Chaos Project

RPG Maker => RPG Maker Scripts => Topic started by: winkio on April 21, 2010, 03:40:33 am

Title: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on April 21, 2010, 03:40:33 am
Blizz-ABS Bug and Suggestion Compilation



This is the script development thread.  Please post general bugs/questions in the Blizz-ABS script topic:
http://forum.chaos-project.com/index.php/topic,106.0.html (http://forum.chaos-project.com/index.php/topic,106.0.html)



Color Key:  
Default - not started,
Red - early development,
Blue- late development,
Green - completed
Release Key:
* - released
*N* - new in latest release  
Size Key:
Small - small, specialized bug/feature
Medium - medium bug/feature limited to a particular system or set of systems within the ABS
Large - large bug/feature that will affect the entire ABS


Bugs
Spoiler: ShowHide

Animation

  • animation frame setup doesn't work right

  • Renaming an enemy causes the fading flags in the sprite to get messed up and disrupts the fading animation upon death

  • player sprite change doesn't work (on $game_player using Set Move Route command), it gets reset by Blizz-ABS internal actor sprite handler *


Battlers

  • when an enemy gets removed by an erase command at the start of the map, the HP bar stays

  • forced_action doesn't work on the player *

  • enemies can walk on no-enemy terrain tags

  • enemies without precondition can still be targeted

  • charges not working for enemies/allies

  • enemies with custom movement routes can face the player which they shouldn't be able to do

  • custom movement routes in general are buggy?

  • fix enemy's try_execute and affection area calculation (get enemies to used ranged attacks/skills more effectively)

  • autorun enemies run auto!

  • pathfinding bugs when party is separated by jump-able gap


Miscellaneous

  • jumping diagonally doesn't check collisions correctly *

  • "wait for move completion" freezes the game - due to ABSEAL not updating events *N*

  • you can jump on top of events *

  • fix step counter

  • when shot at the left edge of the screen, item drops appear on the other side *

  • sometimes you are unable to pickup items *

  • events set to action button go off on event touch *

  • Move towards and away from player event commands don't work


Compatibility

  • -





Planned Features
Spoiler: ShowHide

Animation

  • allow manual looping animations for characters (using Character#loop_animation_id)

  • death animations (not just destruction engine emulator via RMXP's animations)

  • change beam sprites to work the same as all other spritesets

  • all skills / items support spritesets like weapons (already in Dissipate)

  • custom number of walking frames

  • 8-direction sprites (plugin?)

  • _hit sprites


Battlers

  • allow enemies to summon (permanently) other enemies using the manual event creation

  • multi-event enemy body plugin *

  • last_hit_by accessor for enemy events (requires storing of last attacker) *

  • add "battler trigger that triggered this event" for custom event triggers (makes use of last_hit_by)

  • make triggers work independent without pages or allow multiple checking of triggers?


Miscellaneous

  • jump, hit-the-ground, walking, running, sneaking, and swimming sounds

  • walk while defending option

  • cluster damage (more than 1 damage text upon on single action) for weapons, skills, items and enemies

  • manual creation of events on the map (with event names) *

  • add optional copying common event codes to events upon event creation

  • pick up and throw stuff (Zelda like); thrown stuff turns into projectiles

  • make events able to make use of the pathfinder *

  • event / enemy size on the map making use of the pixel_movement_rate option(i.e. event size of 3x3 squares that are each 16x16 pixels) *

  • help window plugin (similar to Secret of Mana)

  • user-controlled projectiles?

  • defined knockback for each weapon/skill/item/enemy

  • combo system *


Compatibility

  • make AAS work with Blizz-ABS over help window plugin

  • DREAM doesn't work with Blizz-ABS because of double back reference of objects, add variable that tells you if the object was encrypted or not

  • change CP debugger PLUGIN to work with Blizz-ABS





Suggested Features
Spoiler: ShowHide

Animation

  • animation should play to the end when dying

  • using traps should not trigger user animations and instead it should let the traps use the animations

  • make special sprites optional (if Blizz-ABS does not find a sprite it needs (like an attack sprite), it just displays the default sprite)


Battlers

  • add actor/enemy jump ranges

  • updated AI


Miscellaneous

  • option per-item for animated(charset) vs. static(icon) drops *

  • make pathfinding account for the ability to jump

  • gravity plugin

  • DROP_AMMO option independent for each item

  • make ammo system less awkward

  • 8-way projectile shooting (option)

  • projectiles that explode at the end of their range *

  • projectiles that collide with terrain features (using tags) *N*

  • defend against projectiles *N*

  • diagonal passability option


Compatibility

  • -





The Manual
Spoiler: ShowHide


  • explain how the sprite animation system works

  • go into more detail on custom move routes and commands

  • visual and organizational overhaul *





This is the script development thread.  Please post general bugs/questions in the Blizz-ABS script topic:
http://forum.chaos-project.com/index.php/topic,106.0.html (http://forum.chaos-project.com/index.php/topic,106.0.html)




Above is the current collection of bugs and features related to Blizz-ABS which I will be addressing in development.  If there is a bug that I am missing, or something is incorrect, let me know, or else it won't be fixed.  Also, feel free to post any features that you want to see.[/list]


Rewrite Progress
Spoiler: ShowHide

Currently Rewriting

  • Character Graphics

  • Caterpillar


Finished Rewriting

  • AI Triggers

  • Controls

  • Event Tags

  • Sprite Frame Data

  • Pathfinder

  • Minimap and Passability

  • Cached Graphics

Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on April 21, 2010, 06:11:46 pm
Can I suggest the option to choose whether to have animated item drops for certain items? For some items I dont mind making a character set for it its going to be animated.

Where a potion or throwing star doesn't need to be animated when its on the ground. Just something me and a few other people would like.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: WhiteRose on April 21, 2010, 06:12:55 pm
I haven't used Blizz-ABS for a month or so, but I do recall an error when you would jump over a pit or something (for example, from one stepping stone to another,) and you had allies in the party, if you switched to them they would be unable to move. I would guess it's some sort of path-finding bug. Has this issue been addressed yet?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on April 21, 2010, 06:20:48 pm
@g_g: yeah, I'll definitely put that in there.

@whiterose: Okay, I'd bet it is something with pathfinding.  In addition to fixing it, I'll also make pathfinding recognize jump-able gaps for players.  Maybe even give enemies jump distances and pathfinding as well?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: WhiteRose on April 21, 2010, 06:22:36 pm
Quote from: winkio on April 21, 2010, 06:20:48 pm
@whiterose: Okay, I'd bet it is something with pathfinding.  In addition to fixing it, I'll also make pathfinding recognize jump-able gaps for players.  Maybe even give enemies jump distances and pathfinding as well?

Excellent. This should make it easier for developers to avoid situations where players can sit on the other side of a gap and shoot enemies to death with them unable to do anything unless they have spells.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Aqua on April 21, 2010, 08:10:17 pm
I thought there was already projectile speeds implemented... o.o
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on April 22, 2010, 03:00:40 am
Don't forget to add yourself to the credits, winkio. xD
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on April 22, 2010, 03:24:26 am
A gravity system would be nice. Blizz had originally planned to make it. In the current top down perspective, it could be make to allow jumping down a ledge but not up it (if said ledge were high enough anyways). But this could also be used to make a side scrolling RPG, which would be a really cool feature. Hope that's not too tough of a feature to add x.x
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on April 22, 2010, 06:10:09 am
I still say that should be a plugin and in no way part of the native system.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Valdred on April 22, 2010, 08:21:28 am
How about a more dynamic system for melee weapons.
Fast/weak attack, medium/moderate attack and slow/Heavy attack. Something like that.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on April 22, 2010, 08:32:58 am
Use different weapons? :roll:
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Valdred on April 22, 2010, 08:58:46 am
I'll explain.
If you are wielding a sword for example. The player will be able to switch between modes:
- Slow and heavy, More damage,  easy to dodge
- moderate, medium damage, medium accuracy
- Quick but light, Deal smaller damage, but hits more often.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on April 22, 2010, 09:21:56 am
I think he means the speed of the weapon swing. If you can add that then you can just create different weapons with different power.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Valdred on April 22, 2010, 10:32:44 am
No, Have you never played runescape?  :D

Player has equiped a sword that usually deals around 100 damage and has a 80% chance to hit.

Now, from some menu, the player can easily switch between modes:

-Moderate attacks: power, +atk, evade and all other weapon stats remains unchanged.

- Heavy blows: The damage is raised by 20% (If the player's weapon usually deals around 100 damage, with heavy blows selected, it will deal around 120 instead) or something, while the chance of hitting gets a bit smaller. (if the player's weapon got a 80% chance of hitting, with heavy blows selected he will have more like 65%)

- Quick strikes: Damage is a bit lower, but chance of hitting is higher.

It's probably a useless idea, I dunno.


=)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Subsonic_Noise on April 22, 2010, 10:56:18 am
This could be a bit difficult, but how about pixel perfect collision, and, combined with that, pixel perfect battler sizes? It always bothered me that I had to hit that helicopter on a certain place to do any damage at all.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on April 22, 2010, 11:33:37 am
You already CAN change the speed of weapons. Just change the delay time and how long the sprite takes to animate o.O And I'm pretty sure what you mentioned can be achieved by switching the weapon's stats in the database Valdred.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on April 22, 2010, 11:37:13 am
Quote from: Valdred on April 22, 2010, 08:21:28 am
How about a more dynamic system for melee weapons.
Fast/weak attack, medium/moderate attack and slow/Heavy attack. Something like that.


