ABSEAL_AUTOKILL = true
   ABSEAL_FACTOR = 4
   DISABLE_ANTILAG_IDS = []
   
   # 2.4. # Game Info Configuration
   HUD_ENABLED = false
   HUD_POSITION = 0
   HUD_TYPE = 0
   MINIMAP = false
   HOTKEYS = true
   ENEMY_HEALTH_BARS = 255
   ENEMY_HEALTH_BARS_MATCH_WIDTH = false
   BOUNCING_DAMAGE = true
   WEAPON_DATA_MODE = [2, 1]
   SKILL_DATA_MODE = [2, 1, 2]
   ITEM_DATA_MODE = [2, 1, 2]
   
   # 2.5. # Enemy Behavior Configuration
   AI_DEFAULT_ATTRIBUTES = '01000100'
   AI_DELAY_TIME = 40
   VIEW_RANGE = 5
   HEARING_RANGE_RATIO = 40
   RESPAWN_TIME = 0
   WALL_TAGS = []
   NO_ENEMY_TAGS = []
   EXP_MODE = 0
   KNOCKBACK_MODE = 0
   
   # 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 = true
   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)
     case com.id
     when 1 #StarBurst Stream
       case com.aid
       when 1 #Starburst Stream:Ativar
         return [[COMFreeze, true],
                 [COMAttack],
                 [COMInput, 1, [Input::Hud], INPress, 20],
                 [COMCondition, VARInput, 1, '==', VARConstant, true],
                 [COMSkill, 60]]
       end
     end
     return []
   end
   
   def self.anim_data(com)
     case com.id
     when 1 #StarBurst Stream
       case com.aid
         when 1 then return [1, [3, 3, 3, 3], '', false] #Starburst Stream:Ativar
       end
     end
     return [0, [3, 3, 3, 3], '', false]
   end
   
 end
 
end



Hmm, that is definitely interesting. I would have guessed it was something to do with enemy corpses, but it looks like you have them turned off.

I did notice that you have the enemies set to drop items. Does this bug only happen with enemies who are set to drop a certain item? Try playing around with it a little bit and see if you can pinpoint more of what specifically is causing the problem to happen. For example, see if different enemies drop it, or if it's just one type.


Somehow i fixed this i don't know how and I know the problem was in the Part 1 of Blizz, because i replaced this script with the one i posted with the bug and with that there was a bug and in this one there isn't.
P.S. I enabled pixel movement after i noticed the bug was fixed so it was not problem of that
Here's the new 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['C']"
   CANCEL = "Key['Esc']"
   ATTACK = "Key['Z']"
   DEFEND = "Key['X']"
   SKILL = "Key['A']"
   ITEM = "Key['S']"
   SELECT = "Key['D']"
   HUD = "Key['V']"
   HOTKEY = "Key['W']"
   MINIMAP = "Key['C']"
   RUN = "Key['L']"
   SNEAK = "Key['Left Shift']"
   JUMP = "Key['Space']"
   TURN = "Key['Left Ctrl']"
   
 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 = false
   CORPSES = false
   EMPTY_CORPSES = false
   RECOVER_ON_LEVEL_UP = true
   FULL_DEFEND = false
   DIRECT_HOTKEYS = true
   AUTO_GAMEOVER = false
   DROP_AMMO = false
   MENU_COLOR_TINT = -1
   DISABLE_ABS_MODE = 0
   ITEM_DROP = true
   ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 75, 100)
   GOLD_DROP = 'cor'
   GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 75, 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 = true
   NORMAL_SPEED = 4
   RUN_SPEED = 0
   SNEAK_SPEED = 3
   JUMPING = 3
   NO_JUMP_TAGS = []
   ALLOW_JUMP_TAGS = []
   NO_FLOOR_TAGS = []
   
   # 2.3. # Lag Prevention Configuration
   INTELLIGENT_PASSABILITY = true
   ABSEAL_AUTOKILL = true
   ABSEAL_FACTOR = 4
   DISABLE_ANTILAG_IDS = []
   
   # 2.4. # Game Info Configuration
   HUD_ENABLED = false
   HUD_POSITION = 0
   HUD_TYPE = 0
   MINIMAP = false
   HOTKEYS = true
   ENEMY_HEALTH_BARS = 255
   ENEMY_HEALTH_BARS_MATCH_WIDTH = true
   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 = '01000100'
   AI_DELAY_TIME = 40
   VIEW_RANGE = 5
   HEARING_RANGE_RATIO = 40
   RESPAWN_TIME = 30
   WALL_TAGS = []
   NO_ENEMY_TAGS = []
   EXP_MODE = 0
   KNOCKBACK_MODE = 0
   
