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Messages - (Hexamin)

341
RMXP Script Database / Re: [XP] Blizz-ABS
February 12, 2010, 04:02:26 pm
That's good to know.

I'm thinkin' I'll try makin' some skills based on level and other parameters.

So... I'll do the Trigger:Skill=whatever
then set up a call script $game_variables[whatever] = @event_id
then a conditional branch to flip a switch_whatever that'll turn on a common event parallel process to determine the damage.  Something like...

variable[1]=hero level
variable[1]*some coefficient
$BlizzABS.enemy_deal_damage($game_variables[whatever], variable, 1)
switch_whatever(off)

that's the basic idea, but I'll expand it from there.


Your ABS is allowing me to get much further than I have before in game creation.

Right now I'm settin up 10 skills for each element (as a base, and I'll probably implement skill leveling)

After that I'll create skills for various weapons then make some specific classes and set those skills up.

Go create monsters... balance everything...

THEN, with an effective battle system (full of probably hundreds of skills) I'll be able to throw in storylines, dungeons, minigames, all the things that I've previously worked on...


Anyway, with the very basic @event_id (that i probably should've already known...) I think I'll be able to fix my problems.  So thank you!  And keep up the awesome work on your project, everything I've seen of it is muy bueno.

EDIT:
No no no no no!!!!

I just tried doin' the common event and apparently the $BlizzABS.enemy_deal_damage(event_id, type, operand) script doesn't suppose putting $game_variables[] for the event_id.  I know i'm a menace, but is there a quick fix to the script so I CAN put variables to determine which enemy I'm dealing damage to?

That would be GREAT

Please don't double post within a 24 hour period. Instead just edit your post. ~ G_G
342
General Discussion / Re: 500X500 City
February 12, 2010, 03:29:30 pm
Quote from: C.C. rOyAl on February 12, 2010, 10:57:21 am
Why not use Blizzard's continuous map script?


Yeah I downloaded the demo of that, that's prolly what i'll end up doing.  I've made continuous maps using events, but his system is a lot smoother.  I'm a big advocate of always being center on the screen in the game.  I don't like it when the character isn't center screened (except for cutscenes).  Anyway, yeah folks.  I play event heavy, so the biggest I'd make a map (especially in a city) would probably be 50x48 (with a 40x40 playability area).  I think a city based game might be fun though.
343
RMXP Script Database / Re: [XP] Blizz-ABS
February 12, 2010, 03:26:24 pm
No no no, that's not what I'm tryin' to do.  I want to do my own game, haha.  I'm just curious if there might be an easy way to set up a Trigger:ParallelProcess for battlers, and I need to check out how to get an event to call its own ID so I can set that to a variable and then force actions based on that.  I think that'd fix some stuff.

I'll get back with a demo when I actually have some stuff figured out ^_^
344
General Discussion / 500X500 City
February 12, 2010, 06:01:33 am
So I recently introduced a friend to RMXP after workin' on my projects at his place.  He immediately started mapping once he got RMXP up and running.  He's trying to make a 500x500 City.

I've made a 100x100 city before, but that's about as large as I've gone.  Anyway, anyone that's used the program for a bit knows that a 500x500 is impractical in regards to lag'n'such.  I thought his idea was kinda cool though, and it may be something I want to work with later.

Similar to assassin's creed (if I remember correctly), I think it would be kinda cool to have a game take place in just a LARGE city.  No wide open fields that just take time to run through while the pesky enemies you killed at level 7 are now just wasting your time.  No need for a lack of focus due to a huge world.  Just one city, with in depth lore and history and culture.

I dunno, anyone have thoughts on this?  (and before someone says that building a 500x500 is noob... I'd break up the city into districts, and sections, etc., to delag and focus storyline/battles/etc.)
345
RMXP Script Database / Re: [XP] Blizz-ABS
February 12, 2010, 05:41:10 am
Could you set up a dummy character with no stats, no spriteset, etc?
346
RMXP Script Database / Re: [XP] Blizz-ABS
February 12, 2010, 05:34:31 am
Well, immolate is supposed to be a sort of fire shield on the caster.

Is there a way to parallel process a battler?  So it's checking a condition (such as $BlizzABS.enemy_has_state?(event_id, state_id)) while its fighting?

And I'm working on another type of skill now too.  A chain lightning of sorts.  I have:

EVENT COMMENT
Trigger:Skill=9        #9 is skill "Chains of Fire" a homing, damage skill.

CALL SCRIPT
$BlizzABS.enemy_force_action(@SELF,            #The current battler targets a random enemy with skill 999
ENEMIES, NONE, SKILL, 999)

But for some reason, the forced action isn't being forced.  I set up another event with the call script: $BlizzABS.enemy_force_action(event_ID, ENEMIES, NONE, SKILL, 999) and it forced the action successfully.

I really should probably just get on a file sharing site and send you a demo of what I'm workin' with, eh?  I could do that if you're actually interested in me tinkering with skill possibilities with your ABS.  I've got a lot more skill ideas I'm going to be testing out that... stretch the basic limits of your ABS.  Just let me know if you want me to stop pesetering you with my thoughts/ideas, and I'll take them elsewhere.
347
RMXP Script Database / Re: [XP] Blizz-ABS
February 11, 2010, 03:02:37 pm
Okay, so here I am setting up skills in my game when I run into an issue.

I'm tying to make a sort of immolate skill, which inflicts burning or constant damage on touch while it lasts.