Perhaps this will be able to be achieved by the combo system.  As in, there would be different timing for different strength/speed combos.

Quote from: Subsonic_Noise on April 22, 2010, 10:56:18 am
This could be a bit difficult, but how about pixel perfect collision, and, combined with that, pixel perfect battler sizes? It always bothered me that I had to hit that helicopter on a certain place to do any damage at all.


Not pixel perfect, but perhaps we could make use of the pixel_rate option for the enemy/event size to be slightly more precise.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Subsonic_Noise on April 22, 2010, 12:05:47 pm
Quote from: winkio on April 22, 2010, 11:37:13 am
Quote from: Subsonic_Noise on April 22, 2010, 10:56:18 am
This could be a bit difficult, but how about pixel perfect collision, and, combined with that, pixel perfect battler sizes? It always bothered me that I had to hit that helicopter on a certain place to do any damage at all.


Not pixel perfect, but perhaps we could make use of the pixel_rate option for the enemy/event size to be slightly more precise.

That could work. The main point was that I don't want the weapon to do damage when hitting a blank spot, like in my boss battle, where I fought a helicopter, I had to hit the helicopters shadow to do damage, and that even happened when the bullet obviously missed. (since it's handled like it's exactly 32x32 big.)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on April 23, 2010, 03:13:43 am
Quote from: game_guy on April 22, 2010, 09:21:56 am
I think he means the speed of the weapon swing. If you can add that then you can just create different weapons with different power.


*points to animation frames*
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Subsonic_Noise on April 23, 2010, 04:40:37 am
I just remembered, there already was a script that enabled pixel perfect collision, which was free to use. Maybe you could integrate it into BlizzABS?
I'll try to find it anyways. xD
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on April 23, 2010, 05:15:50 am
There's a reason I didn't make perfect pixel collision detection. *points to CPU heavy algorithms for collision detection*
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Subsonic_Noise on April 23, 2010, 05:25:26 am
Well, that guy made a demo using that script and it didn't lag. I know, it will perhaps on slower PCs, but hey, maybe it's worth an addon? I don't think Endzeit will work too well on slow PCs anyways...
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on April 23, 2010, 05:58:05 am
Did he in the demo test the collision of 10 objects at once? I don't think he did.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Subsonic_Noise on April 23, 2010, 06:37:51 am
I don't know if he did and now stop ruining my dream. >:U
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on April 23, 2010, 09:30:53 am
pixel perfect collision is not needed unless you have pixel perfect movement.  If everything is aligned to a grid, then that grid will be the smallest unit of event/enemy size for collisions.  For example, if you have PIXEL_MOVEMENT_RATE of 1 (meaning you used 16x16 squares), then you could define an enemy size that was 5x3 squares (80x48 px).
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Subsonic_Noise on April 23, 2010, 09:45:32 am
Quote from: winkio on April 23, 2010, 09:30:53 am
pixel perfect collision is not needed unless you have pixel perfect movement.  If everything is aligned to a grid, then that grid will be the smallest unit of event/enemy size for collisions.  For example, if you have PIXEL_MOVEMENT_RATE of 1 (meaning you used 16x16 squares), then you could define an enemy size that was 5x3 squares (80x48 px).

I agree with this. I was just adding that in case you're thinking about adding pixel movement. But what abou enemies that aren't rectangular?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on April 23, 2010, 09:50:29 am
QuoteBut what about enemies that aren't rectangular?


no.  Don't want to have to deal with rotation of wonky hitboxes.  And you are using a rectangular graphic for your enemies, so your enemies should be able to be represented by a rectangle.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on April 23, 2010, 09:55:22 am
If you want non-rectangular enemies, don't use RMXP. It's that simple. :P
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Subsonic_Noise on April 23, 2010, 10:17:25 am
Quote from: Blizzard on April 23, 2010, 09:55:22 am
If you want non-rectangular enemies, don't use RMXP. It's that simple. :P

I concidered using other engines, but it always failed at the fact that I can't do shit with them.
Why not add something like a "collision map" but parted into, for example, 16x16 blocks?
Couldn't that work?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on April 23, 2010, 11:10:01 am
Quote from: winkio on April 23, 2010, 09:50:29 am
QuoteBut what about enemies that aren't rectangular?


no.  Don't want to have to deal with rotation of wonky hitboxes.  And you are using a rectangular graphic for your enemies, so your enemies should be able to be represented by a rectangle.


Lets say you have a collision map that looks like this:
x x x
   x x x
   x x x
x x x

What happens when the enemy turns 90 degrees?  It's going to cause more glitches and handling than it's worth.  If you really do need that shape, then there will be the multi-event enemy plugin/option, which will be able to split it up into 3 rectangles:

x x x would be one

   x x x
   x x x  would be one

x x x would be one
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Subsonic_Noise on April 23, 2010, 12:31:38 pm
oh lol I totally didn't notice your answer. I guess it's okay then.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on April 23, 2010, 09:27:53 pm
Another suggestion. Have it so each item has its own DROP_AMMO variable. That way some ammo does drop and you can pick it back up and others aren't able to be picked back up.
Example:
Arrows can be picked up after being fired.
Bullets can't be picked up after being fired.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on April 23, 2010, 11:32:02 pm
seems reasonable.  Also, I added a remake of the ammo system, because it's kinda awkward as it now stands.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on April 24, 2010, 01:06:56 am
D: what's the remake. I spent hours making a CMS that allowed for the equipping of AMO
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on April 24, 2010, 01:13:52 am
It's not quite a remake, really just giving the option for each weapon to have a default ammo.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on April 24, 2010, 01:53:45 am
Oh, that'll make it so I can eliminate a big chunk of code :D
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: WhiteRose on April 24, 2010, 09:13:06 am
Quote from: winkio on April 23, 2010, 11:32:02 pm
seems reasonable.  Also, I added a remake of the ammo system, because it's kinda awkward as it now stands.

Will ammo still need to be hotkeyed to be used? I know that several people have had issues with the current setup.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on April 24, 2010, 01:44:18 pm
Yeah, the point is you will have the choice for each weapon whether you have to equip ammo or not.

EDIT: Another idea: Blizz-ABS HUD Maker, a GUI that allows you to arrange displays and their content, and then generates the code.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Subsonic_Noise on May 01, 2010, 12:08:33 pm
Seriously a really good idea. Will it allow moving the bars independently and resizing them?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 01, 2010, 12:51:03 pm
yeah, I thought so too.  It's pretty much the only way I could think of to get people to stop using the default HUD. 

And yes, you can play around with the bars, and even use custom bar images.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on May 01, 2010, 12:52:17 pm
There is no effective way to stop people from using the default HUD. xD Good that I made it ugly enough that most people, who want a least bit of decency in their game, get another one. xD
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 01, 2010, 01:01:14 pm
Availability of new HUDs was the key problem, in my opinion.  The GUI would allow non-scripters to make custom HUDs, also allowing scripters to make advanced HUDs much easier.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on May 01, 2010, 01:05:02 pm
That's true. Still, one would think after Z-HUD the problem would be partially solved, but nope.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on May 03, 2010, 01:43:15 pm
Lazy people will always exist, it's impossible to get rid of them (even with the epic Z-hud). But the GUI will help immensely if it works well. And if it could also support tiling images, it would be completely and totally epic! (like in the Zhud)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 04, 2010, 11:41:23 pm
All right, I'm back at home.  Let the work begin!

EDIT:  Jumping collisions seem to be fixed, just have to clear something up with Blizz.

EDIT2:  Now they are really fixed.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on May 06, 2010, 03:56:51 pm
I suggest that a new topic be made for Winkio's blizzABS. The current topic has over 150 pages, which is probably a contributing factor why people literally ask the question the person before them did. Reading through that trying to find an answer is a heafty undertaking. And since most of the data in the topic has been outdated with newer versions, I think a new topic would be a great idea. Or just deleting all but the first post might have the same effect.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 06, 2010, 04:21:21 pm
I disagree.  This isn't a new version or a milestone or anything, but rather a continuation of Blizz's work.  Perhaps once I hit 3.0, I will split off all the old stuff as an archive, but the fact that people ask the same question over and over is based on the number of people asking questions, and I don't think that a new topic will solve that problem.

That said, if there is an overwhelming amount of support for cleanup on the Blizz-ABS topic, I'll do it sooner.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Valdred on May 06, 2010, 04:30:39 pm
I'm not sure if this is already done, but you should make a faq with the blizz-abs questions.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Subsonic_Noise on May 06, 2010, 04:33:05 pm
Quote from: Valdred on May 06, 2010, 04:30:39 pm
I'm not sure if this is already done, but you should make a faq with the blizz-abs questions.