   # 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 = true
   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)
     case com.id
     when 1 #StarBurst Stream
       case com.aid
       when 1 #Starburst Stream:Ativar
         return [[COMFreeze, true],
                 [COMAttack],
                 [COMInput, 1, [Input::Hud], INPress, 20],
                 [COMCondition, VARInput, 1, '==', VARConstant, true],
                 [COMSkill, 60]]
       end
     end
     return []
   end
   
   def self.anim_data(com)
     case com.id
     when 1 #StarBurst Stream
       case com.aid
         when 1 then return [1, [3, 3, 3, 3], '', false] #Starburst Stream:Ativar
       end
     end
     return [0, [3, 3, 3, 3], '', false]
   end
   
 end
 
end



Nice! :) I'm glad you got it all figured out!

KK20

It's probably the RESPAWN_TIME. Can you confirm that?

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Soulshaker3

Yup respawn time it was if i disable it i get the bug ty for the help
Hellow?

KK20

Mmm...nope, there's something more to it. I just tried it out and didn't get the same errors. Can you provide a demo? If not, give me a list of all the scripts you are using.

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Soulshaker3

Hellow?

KK20

I tried multiple things. I put all three of your BlizzABS scripts into my clean project. I tried to remove as much of your custom scripts as possible (after Scene_Debug, there is only the 3 BlizzABS scripts and Main). I noticed that you replaced Scene_Menu with MOG's version, but that wasn't the problem (I replaced it with default Scene_Menu). At this point, I can't tell what the problem is. I'd need others to report a similar problem.

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Soulshaker3

Well i'm just a begginer programmer i would help you figure this out but at this point I can't.
Hellow?

KK20

August 31, 2013, 04:52:28 pm #529 Last Edit: August 31, 2013, 05:09:14 pm by KK20
No worries. Just figured it out.

Dropped items and gold from monsters are actually events. These are newly created and pushed into $game_map.events. I think the problem arises from setting the ID of the dropped item events. In your demo, the highest ID value of your events is 13, which is one of the monsters. When I kill it, the dropped items are given the ID values of 13 (coin) and 14 (potion).

Notice how I just said the enemy event is ID 13 and one of the drop events is ID 13.

I created a parallel process that checks all the event IDs on the map. Upon a first check I got: [1,2,3,7,9,10,12,13]. When I checked after killing the ghost of event ID 13, there was no event ID 13 but I did have ID 14 ([1,2,3,7,9,10,12,14]). Thus, you will only be able to pick up the potion and not the coin.

The problem exists in create_drop_event for the line

event.id = (keys.size == 0 ? 1 : keys.max + 1)


When you had set a value for RESPAWN_TIME, it doesn't delete the monster event (in other words, I got [1,2,3,7,9,10,12,13,14] in my check). The drop events will still be 13 and 14. If you don't pick up the coin before the enemy respawns, you won't be able to pick up the coin. But if you pick it up, the monster will still respawn, even though event ID 13 doesn't exist.

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winkio

Good work figuring this out, I'll add it to the next update.

winkio

Just had to post this video of the decimal movement system now that it is almost complete.  I just have to write the code for triggering events (action button, touch, etc) and decimal movement will be done.

KK20

Going against RPG Maker's tile-based movement and making it more pixel-based. Loving it. Also around the minute mark, I noticed some trouble trying to jump on that single tile. Guess you need to be dead-on aligned to make the jump.

Can't wait to bug crush 3.0

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winkio

Yeah, it's easy to get stuck right now, even in tile movement, because the jumping system I made only lets you jump in one of the 8 directions, which is how it guarantees a landing spot.  I think I need to change it to a brushfire algorithm for tile movement and a potential field for decimal movement so that it allows you more free movement over obstacles.

KK20

November 22, 2013, 12:53:21 am #534 Last Edit: November 22, 2013, 12:55:23 am by KK20
More mods to BlizzABS I whipped up from requests. Of course, I'm not expecting you (if you wanted to add these features) to copy-paste the code directly--these were done in just a matter of minutes. Just general ideas to propose.
Enemy Resistant to Knockback: ShowHide

I'll see if I can make a state that provides "Stance" as well.

module BlizzABS
 class AI
   #--------------------------------------------------------------------------
   # 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.
   #--------------------------------------------------------------------------
   alias set_zero_kb prepare
   def prepare(char)
     if char.is_a?(Map_Enemy) && char.event.name.include?("\kb")
       char.attacked = 0
     end
     set_zero_kb(char)
   end
 end
end

Animating Item Drops: ShowHide

This is probably better left as an add-on I think.