So what I did was set up a skill that inflicts a custom state "immolate" on target, and set that state to last 10 seconds (as per Blizz ABS) and to dissipate 100% after the 10 seconds is up.  I set the skill to also call a common event that turns on switch "immolate"

I then created a page on the Battler Events that's turned on by the "immolate" switch, and set the player touch trigger using Comment: Trigger:PlayerTouch.  Then I set a call script to execute $BlizzABS.enemy_change_state(@SELF, ADD, 2) which inflicted a burning condition on the battler.

This worked to inflict the condition; however, if I kept on touching the event the battler would freeze, and eventually when the status "immolate" was done, the game would freeze if I was still touching the event.

So I set up a self switch on the event that turns on after the burning status is inflicted on the event.

I then created a new page whose condition was that same self switch.  I set a conditional branch that checked whether or not the event had burning on, by using $BlizzABS.enemy_has_state?(@SELF, 2).  If it's inflicted, nothing happens, if it's not inflicted, the self switch will turn off, and it'll go back to the previous event page and be able to be burned again.  The only problem is that this can only be checked by conditions that don't work.  If I use player touch, then I can freeze the game like I did previously (same with event touch), and the battler remains frozen as long as I'm touching it.

Is there any way to have a parallel process trigger on the event (without making a new event constantly checking all the battlers on the map) that checks if the battler has the burned condition and if not, turns off the self switch so the battler can be burned again?

I know this is complicated... please ask questions if you don't quite follow... I don't know if I even quite follow.  Haha.

Anyway, if I can get this working, it'll just prove that there are some even cooler than expected things you can do with your ABS.

Thanks.
348
Resources / Re: All tilesets in one !
February 11, 2010, 11:10:51 am
elementisland -

i think it's cool you put all this together, i know it prolly took some time, especially setting all the passability and priorities and such, and i'm sure some people will use it, if nothing else for map theories and drafts

jackolas -

dude chill, you made your point, then you killed your point by repeating yourself so much, then you kicked the dead point by repeating yourself even further.  try keepin' your brilliant "criticism" to yourself until you find some tact.
349
RMXP Script Database / Re: [XP] Blizz-ABS
February 09, 2010, 06:29:25 am
Not so much a limitation, just an obstacle.  I still got it to do what I wanted.
350
RMXP Script Database / Re: [XP] Blizz-ABS
February 08, 2010, 05:17:33 pm
So here's somethin' interesting.  The only scripts I have in my game right now are your ABS and a couple of the Tons of Add-ons added.  I'm setting up a common event to allow my character to be replaced by a water elemental when he uses a skill, but when I set up a Set Move Route to animate the water elemental breaking out of a crystal, it gets all glitchy on me and starts flipping back and forth between the Change Graphics and the old hero sprite (it looks like a stop animation going up, left, right, down).  Any ideas as to what's causing this?

I tried making a regular event so I could see the animation, and it halfworked.



Okay, I figured it out before I actually had to post this, but I'll post it anyway, in case anyone else was havin the same problem.

I changed the actor's graphic before doing the Set Move Route and it worked flawlessly.
351
Resources / Re: sprite help
February 04, 2010, 10:28:11 am
Hmmm, lookin' (his) left, the feetsies are cut off.  It doesn't look bad at all, I don't suppose you could do some shadin' with the eye color?  Or were you going for the straight red?
352
Resources / Re: Grassland
February 04, 2010, 10:26:15 am
that'd look great with the animated battleback script (assuming 3 more frames of grass moving in the wind and rays of sunlight comin' down wouldn't be too hard) o.O
353
Resources / Re: Blizz-ABS RTP!
February 03, 2010, 04:38:41 am
I'm new to this forum, but thought I'd throw in my two cents.

First is a question: where's a location of Blizz ABS sprite templates?  Even the proper dimensions for the files would help immensely.

Second is an addition to the Blizz-ABS RTP

This is the original sprite (not done by me)

Spoiler: ShowHide



I took off the umbrella or whatever that was on his back

Spoiler: ShowHide


And added a weapon set for bABS (same one Sir Lag-a-Lot's sword in Blizz's demo)

Spoiler: ShowHide


Anyway, I know technically Blizz's system allows for the two sprites to be seperate, but I wasn't figurin' it out.

Welp, I'll be usin' it for whatever project I'm workin on, thought I'd toss it out there for other people's use and or criticism.
354
Welcome! / 'Ullo!
February 03, 2010, 03:54:29 am
I'm new.  Call me Hex.  ^_^

I've been playin' with rpg maker XP for the past... 5 years I think it is now.  I know some about scripting, can tinker with sprites, and thoroughly enjoy making event based systems/mini-games/interactions. 

Anyway, I'm here if ya need me.
355
RMXP Script Database / Re: [XP] Blizz-ABS
February 03, 2010, 02:42:59 am
Hey Blizz,
I joined this forum specifically because of you, and because of that, my first post goes out to you.  <3

Anyway, I've messed around with abs's using events and actually been hardly successfuly, which is semi-impressive considering the lag and limitations of using a purely event based system.  Anyway, I started diving into scripting, because I knew that was the way to go, so after getting the basics down and realizing how far I needed to go to get what I wanted, I looked up your system.

Started with the abs system used by the Sir Lag-A-Lot demo and loved it immediately.  After I started trying to implement that into my game, I realized there was a much better updated system.  Now I'm using your most updated ABS and it's great to see  how customizable it is.

Granted now I'm sprite-editing, something I claim not to be able to do, simply because it's so time consuming (and I'm also rather uncreative when it comes to pure creation).  Anyway, if I ever do get a semi-completed project, I'll definitely post it and credit to where credit's due.

This was a long post, where all I really wanted to say, was good job, keep up the great work.