*points to manual*
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: poxy on May 06, 2010, 05:28:16 pm
Can't believe I didn't notice this thread before. That's a long list of things to do. Good luck, winkio. *1up*

I have two suggestions:
1. Allow diagonal shooting, if the character is facing up-right, down-left etc. the projectile flies the same way. Would add a bit more realism, I think. Hope that's not too hard.
2. Allow characters to move forward when attacking. With 2.7, I created sprites that seemed to move up with the attack, but that got tricky when the char's attacking downwards. Still attacks make sense if the battler's firing a gun or bow but they don't look too realistic if it is a physical attack (punching sword / swinging).
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 06, 2010, 09:51:21 pm
Diagonal shooting - that's actually a good idea, it will be an option, I'll add it to the list.
I don't get what you mean with the second one - does the player control the movement, or is it predefined?

Also, for people interested in going back to using icons for sprites:
Would you like to see any different / a choice of effects?  Originally, they just flashed like they were selected.  I can either leave them unanimated, make them flash like before, or give you another option in the config.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Landith on May 06, 2010, 10:45:35 pm
The icons as sprites are a good idea. As for the animation of them, give a choice of all 3, like flashy, not flashy or a different option that would be up to other people.

I have a few suggestions...a lot actually, sorry if some of them have already been mentioned.
   1. Non controllable actors - I'm not sure if that is just pets or not, just throwing that out there
   2. Ammunition having certain attributes making them different - For example your up against an Ice Giant and you have regular arrows and fiery arrows, if you equip fiery arrows it gives a new animation and different bonuses according to the enemies weakness.
   3. Grenade like items (explode on impact) - I know you already posted how to do this, but it would be cool to actually have it as an option
   4. Ammunition not being able to go on 'no enemy', 'no jump' terrain tags - So you can't shoot an arrow up a mountainside to kill something if it has that terrain tag, or you could create a new terrain tag for it. But not on no passable cause sometimes you want to shoot over a rock or something and you can't
   5. Being able to control an enemy for a short amount of time using a spell - So you can make those succubus attraction spells ;D

That's all I can think of right now, some might already be there or what not but that's just what's on the top of my head.
I used to have a list but idk what happened to it.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 06, 2010, 10:59:33 pm
1.  Actors have to belong to a party, so if you mean NPC actors, then no, otherwise, if you mean party members that you can't control, that would be pets.
2.  Doesn't ammo already do the bonuses by itself?  Just put some elements on it.  And I was fairly certain that different ammo did different animations, but I'll double check.
3.  Yeah, I almost forgot to add that to the release which is coming in a few days.  Thanks for reminding me :)
4.  You mean having projectiles collide with walls and other terrain tags, right?  I'll add it to the list
5.  I like the idea, but I'm not going to do it.  I think it's a really cool and unique feature, but it shouldn't be part of the ABS.  So if someone wants it to be a part of their game, they can get a custom script, and it will actually be unique, instead of something that everyone has.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Landith on May 06, 2010, 11:20:20 pm
1. Yeah I thought it was pets just couldn't remember and was to lazy to check xD
2. The animations is what I was really wanting, I can't remember if the elements were working or not.
3. Glad I reminded you :D
4. Ok sounds good.
5. Yeah, good point. :)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: poxy on May 06, 2010, 11:21:41 pm
Quote from: winkio on May 06, 2010, 09:51:21 pm
I don't get what you mean with the second one - does the player control the movement, or is it predefined?


The movement is predefined. I think moving up one square would be great to make the action seem real, as in step-up & punch, or step-up & slice. I remember talking to Blizz about it and he mentioned he would've implemented something like it in the combo system. It's a feature XAS has also. I'll have to go back and look up the post it's somewhere in the Blizz ABS thread...
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 07, 2010, 12:12:55 am
Yeah I have to talk to Blizz about what all he planned for the combo system.  Like whether it's just for attacks, and how much customization it entails, etc.  Anyways it will get added in with the combo system, whether it's part of the combos themselves, or a separate configurable feature :)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: ShadowPierce on May 07, 2010, 01:55:43 am
->Hey guys, sorry for not being a very active member... Oh right, the suggestion... Well, I picked this up while I was playing Phantasy Star: Ambition of the Illuminus in my Playstation 2 (yes, I still play my PS2... a lot, actually)... I was fighting a kind of enemy where it attacks both from the front & the rear... Though the attack was quite strong, it was easily avoided by attacking it from the sides... So my suggestion is: a Weakness System & Multi-Direction Attacking... I'm not a scripter so I don't really know if this is possible but I really hope you liked my idea... The Weakness System is making an enemy be able to receive decreased or no damage at all from a side/s & full damage on it's weak side, while the Multi-Direction Attacking allows attacking from more than just one side everytime you or the enemy attacks...

Hope I helped!!! ^^


Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on May 07, 2010, 03:11:05 am
Quote from: winkio on May 06, 2010, 09:51:21 pm
Diagonal shooting


You have to implement first 8-directional sprites since otherwise you won't know if the character is looking up-left or down-left (or just left) when his sprite is looking left.

Quote from: winkio on May 06, 2010, 10:59:33 pm
4.  You mean having projectiles collide with walls and other terrain tags, right?  I'll add it to the list
5.  I like the idea, but I'm not going to do it.  I think it's a really cool and unique feature, but it shouldn't be part of the ABS.  So if someone wants it to be a part of their game, they can get a custom script, and it will actually be unique, instead of something that everyone has.


4. *points to wall tags*
5. I agree. It can also be evented. #_#

Also, yes, the moving-then-attacking thing was an idea for the combo system. Mainly the idea for the combo system was that you can define a sequence of actions that is triggered by a skill. i.e. move forward, normal attack, jump backward, use body skill Charge while moving 3 tiles forward, jump into the air, use area damage skill Earthquake.

Yeah, that's also a thing I forgot to mention. I was going to add a "Body Skill" which lets the user move and turn himself into a permanent projectile damaging everything he touches. He can also have an area of damage and damage everything around him in 2 tiles radius. So the idea is that the character has a predefined movement direction and distance and during that movement, he practically becomes a projectile.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 08, 2010, 01:09:31 am
Okay, I just have to touch up the manual and make sure i didn't leave any extraneous code behind, but here's what's in 2.71:

Bug where you could jump on top of impassable events fixed
Bug where all events would go off on event touch fixed
Option per-item to use the icon or an animated charset for its drop
Projectiles that can explode either on contact with a target only, at the end of their range only, or in both cases.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on May 08, 2010, 01:17:00 am
Cant wait for it. <3 Is the config app going to be updated as well?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on May 08, 2010, 04:35:29 am
Of course.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 08, 2010, 11:16:52 am
Yay it's up!  go check the thread!
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: elmangakac on May 08, 2010, 05:55:27 pm
Well i dont know if this suggestion goes here... but since Blizzard dont work anymore with BLIZZABS i think that i can put it...

Exist a script called CRITICAL HIT SOUND For BLIZZABS..... maybe this can put IN the BLIZZABS script.... and also makes other things... like... shake screen a little when the critical hit sounds... or make that the enemy go back more tiles that a normal hit....

it just an aidea ^_^
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 08, 2010, 06:03:06 pm
Doesn't seem to add anything to the system, to be honest.  Critical hits are just luck factors to keep the player guessing, there's really no reason to make a big deal about them.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: elmangakac on May 08, 2010, 07:57:11 pm
i understand it!  :^_^':
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: ShadowPierce on May 09, 2010, 04:38:38 am
->What the~?! I was ignored? Oh well, that's what you get for logging only once every 2 weeks...  :P


Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on May 09, 2010, 06:21:03 am
You were not ignored because you log in once every 2 weeks but because the same request you made has been already made several times each time explained detailed why it is not worth the effort to add it as a feature and that it can be evented.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: ShadowPierce on May 10, 2010, 04:01:04 am
->It can? Well, I guess I can try... Anyways, sorry for what I said but I just used the search button already and nothing came up... Well thanks for the reply...  :^_^':


Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Betown on May 10, 2010, 09:23:35 am
When I launch homing skills, sometimes projectile inflicts damage twice on enemy... :wacko:
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 10, 2010, 10:27:49 am
Ah, I was afraid that would happen, but forgot to test it.  It will be fixed in the next version.

EDIT:  I just started the combo system.  It will be more powerful/customizable than XAS/eventing >:W

all weapons/enemies/skills/items will be able to be defined by combos.

Here are projected features, all of which will be optional of course:
1.  Timing window for user input (to continue combo)
2.  Combos with skill and item and attack, etc.
3.  Animation control and sprite control
4.  Movement control (including jumping)
5.  Conditions (skills that can only be used when a certain weapon or type of weapon is equipped, etc.)
6.  Branching combos (start the same way, but different input/weapon means a different end to the combo.)

As I said, this will all be optional per weapons/enemies/skills/items, so you won't have to go through setting up combos for everything unless you want to.

EDIT2:  I implemented all 6 features, although 3 and 4 aren't quite working the right way yet.  I'll release version 2.75 sometime soon where you can use the combo system, but there might be a few bugs and the config app won't be done.  2.8 will have everything set for combos (and also a few bugfixes from 2.71).
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on May 15, 2010, 07:47:01 pm
Lol, and I planned the combo system for 3.0. xD
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Aqua on May 15, 2010, 08:15:58 pm
winkio is fast O.O
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 15, 2010, 08:50:53 pm
Quote from: Blizzard on May 15, 2010, 07:47:01 pm
Lol, and I planned the combo system for 3.0. xD


Originally, I had the same idea, but then I realized it was one of the main things that people wanted, so I decided to do it as soon as possible ;)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on May 15, 2010, 09:35:29 pm
3.0 should add the zelda abilities, like picking up and throwing objects, gravity, and a hookshot :P (with that the way blizzABS could be used would be greatly expanded. Gravity could easily make a side scrolling RPG)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 16, 2010, 01:09:56 am
Yep, that seems like a good idea.