# Contains a list of icon graphic filenames. Items that use this icon graphic
# will be replaced with a character graphic of the same name during a dropped
# item event.
# For example, if the enemy drops a Potion (which uses the icon graphic
# "021-Potion01") then, instead of showing this icon graphic on the map, it will
# instead show a character graphic named "021-Potion01" walking.
ANIMATING_ICONS = ['021-Potion01', 'health_globe']


module BlizzABS
 
 #============================================================================
 # BlizzABS::Processor
 #----------------------------------------------------------------------------
 #  This class provides methods for Blizz-ABS handling.
 #============================================================================
 
 class Processor
   #--------------------------------------------------------------------------
   # drop_event
   #  items   - array of items which the event contains
   #  real_x  - real x-coordinate
   #  real_y  - real y-coordinate
   #  dropper - the enemy that dropped the loot
   #  time    - timer setting
   #  Creates an event that contains loot that can be picked up.
   #--------------------------------------------------------------------------
   def drop_event(items, real_x, real_y, dropper = nil, time = nil)
     # map coordinates
     x, y, icon = real_x / 128, real_y / 128, false
     # if gold dropped and no corpses used
     if dropper == nil && items[0].is_a?(Numeric) &&
         !BlizzABS::Config::CORPSES
       # set up everything for map display
       event = create_drop_event(x, y, BlizzABS::Config::GOLD_DROP)
       # setup the event commands
       setup_drop_event(event, items, BlizzABS::Config::GOLD_PICKUP_SOUND_FILE)
     else
       # if not dropped by enemy
       if dropper == nil
         # create drop event with icon spriteset
         event = create_drop_event(x, y, items[0].icon_name)
         # event with icon spriteset
         #=================================================
         #                                     KK20 EDIT
         #=================================================
         if ANIMATING_ICONS.include?(items[0].icon_name)
           icon = false
         else
           icon = !Items.drop_sprite(items[0].id)
         end
       # if using corpses
       elsif BlizzABS::Config::CORPSES
         # create drop event
         event = create_drop_event(x, y, dropper.character_name_org +
             BlizzABS::SPRCorpse, dropper.character_hue, 0)
       else
         # create drop event
         event = create_drop_event(x, y, dropper.character_name_org,
             dropper.character_hue)
       end
       # setup the event commands
       setup_drop_event(event, items)
     end
     # call superclass method
     drop = Game_Event.new($game_map.map_id, event)
     # mark created event as icon event
     drop.icondrop = icon
     # refresh
     drop.refresh
     # set up drop mode
     drop.activate_drop_mode(BlizzABS::Config::DROP_TIME * 40)
     # add into map events
     $game_map.events[event.id] = drop
     # stop if scene not Scene_Map or spriteset doesn't exist
     return if !$scene.is_a?(Scene_Map) || $scene.spriteset == nil
     # create own sprite as dropped
     sprite = Sprite_Character.new($scene.spriteset.viewport1, drop)
     # add to spriteset handler
     $scene.spriteset.character_sprites.push(sprite)
   end
   
 end
 
end

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Blizzard

I remeber that someone request animated item drops a long time ago and I didn't implement it, lol! I think it might have been still on my TODO list when I retired.
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Shining Riku

April 06, 2014, 04:12:11 pm #536 Last Edit: April 09, 2014, 03:24:16 pm by Shining Riku
I'm not sure quite yet how to implement this otherwise I'd have added it myself, but would it be easy to add in a feature for Auto-Gameover where that can be attached to a switch?

Let me clarify: Game Switch 8 "Gameover" is set to true (for example) and the game won't immediately end if the player's whole team dies. Set Switch 8 to false and when they die boom, gameover screen.

I've tried using a common event in place of that, but...suffice it to say it is incredibly bad for lag. I figure this would give a little more system flexibility, and it'd certainly help simplify some things for me.

Thanks in advance to anybody that replies

EDIT: I'd also like to add that in Version 2.86 I am unable to open the game menu with F until I've used a basic attack. If I use a skill, that makes me unable to open it until I've attacked again. Dunno if that's just me so it'd be nice if somebody could check and see if that's an issue for them as well.

Skills that have common events also crash the game. Here's a screenshot.
Spoiler: ShowHide

winkio

Quote from: 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


Shining Riku

Ah, the fix worked, thanks muchly! Really needed the common events in skills for things I've set up.

Killerclaws

Hey, I have a suggestion for a feature. I originally saw it in another ABS, and I thought it was awesome,  but as far as I know Blizz-ABS doesn't have it.
Feature: friendly-fire. You can hurt your allies in combat, and they can hurt you. This would make fights more interesting because you would have to make sure you aren't going to hit your allies.