2.9 will have manual event creation and multi-event bodies and such.  And I'll sprinkle the smaller features in the in between versions.  HUD maker, if I do it, will be done after 3.0 (and will be a separate tool like the config app, thus not have any effect on the script).  I actually want to release all the features of 3.0 as 2.95, then do a TON of debugging to make sure everything works right, so that 3.0 will be completely stable, have all the features, and have no bugs or glitches.  Then I buff up CoSLaL, release it, then go back to Dissipate. 

It sounds so simple, but it's so much work o_o.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on May 16, 2010, 04:11:14 am
It is, lol.

BTW, when you get a bit more familiar with the code, you should do a complete overhaul. There are quite a few things that could have been coded more systematically. This is mainly because there are still some pieces of code from before 3 years. :/
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 16, 2010, 03:36:17 pm
sprites and animations are fully working :D.  Movement is going to hurt me physically though.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on May 16, 2010, 04:24:18 pm
Quote from: winkio on May 16, 2010, 03:36:17 pm
Movement is going to hurt me physically though.


That's why you should exercise more often :P

Good job though, I can't wait to see the next version.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 16, 2010, 07:35:38 pm
Alright, I got the whole combo system working for the player.  I'll probably release version 2.74 soon for people to play around with and get ideas.  You'll have to do a slight bit of scripting in the config section since the app won't be finished, but that's okay.

Here's the full list of features:
1.  Define each combo separately in the config.  You get to chose which weapons/items/skills/enemies use each combo
2.  Each combo is made up of many 'actions'.
3.  Each action has a core method called 'use' which is where you can tell the character using the combo to perform attacks, skills, items, defend, and even manually change the character's hp, sp, etc.
4.  Each action allows you to define a simple move route consisting of steps, jumps, and turns.
5.  Each action has a defined length, and a set of frames where the 'use' method will be called, meaning that you can time exactly the frame in the combo that the attack, skill, or whatever gets used, and it can be used multiple times in each action
6.  Each action allows you to define a sprite (with custom frame numbers) and an animation centered on the player.  This could be used to add audio and visual cues for the timing of combos, or just to add flair.
7.  Each action allows you to define multiple start and end conditions, allowing you to end combos based on a variety of variables, and to require special situations to perform certain combos (full hp, for example).
8.  Each action allows you to define the logic for connecting actions in the combo.  This includes the timing of user input, character stat requirements, etc.  Each action can branch off into multiple other possible actions, allowing for combos that start the same way, but end differently based on game conditions or user input.

phew, that's it.  Lots of features there, I doubt any of you are going to feel limited by it's capabilities ;)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Aqua on May 16, 2010, 07:39:02 pm
You work so fast O.o
*hug*
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 16, 2010, 08:57:49 pm
And the cool thing is, you can make new types of skills/items using combos that aren't combo related at all.  For example, super jump (jump forward 5 spaces), rest (stand still and slowly regain health), not to mention reaction mini games where you have to time your input correctly or you die (boulder chasing you, terrain crumbling, etc.).

As you can tell, I want to see how people use this really badly XD

EDIT: alright, 2.74 is up.  The only problem from what I recall is that the player can still attack/use items/do whatever during the combo, even when they shouldn't be able to.  I will make it an optional feature to turn off user weapons/items/skills for each combo :)
Title: suggest
Post by: Getsuga_blackout on May 17, 2010, 02:57:34 am
well, i have an idea, about the sprite setting of attack pose.
i think the sprite setting of Blizz-ABs isn't very easy, because you need a bigger size for the hero's attack pose (without weapon), and a smaller size of the weapon sprite, not like mr. mo's abs or xas, it's use the same size of the character's attack pose and the weapon, and for blizz abs, you just need to combine the actor's attack pose and the weapon, it's so easy to use for mr.mo's abs.

and my suggestion is,
Quotecan you make the sprite setting for attack pose of blizz-abs is same like Mr.Mo's abs or XAS


thanks,
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 17, 2010, 11:13:30 am
Quotecan you make the sprite setting for attack pose of blizz-abs is same like Mr.Mo's abs or XAS


You can make the spritesets the same size in Blizz-ABS.  You are just allowed to make them bigger or smaller to increase functionality and make attacks that look better.

Quote from: winkio on May 16, 2010, 08:57:49 pm
The only problem from what I recall is that the player can still attack/use items/do whatever during the combo, even when they shouldn't be able to.  I will make it an optional feature to turn off user weapons/items/skills for each combo :)


that has been fixed :D.  Which means all I have to do is set everything up for allies and enemies, and then you will have v2.75!
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on May 17, 2010, 11:16:02 am
*coughs* Config App *coughs* :V

Nice job winkio!
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 17, 2010, 11:22:17 am
Yeah, I know it's not very easy to use until I have the config app done.  I'll also put up a small game demo at some point to show off some cool things I've played around ;)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: nathmatt on May 17, 2010, 01:49:08 pm
found a small bug
return 0 if enemy.gold != 0
noticed while updating my Battle_Dome Script line 1547 for better refrence
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 17, 2010, 03:59:02 pm
1.  what error do you get
2.  when do you get it

There shouldn't be an error happening there, that's weird o_o
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: nathmatt on May 17, 2010, 05:08:55 pm
no error your telling it to return 0 if enemy.gold != 0 which is giving you no gold at all if you fix it to
return 0 if enemy.gold == 0
you get gold
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 17, 2010, 05:50:06 pm
XD

When you said a bug, I didn't bother reading the statement, I just wondered what error message you were getting.  Good catch anyways.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on May 17, 2010, 09:02:20 pm
Now blizz-abs officially has all the features of xas o.o happy day.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 17, 2010, 09:03:44 pm
And so much more (although Blizz gets the credit for that - especially allies)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on May 17, 2010, 09:27:04 pm
It's had more features since the earlier versions, and has always been better. But with the addition of the combo system, you've literally taken the last feature XAS had that blizzABS lacked and added a more powerful version of it :P
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 17, 2010, 09:37:30 pm
That's the way we roll here at Chaos Project 8)

(of course, I still need to make it work for enemies and allies, and get the config app done)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on May 17, 2010, 09:46:43 pm
I'll test it once the full featured version is out :P
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 18, 2010, 12:00:27 am
Hey guys, I was thinking over different models for the combos in the config app, and wanted to ask your opinions:

Model 1:
Use a ton of drop down boxes, extra dialogues, and number input boxes, like currently seen in the config for items, skills, and weapons
Pros: easy to use, no confusion
Cons: takes a lot of time, tedious to navigate, limited to basic capabilities

Model 2:
The user would be able to configure everything using plain english text.
Examples:
Move path:  "Turn R", "Walk DL", "Jump 3" (R is for Right, DL for Down-Left - might do either this or use NSEW (map directions))
Conditions:  "Battler HP greater than 50", "Current frame >= Total time and Character Direction == Up"  (==, <, >, !=, <=, >=, &&, || would be either symbol or word)
Commands:  "Attack", "Skill 50", "Battler HP add 10"  (add is the += operator for those of you who are scripters)
Pros: very quick, easy to understand
Cons: wording must be exact and follow a certain syntax, English only

Model 3:
The user would be able to start from a collection of preset actions, and edit them to their needs
Examples:
Move path:  run forward three steps, jump in a square pattern, run forward and attack then jump back
Conditions:  battler hp > 20 and battler sp > 20
Commands:  attack, use skill, use item, battler effects
Pros: easy to use, does most of the work for the user
Cons: limited to basic capabilities, monotonous

With all three models, you will be able to see the code generated by your configuration, and have the ability to edit the code directly.  The final code is what will be saved into your configuration and generated in the script.

So what do you all think?

EDIT: oh, I forgot to add, all 3 require about the same amount of work.  I hope to have them finished within 6 days.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on May 18, 2010, 12:08:20 am
I think model 3 sounds best for blizzABS. While I think I'd personally prefer number 2, blizzABS has traditionally been a n00b friendly script (the config app), and we'd get floods of "NUUUU TEH SCRIPT BROKEN SUX FIX FOR ME!" posts where the problem is their configuration. Also, the need to have a reference sheet open to make it would be irritating on a single monitor (not a problem for me, since i have two).

To sum it up, I think you should go with model 3. 2 is what I'd prefer to use, but it doesn't seem to fit with the feel of blizzABS' seemingly n00b friendly vision (and will probably have a LOT more bugs). But let's see what everyone else thinks. Plus model 3 sounds a lot more like eventing, and that's what the majority of RMXPs userbase is familiar with.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 18, 2010, 12:29:04 am
Right, you make good points.  This is how I got to this point.

I first started out doing model 1, but was like "there has got to be a better way"

Then I thought up model 2, but when it comes down to it, it's really the same thing as scripting, it's just helping the user out with keywords.

Then model 3 was basically a shortcut to model 1 where instead of configuring each thing individually, you had to chose from presets.




Also, combos work for allies and enemies now (YAY).  Custom bosses with combos are epic.  Especially because you can allow the players to counter or avoid them using player input.  It's so awesome.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on May 18, 2010, 02:29:21 am
I agree there, model 3 would be most suitable. I suggest you take a look at how movement route in RMXP works. I was originally going to make it work a similar way. I don't think you will need conditions then, except maybe "has previous combo button requirement been fulfilled by pressing that button".
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 18, 2010, 11:39:30 am
I don't understand what you are envisioning with movement route: would it be for the whole thing, or just the movement part?  

Also, I was thinking that the conditions would come in three forms:  time frame equal to a certain frame, input, and battler stats, and you always had to have a time frame, but you could choose input and battler stats individually.

EDIT: Also, the explosion type glitch has been fixed in the config app, so when the config is finally done, you should be able to use configurations from 2.7 without having to change anything.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on May 18, 2010, 01:24:39 pm
I meant the whole thing. A combo would be simply a sequence of actions which can consist out of movement, skill usage and attacks.
Also, a thing that I wanted to add is button input time windows. The idea is that the user presses a button on the config GUI saying "input time window" that opens a small window where he can choose which button needs to be pressed and how long the "time window" stays open. Then in the configuration there would be another button that defines a condition button like "input check successful" and "input check failed" that can check if during a time window from before the appropriate button was pressed. If not, the combo would be aborted. Here's an example:

Quote1. Combo Start. (not a real action)
2. Jump Back 1 square. (assuming the jump takes 12 frames or more)
3. Wait 4 frames.
4. Open input time window of 8 frames for button M.
5. Wait for all actions to finish.
6. If time window "8 frames for button M" failed:
- Abort combo.
7. Executed body skill with ID 5 (Super Charge). (assuming the skill takes 12 frames or more, moves 3 squares forward)
8. Wait 6 frames.
9. Open input time window of 6 frames for button N XOR button H. (exclusive or)
10. Wait for all actions to finish.
11. If time window "6 frames for button N XOR button H" had button N triggered:
- Execute skill ID 9 (Earthquake).
12. Else if time window "6 frames for button N XOR button H" had button H triggered:
- Execute skill ID 12 (Energy Wave).
13. Wait for all actions to finish.


Another one:

Quote1. Combo Start. (not a real action)
2. Execute skill ID 1 (Slash). (assuming the skill takes 20 frames or more)
3. Open input time window 1 of 10 frames for button K.
4. Wait 10 frames.
5. Open input time window 2 of 10 frames for button K.
6. Wait for all actions to finish.
7. If time window 1 "10 frames for button K" successful:
- Execute skill ID 3 (Light Slash).
- Wait for all actions to finish.
- Execute skill ID 4 (Heavy Slash).
8. Else if time window 2 "10 frames for button K" successful:
- Switch temporarily to charging sprite animated with frame times [2, 2, 2, 2].
- Allow combo abortion if taken damage.
- Wait 8 frames.
- Disallow combo abortion if taken damage.
- Execute skill ID 5 (Super Slash).
9. Wait for all actions to finish.


Get the idea? :naughty:

Of course, skills triggered through a combo can't trigger other combos, but a combo can continue with another combo.

Quote1. Combo Start. (not a real action)
2. Execute attack.
3. Open unlimited input time window for button K.
4. Wait for all actions to finish.
5. Close input time window for button K.
6. If time window "for button K" successful:
- Run combo #69.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 18, 2010, 01:58:06 pm
Hrm, that's interesting.  It's a good idea, but I'm going to stick with the 'actions' setup that I currently have.  Instead of setting up each combo like you have, it will be each action.

For your first example, it would be:

Action 1
1.  Jump Back 1 square
2.  Wait 4 frames
3.  Open input time window of 8 frames for button M.
4.  Wait for all actions to finish.
5. If time window "8 frames for button M" succeeded:
- Go to Action 2.

Action 2
1. Executed body skill with ID 5 (Super Charge). (assuming the skill takes 12 frames or more, moves 3 squares forward)
2. Wait 6 frames.
3. Open input time window of 6 frames for button N XOR button H. (exclusive or)
4. Wait for all actions to finish.
5. If time window "6 frames for button N XOR button H" had button N triggered:
- Go to Action 3
6. Else if time window "6 frames for button N XOR button H" had button H triggered:
- Go to Action 4.

Action 3
1. Execute skill ID 9 (Earthquake)
2. Wait for all actions to finish.

Action 4
1. Execute skill ID 12 (Energy Wave)
2. Wait for all actions to finish.

Combos automatically begin Action 1, and automatically end if they reach the end of any action.
While this format doesn't really change the functionality for the combos you provided, it does allow for a few more structures:

A.  The repeated combo:
Action 1
1.  Execute Attack
2. Open input time window of 6 frames for attack button.
3. Wait for all actions to finish.
4. If time window "6 frames for attack button" succeeded:
- Go to Action 1

B.  Many combo paths:
I'm not going to write out all the actions for this, but here's a flowchart of the form:
  1
  /\
2 3
/\ /\
4 5 6
\/\/\
7 8 9

You can see that using conditionals would make it hell

C.  Bosses:
By separating the actions out of the combo, you can allow bosses to be made much more easily, by being able to pick and choose which actions to use depending on boss health, time, etc.  It's nice.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on May 18, 2010, 02:07:59 pm
I like it. Keep it up.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on May 18, 2010, 03:46:25 pm
How winkio just described it is what I was envisioning. That would be the best way to handle it I think, since it'd feel like eventing. I like the idea of setting up each step/attack-block separately. And the ability to fork based on the timing and which button is being pressed is a great idea. That would allow things like during a combo you press the down button plus the attack button to knock the enemy prone. You could then follow up by stabbing them while their down, or a verity of other actions. It would be epic if you could allow weapon attacks to be chained to spells/skills. That way you could knock an enemy's shield out of the way, punch them, them blast them with a fireball if the combo system was set up. It'd add no end to configurability :D

-edit,

it just occurred to me that with that and a gravity system, one could easily make a fighter-style battle system or something like super smash bros. BlizzABS is close to being the cure-all tool for any battle system you can imagine (all it takes is a few addons) o.o
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 18, 2010, 04:44:58 pm
yeah, I was keeping fighting games in mind while working on the combo system.  Because that's literally all those games are.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: poxy on May 18, 2010, 05:05:12 pm
The combo system sounds awesome. Just wondering though, maybe I missed the obvious, but we can set up movements such as

The reason i ask is if not the combo would not look the same from where it's done. Could be the intention was to jump over the enemy but the enemy is further than where the character is executing the combo.

Also, I think I'd prefer the first Config option. The Blizz ABS Config is already set up that way, would be familiar, more intuitive perhaps.

Model 3 sounds like it could be limiting the options for combos, if there is a limited number of predefined actions (that sound very specific). Even if you could edit those actions, could be not every one understands that it could be done or how.  Maybe I'm missunderstanding how it would look like...
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 18, 2010, 05:38:46 pm
If you want to do stuff with relation to enemies, you need to script it yourself and have a targeting add-on.

And option 3 looks like eventing.  like at the top of this page.

EDIT: if you are trying to mess around with combos in 2.74, don't bother.  I'm 80% of the way done building my own little version of the event system to be used in combos, which basically means everything works differently (as seen in the last few posts)

EDIT:  Yay, just finished the eventing engine.  scripting is gone from the config!  I still have to update the config app though.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on May 18, 2010, 11:52:05 pm
wow. impressive winkio. I can't wait to see it!
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 19, 2010, 12:33:11 am
this is what the new input looks like script-side (the whole combo is defined in this code):
when 1 # Combo 1
       case com.aid
       when 1 then return [[COMFreeze, true],
                           [COMMove, DIRForward, true, 4],
                           [COMCompletion],
                           [COMAttack],
                           [COMInput, 0, [Input::Attack], 10],
                           [COMCondition, VARInput, 0, 0, 0, 0],
                           [COMGoTo, 2]] # Action 1
       when 2 then return [[COMMove, DIR90Right, true, 1],
                           [COMCompletion],
                           [COMAttack],
                           [COMInput, 0, [Input::Attack], 10],
                           [COMCondition, VARInput, 0, 0, 0, 0],
                           [COMGoTo, 2]] # Action 2
       end


That's a simple combo that will walk forward and attack, and then turn in circles and keep on attacking as you press the attack button.
You can see how it looks a lot like eventing.  The config app with thus look pretty much like an event page.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: poxy on May 19, 2010, 07:12:36 pm
Quote from: winkio on May 18, 2010, 05:38:46 pm
If you want to do stuff with relation to enemies, you need to script it yourself and have a targeting add-on.


I just realized though... maybe it's simpler to have a condition to check if the enemy was hit with the first action, before branching to the next? Just thinking ahead here  :^_^':
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 20, 2010, 12:50:20 pm
What the interface looks like:

Spoiler: ShowHide
(http://winkio.heliohost.org/images/config1.png)


Spoiler: ShowHide
(http://winkio.heliohost.org/images/config2.png)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Magus on May 20, 2010, 01:19:58 pm
Winkio, you're Blizzard's son xD

Just to be clear, We're allowed to make suggestions right?  (reasonable ones. Yeah, I know, the ones I've made in the past were bashable by law, but those were due to be, forgetting alot of things)

I'll see what idea I can come up with :3

[I was too lazy to read ALL of the posts above, so I apollogize if I ninja'd anyone] Maybe there should be something like a state of rage(included, the rage bar) One you killed, or inflicted enough damage, he can press a certain button to change into "Rage Mode" included, would be a default animation: like aura around the character.

Don't get me wrong, I can probably make this myself using a common eventing system and "states" (but no rage bar of course)
And I bet this already exists. So pretend I'm suggesting a Blizz-abs version.


But aside from that, I do like the idea and planned features that Blizzard's son, Winkio is created
:o
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 20, 2010, 01:27:35 pm
You mean using CRLS?  http://forum.chaos-project.com/index.php/topic,110.0.html (http://forum.chaos-project.com/index.php/topic,110.0.html)

And stop giving Blizzard credit for stuff after his retirement >:U
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on May 20, 2010, 01:58:10 pm
But you will always be my son, winkio! D: I don't care if I'm in retirement or not, you're my son forever! D:

:V:
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 20, 2010, 02:06:32 pm
King Arthur and Star Wars  :ninja:
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on May 20, 2010, 02:30:30 pm
I tried avoiding to say "I'm your father". :rofl:
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Magus on May 20, 2010, 03:08:03 pm
LOL, I had a feeling you were going to say that XD
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 21, 2010, 12:06:35 am
Oh my god I finally got through all that.  I think I'm about to collapse  :negative:
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: AliveDrive on May 21, 2010, 12:38:59 am
Quote from: Valdred on April 22, 2010, 10:32:44 am

"It's probably a useless idea, I dunno."



There are no useless ideas. And awesome work to everyone that is making these ideas into a reality.

I know nothing about code. Without all of your ideas, I doubt mine would ever become reality.

Keep up the awesome work!
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on May 21, 2010, 02:56:26 am
Quote from: RatatatOG on May 21, 2010, 12:38:59 am
There are no useless ideas.


Wrong.

QuoteI want the character to die when SP reach 0.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: element on May 21, 2010, 02:25:18 pm
I have a suggestion unless this could be done with events somehow.
I'd like you to be able to talk to a pet you summon.
Like when you turn around and look at your pet you could use the action button and a common event would be triggerd.
I'd like to have this so i can event it that you can ride on the pet you have ^^
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 21, 2010, 04:45:41 pm
Get someone to script it for you: there's no reason for it to be part of the ABS.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: AliveDrive on May 21, 2010, 06:55:45 pm
@Blizzard.

I was just trying to be positive.

Sometimes I encourage people even when I think it's a horrible idea.  :haha:

But that is pretty useless haha. Unless you renamed SP to be HP, and evented two HP types that could be damaged by different types of attacks.

It's a neat concept but I'm not gonna do it haha, besides then you would be limiting your skills in the game. :(

See how I just encouraged and discouraged the same thing in one sentence?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Lethal-Yarn on May 21, 2010, 07:00:55 pm
I think you can just have a parallel process and for the condition have mp = 0, which then triggers an instant game over.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on May 21, 2010, 07:23:50 pm
@RatatatOG: I understand, but forcing original ideas is pretty much the thing that brought us to where we are now. It's the obsession of managers that there always has to be something new and never seen before in games that resulted in the drop of quality in videogames during the last few years. Most good ideas have already been used. To make up something new is more difficult than ever. I think we should turn around and recycle a bit of the old stuff. :/
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: AliveDrive on May 21, 2010, 08:01:12 pm
I agree that most good ideas have already been used, and that new and good ideas are rare.

I find it easiest to use cliches, and twist them. I believe there is a thread that says just that.

To do something completely unique is hard.

But...that never stopped "Insert Historical Figure here"!
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Hellfire Dragon on May 24, 2010, 06:49:59 pm
I almost certain this was suggested before, though I can't find it, how about being able to set the 'knockback'? Stronger attacks would knock the enemy/player back more tiles than the default 1 tile.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: AliveDrive on May 25, 2010, 10:25:43 pm
Not a super big deal, but I found out on accident today that in the color on pause option, Darker and Black and White are reversed.

Or maybe it is just mine.

Either way it still does what I want.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 29, 2010, 11:59:01 pm
I've been working a job all week, so I haven't had much time to post stuff up, but I have been working on 2.8.  The manual is getting completely re-organized and I'm rewriting most sections.  Also, I gave it some color bars and extra links to make it look cleaner and to make it easier to navigate:

Spoiler: ShowHide
(http://winkio.heliohost.org/manualstyle.png)


Small screenshot because it still looks good.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Spaceman McConaughey on May 30, 2010, 12:05:37 am
That looks awesome. :D
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: AliveDrive on May 30, 2010, 01:16:05 am
Sweet! Can't wait.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on May 30, 2010, 03:27:48 am
My CHM manual is being turned into a offline website database. :D
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: SweetLiar on June 13, 2010, 10:03:34 am
I do not know if I have already reported ...
But there is a bug in the animation skills of property Beam.
During the animation of the lightning, you can not enter the menu.
If you do, the script gives an error, probably referring to the sprite-ray that was not removed.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on June 13, 2010, 11:26:59 am
Quote from: SweetLiar on June 13, 2010, 10:03:34 am
you can not enter the menu.
If you do,


How do you enter the menu if you can't enter the menu?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on June 13, 2010, 11:36:06 am
I'll look into it.  Thanks for reporting.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on June 13, 2010, 11:36:59 am
Quote from: Blizzard on June 13, 2010, 11:26:59 am
Quote from: SweetLiar on June 13, 2010, 10:03:34 am
you can not enter the menu.
If you do,


How do you enter the menu if you can't enter the menu?


Lol fail?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on June 16, 2010, 09:45:14 pm
Another option coming sometime soon is optional sprites:

if Blizz-ABS does not find a sprite it needs (like an attack sprite or a skill sprite), it just displays the default character sprite and continues on, with no noticeable lag.  This aims to make the advanced graphics capabilities of Blizz-ABS a whole lot more user-friendly.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: WhiteRose on June 16, 2010, 11:56:37 pm
Quote from: winkio on June 16, 2010, 09:45:14 pm
Another option coming sometime soon is optional sprites:

if Blizz-ABS does not find a sprite it needs (like an attack sprite or a skill sprite), it just displays the default character sprite and continues on, with no noticeable lag.  This aims to make the advanced graphics capabilities of Blizz-ABS a whole lot more user-friendly.

I like this idea - more user-friendliness is always a good thing. Following this same line of thinking, what if you implemented a default projectile or something of that manner? If someone sets up a projectile skill or something of the like, but doesn't set up a graphic, then it can use the default. It can be something simple, like a circle or something like that, and could even be written into the code so an image file wouldn't be required.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on June 17, 2010, 12:05:44 am
The whole point of the thing I posted is that you can turn on, say, attack sprites, but only define them for 2 of your 46 weapons.  General error handling like you mentioned will probably be in 3.0.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on June 17, 2010, 02:42:59 am
Actually it doesn't make things better. It will make it much harder for the user to detect missing graphics which will result in glitchy games in the end. I didn't implement that on purpose. Errors should never be skipped and ignored e.g. overuse of begin-rescue/try-catch blocks.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Subsonic_Noise on June 17, 2010, 04:12:23 am
How about the game keeps an error log to keep track of the missing files when it's turned on? The crashing everytime a graphic is missing is realy annoying.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on June 17, 2010, 09:26:32 am
At least the game should notify the player of all missing graphics. Or an alternatitve would be a logfile. Or an external tool that detects all necessary files while the game simply skips using the actual files when they aren't there.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on June 17, 2010, 09:45:05 am
First of all, it is very useful in the situation that the user wants to enable additional sprites, but wants to test the game before they are made for every character.
Second, it's all if-blocks, there's no try-catch (which is very slow anyways)
Third, it's an option.  Once the developer needs to detect missing files or things of that sort, they can turn the option off and the system will run normally with errors.

And Blizz, this type of graceful error handling is not that uncommon, especially in the world of game development.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on June 17, 2010, 11:43:12 am
I know, but the main term here is graceful. Quick-and-dirty solutions will solve the problem, but will create another one. If you plan to add it, do it right.

BTW, if you use if-blocks, you will have to check files for all extensions. Keep that in mind.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 10, 2010, 12:03:20 am
Reason A that I haven't posted anything in a while: my parents are killing me with a ton of extra work on their own projects which are doomed to failure.
Reason B that I haven't posted anything in a while: it takes a loooooong, tedious time to rewrite and reformat a manual written by a snowstorm.  There were snowdrifts 20 feet deep in there.  And I think I lost a shoe.

Good news:  I only have 3 pages left in the manual: A reference page on combo commands, a reference page on Blizz-ABS event commands, and a reference page on Blizz-ABS script commands.  After that, I have a slight bit of fixing up to do, some testing, and then you shall see version 2.8 :)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on July 10, 2010, 12:23:34 am
*orgasms* Awesome <3
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: WhiteRose on July 10, 2010, 12:26:55 am
Quote from: winkio on July 10, 2010, 12:03:20 am
Reason B that I haven't posted anything in a while: it takes a loooooong, tedious time to rewrite and reformat a manual written by a snowstorm.  There were snowdrifts 20 feet deep in there.  And I think I lost a shoe.

I lol'd. Hopefully, with the manual re-written, people will stop asking stupid questions. Of course, that's too much to hope for, but maybe we'll see fewer questions, at the least.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 10, 2010, 12:35:24 am
The new manual is supposed to be easier to read according to this secret formula: bigger text + better formatting + more color.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on July 10, 2010, 12:38:16 am
+ Bigger size I take it too =\
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 10, 2010, 12:44:27 am
If you mean filesize, the it's probably around 2KB bigger total because of the new formatting (although theres a lot of pics of the config app in there now, so the filesize is probably up a few MB).  If you mean screen size, it's still compact enough to be readable from a small window, and there are a lot of links at the top of each page for quick navigation.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on July 10, 2010, 03:40:34 am
My manual wasn't that bad. ._.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 10, 2010, 09:28:27 am
It wasn't that great either =/.  It had decent information for the most part (except almost nothing about the config app), but the organization wasn't very good.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on July 10, 2010, 09:54:53 am
Sure, it needed reorganization.
Though, the config app doesn't need a separate manual. All options are actually explained in the manual. And all options are named the same. I don't see the point.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Spaceman McConaughey on July 10, 2010, 10:09:15 am
Quote from: Blizzard on July 10, 2010, 09:54:53 am
Sure, it needed reorganization.
Though, the config app doesn't need a separate manual. All options are actually explained in the manual. And all options are named the same. I don't see the point.


*grabs dick* It's okay, we'll get through this. :D
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on July 10, 2010, 12:05:36 pm
Yeah. 2 minds are better than one. I'm sure winkio can fix the mistakes I made. ^_^
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 10, 2010, 12:20:19 pm
Something I just realized: the search function was gone in version 2.71.  I guess that was from the compiler troubles I was having.  It's back in now.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on July 10, 2010, 12:45:51 pm
Possible. O_o Did you try HTML Workshop? As I said, it worked fine for me with that one. It seems to have all necessary functions, though, I think some vital things are missing like an automated index creation. :/
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 10, 2010, 02:16:15 pm
As I said, it's back in now.  And yes, I'm using workshop.  Well, the manual is done, now I have to go back and do link checking on it, because the location of everything changed.  Oh what fun.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on July 10, 2010, 02:21:04 pm
At least there is a finite (and relatively small) number of combinations. xD
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 10, 2010, 06:40:51 pm
Wow, I finally finished.  I did not enjoy fixing all the links in the version history.  That means that the manual is now COMPLETELY FINISHED for 2.8.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: WhiteRose on July 10, 2010, 07:07:40 pm
Quote from: winkio on July 10, 2010, 06:40:51 pm
That means that the manual is now COMPLETELY FINISHED for 2.8.

*Golf clap*
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 10, 2010, 08:39:24 pm
so with 2.8 out, the next project is a demo of the combo system.  Do people have any preference between it being in CoSLaL, Dissipate, or just a generic project?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: WhiteRose on July 10, 2010, 10:53:32 pm
Though Dissipate was a fantastic game, I really enjoyed the humor of CoSLaL, so I'd have to say I'd prefer that to be the example project. Wasn't Blizz working on (or at least planning) a CoSLaL:EXA edition or something?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on July 11, 2010, 07:12:23 am
LB still didn't finish the sprites for that one. ._.

I want your babies, winkio.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 11, 2010, 11:34:24 am
@Blizz: if you ever come near my children, I might have to kill you.

Also, for anyone who is wondering, this is my current plan:
1.  Release combo demo
2.  Add a lot of features and get up to version 2.9
3.  Fix all bugs and do as many small features as possible by 2.95
4.  Closed beta testing of 2.96 to 3.0.
5.  Release 3.0
6.  Never update this script again

So that's how it's going to happen.  The closed beta testing is so that I can release partial features, play around with new ideas, eliminate all bugs, and get some feedback before releasing 3.0.  Oh, and it's also to raise some hype ;)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Sase on July 11, 2010, 11:50:19 am
Don't know if it has been suggested yet, but custom passability to work with pixel movement (mainly for slanted corners) of 2 and above.

In other words, A slanted passability.

A picture tells more than a thousand words:
(http://i32.tinypic.com/9zr1wi.jpg)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 11, 2010, 12:20:20 pm
You know, that's actually not a bad idea.  It would just be an option that changes diagonal passability so that only one of the adjacent tiles has to be passable, no both.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Subsonic_Noise on July 11, 2010, 12:32:08 pm
That actually could make 8-way / isometric movement much easier, too.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 11, 2010, 12:33:10 pm
yep, exactly what I was thinking.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on July 11, 2010, 05:06:42 pm
You misunderstood me wanting your babies. :P
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 11, 2010, 06:13:09 pm
No Blizz, I understand the compliment, and what it refers to, but then I had the scary thought of you with children, so I just had to make that comment XD
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: WhiteRose on July 11, 2010, 06:36:59 pm
Quote from: winkio on July 11, 2010, 06:13:09 pm
No Blizz, I understand the compliment, and what it refers to, but then I had the scary thought of you with children, so I just had to make that comment XD

Justified, considering he is Pedobear, after all.

Regarding Sase's idea for diagonal passability, I like it, but using terrain tags one and two would likely cause issue with other scripts that also use terrain tags, as the low numbers tend to get used first. Maybe you should make the diagonal terrain tags customizable numbers. I'm sure you'd probably think of this as well, but I thought I'd throw my opinion out there.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on July 11, 2010, 06:37:45 pm
Nice job winkio! When I get the time I'll test it out! <3
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 11, 2010, 06:46:24 pm
Quote from: WhiteRose on July 11, 2010, 06:36:59 pm

Regarding Sase's idea for diagonal passability, I like it, but using terrain tags one and two would likely cause issue with other scripts that also use terrain tags, as the low numbers tend to get used first. Maybe you should make the diagonal terrain tags customizable numbers. I'm sure you'd probably think of this as well, but I thought I'd throw my opinion out there.


It wouldn't be terrain tag, it would just be the option to change it so that when traveling diagonally, only one of the two adjacent tiles has to be passable.  This would make it so you wouldn't get caught on a slanted wall, or something of that sort.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Sacred Nym on July 11, 2010, 08:19:31 pm
Blizz-ABS is looking pretty awesome and I love the way the combo system turned out, but there are still a couple of things that bug me about it.

1) Say I wanted to make a skill that's supposed to act as a Wind Elemental sword attack, but I just can't get the scope right. Direct type could work except it would only hit one target instead those in range like a regular sword attack. On top of that I could hit an enemy that I have my back to, which is wrong on too many levels for me to even consider an option. Shooting/thrusting/beam types would work except that the skill is supposed to be a slash, not a stab.

tl;dr add Sword type scope to skills. Probably Flail and Boomerang too as neither of those can be emulated with the current choices.

1.5) Something else I thought of while typing up the above; having skills that could use the range scope from the actor's currently equipped weapon.

2) Last thing (that I can think of at least :P) has to do with the way shockwave and super-homing skills work. Namely that little range circle that shows all the enemies that will be targeted. I have to ask, why can't we just fire the skill off? I find that, since you aren't actually choosing a target, to be more that a little distracting, especially if I have such a skill in the midst of a combo. My suggestion, add an option to turn it off, or just take it out completely.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 11, 2010, 09:13:25 pm
Those are all valid ideas.  The weapon/skill/item system is something I've been giving thought to off and on.  It will probably go in a new direction, possibly the one you described, by 3.0.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on July 11, 2010, 11:09:02 pm
I'm trying to create a claymore type thing. I have the graphic off center to make it appear as if an enemy steps in front of it to explode. Anyways when I set it, no matter what direction I'm facing, the claymore will always be facing down even if I lay it while facing left.

Something to allow directional traps would be cool.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on July 12, 2010, 02:15:59 am
Lol, looks like I took it too far with the pedobear. xD Time to become a seducer who can program again. xD
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: poxy on July 15, 2010, 02:31:54 am
Few ideas I had:

1. Option to set charset for the beam, which would be just 4 sprites for each direction (8, if diagonal shooting is available  :up:) where BABS would repeat the char back to back to make the beam for the range defined in the skill. Would add some variety and customization to the beam skill, methinks

2. Option to set enemies to turn into a single corpse sprite... say if someone wanted a game where the enemies dropped treasure chests (like SoM) and not want to copy and rename the same file x number of times... or is there an easier way to do this?

Also-
Quote from: Sacred Nym on July 11, 2010, 08:19:31 pm
2) Last thing (that I can think of at least :P) has to do with the way shockwave and super-homing skills work. Namely that little range circle that shows all the enemies that will be targeted. I have to ask, why can't we just fire the skill off? I find that, since you aren't actually choosing a target, to be more that a little distracting, especially if I have such a skill in the midst of a combo. My suggestion, add an option to turn it off, or just take it out completely.


3. Wanted to branch from this idea to suggest an option for auto-homing vs single targets, where the projectile locks on to the nearest target and follows.

That's all, thanks. : )
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 15, 2010, 09:36:36 am
1. definitely, already planned
2. interesting, I'll think about it
3. there is going to be a quite large remake of skill and item use.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Hellfire Dragon on July 15, 2010, 04:24:52 pm
A nice little option would be a choice to enable or disable to damage pop-ups. I know there was a way by editing the script a tiny bit but it would be easier, or at least a small description on how to do it... I can't find how in the original topic anymore >.<
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on July 15, 2010, 04:50:11 pm
On the method called request_damage_sprite you just need to put a return in the first line.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 15, 2010, 07:29:50 pm
yeah, I'll add that option.

EDIT: also, while making the demo, I just thought of a really useful combo-related thing.  It basically gives each battler a variable that keeps track of damage dealt by the last skill or attack of that battler.  With it, you could make combos that only progress if you hit a target.  I'm thinking I might make this and a few other tiny changes, and release the demo at the same time as 2.81
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Sacred Nym on July 18, 2010, 02:03:25 pm
<3
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KRoP on July 18, 2010, 04:21:03 pm
Bug: if enemies swarm an actor and the actor dies, the enemies will continue to try and surround the dead actor, rather than moving on to any living party members.  This basically means the enemies will sit there around the dead party member while the party beats them to death.  I'm running 2.79 but I assume it also happens in 2.8.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: poxy on July 18, 2010, 08:02:15 pm
Quote from: winkio on July 15, 2010, 07:29:50 pm
EDIT: also, while making the demo, I just thought of a really useful combo-related thing.  It basically gives each battler a variable that keeps track of damage dealt by the last skill or attack of that battler.  With it, you could make combos that only progress if you hit a target.  I'm thinking I might make this and a few other tiny changes, and release the demo at the same time as 2.81


That's the awesome feature I've been waiting to hear about. Glad to know it's coming so soon.
BTW, if you need help spriting for the combo demo, I'd be glad to contribute.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 20, 2010, 10:04:00 pm
If you have graphics, you are always welcome to submit them to me and I will find a way to integrate them in (assuming that they are good quality).  In terms of doing the poses and the animation, I'm decently skilled and quick at doing it myself.

I just finished implementing the last attacker system.  It keeps track of the last attacker, how much damage they did, as well as if a previous battler inflicted a slip damage state.  The slip damage state was added in there for the purpose of tracking kills, which you will also be able to do with the new system.  It also keeps track of the last action that any character performed (for example, attack, defend, use skill id, etc., as well as whether the action succeeded or not).  With this information, you could make a slightly more clever combo where you give the character complete control, but can recognize if they attack with a certain weapon, use a certain skill, etc.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: element on July 21, 2010, 07:35:07 am
Can u already make it so that all hits or just the biggest one are stored in a variable ?
That way I could make a cool barrier skill so that the latest biggest hit is stored in a variable u see the hit and it will strike u in 10 secs but u can lower that hit by a special skill that reduces its power by 50%, In a online game it would be something cool for tanks.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 21, 2010, 09:35:57 am
no, it just stores the last one for now.  Something like what you said might be integrated in the updated version of the AI, but not now.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: poxy on July 22, 2010, 03:15:56 pm
Quote from: winkio on July 20, 2010, 10:04:00 pm
If you have graphics, you are always welcome to submit them to me and I will find a way to integrate them in (assuming that they are good quality).  In terms of doing the poses and the animation, I'm decently skilled and quick at doing it myself.


No, I can see that you are skilled from the Dissipate demo. What I meant was to contribute poses to help out development of the demo. Though thinking about it, it makes more sense for one person to make the combo chars, because the style is consistent. Maybe I can come up with a monster's combo animation, for like a boss or something, and I'll send it in.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 24, 2010, 01:03:40 pm
There will now be three options for exp distribution:

1.  Shared (how it is now): everybody in your party gets exp for killing the enemy
2.  Bonus: everybody in your party gets exp, but the killer gets double
3.  Unshared:  only the killer gets exp

This is now possible because of the new variables I added in.  The killer is defined as the last person to deal damage.  Even if an enemy dies by poison, whoever inflicted the poison state will get the kill.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on July 24, 2010, 01:20:01 pm
Just awesome :3
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 24, 2010, 06:15:12 pm
got custom knockbacks done too (since it was the same part of the code).
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Vianoce on July 29, 2010, 04:54:54 pm
Hello, winkio / Dark Helmet.

This is is about the sprite change bug. Now I have no idea what I'm talking about because I've only been doing this for a couple days and the only script know-how that I have right now is copy and paste. Quite sad. I'm sure I'll get the hang of this and maybe be of some help to others some day.

I was thinking that maybe the bug is in the refresh sprite section of BlizzABS 2; Line(s): 991~1044.

Please forgive my ignorance if I am mistaken. Like I said I don't know what I'm talking about. It's just that I think it would be hard to change your sprite if it it always refreshes your sprite without exception(s) for events.

On 2nd thought those lines appear to be for fighting. But the problem is in the idle state. The Refresh for the idle state not only refreshes so that you can't change the sprite, but in locks the sprite in it's animation loop. That would be good if you wanted your characters hair/clothes to be blowing in the wind of something to that effect. I'm thinking (where ever this function is in the script) there needs to be a true and/or false line(s) created that will allow for the events to take effect. There are all those trigger seeker functions I see in there too. With something like those, along with the true/false lines couldn't an exception be made?  Next question is, where is the function that governs the idle state? I'm still looking.

Edit: I was thinking the command would be something like;
# stop update if "event"
return if "event"
# doesn't event
$game_player.event = false
 etc. etc. etc.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: arialks on August 07, 2010, 12:45:27 am
um idk if you can even do it but. I have a suggestion,
there are many skills that i want to make but i cant because the
blizz abs doesnt have these feauters I need.

one skill I want to do is for a warrior, he's using a sword, so I want to do a sword skill.
so lets say I'll call the skill "Double Slash" and I have an animation for it that slashes twice
so of course the skill should work just like a normal attack with a weapon,
+ should it have more then 1 demage displayed, in the animation it does a slash twice
so in each frame that there is a slash shown it will display the demage, something like this
Spoiler: ShowHide
(http://img225.imageshack.us/img225/7879/mapcopy.png)

alot of games have that, but Its not possible in blizz abs right now X:

another skill I want to make for archers
is just a skill that will require arrows, just like normal attack requires arrows
so will the skill (that was easy to explain xD)

and that's all besically, the rest will be easy to do with the combo's.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on August 07, 2010, 02:28:57 am
It's called the combo system. It is your friend.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Shalaren on August 08, 2010, 11:05:18 am
Quote from: arialks on August 07, 2010, 12:45:27 am
another skill I want to make for archers
is just a skill that will require arrows, just like normal attack requires arrows
so will the skill (that was easy to explain xD)

yep thats a one you cant do witht hte combos,
a skill that requiers the ammo
that you cant use the skill if you dont have arrows
and if you do it uses the arrows to activate the skill.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on August 08, 2010, 12:13:17 pm
Why don't you just use Item Consuming Skills from Tons?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Sacred Nym on August 09, 2010, 03:50:19 pm
I'd like to make (what I hope is) a simple suggestion regarding the combo system. Perhaps add the ability to override the weapon's attack animation with a different one mid-combo. Because it's very unlikely that three consecutive sword swings are going to be identical.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: arialks on August 09, 2010, 06:41:50 pm
Quote from: legacyblade on August 07, 2010, 02:28:57 am
It's called the combo system. It is your friend.

The combo system cannot do what Im looking for,
what the combo system does is just "attack", jump etc,
I want to make a simple skill  that just displayes more then one demage.
as I said, a simple scripit that used an animation that... besically in the animation is shows that the character gets hit twice,
so in every frame that he gets hit it'll show demage.

Meh D: I'll just tell you what skills am I trying to do maybe you'll understand that way
for warriors, first Skill I want to do is strike,
besically its just like regualr attack, (it hits without the select window + only the monster that is infront)
but it'll have a bigger demage the regular attack and a different animation.
and that, the combo system cannot do as well, because if I'll do in the combo "attack, incrase strength" its not working as a skill anymore
in skills you can choose on how much dex, str INT etc its based on, and add "power".

+what Blizz said about consume system, yeah it could work, but I want archer skills to consume any arrow, not one certain Item, any arrow.

and if there is a way to make the combo to be based on the skill information,
I mean the demage to be based on the config I did in the skill
(Power, ATK-F, DEX-F, STR-F, ETC)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on August 09, 2010, 07:39:19 pm
There is a Skill command that you can use instead of attack.  And the combo system can do what you want, displaying multiple damage texts and everything, you just have to use it.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: poxy on August 09, 2010, 08:00:30 pm
Quote from: arialks on August 09, 2010, 06:41:50 pm
and if there is a way to make the combo to be based on the skill information,
I mean the demage to be based on the config I did in the skill
(Power, ATK-F, DEX-F, STR-F, ETC)

If you use the skill option, it doesn't have to consume mp, or be a skill the character knows, but any skill configured in the database. This way it seems it is just a regular attack within the combo. Hope that helps.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Sacred Nym on August 09, 2010, 09:26:29 pm
Quote from: poxysmash on August 09, 2010, 08:00:30 pm
Quote from: arialks on August 09, 2010, 06:41:50 pm
and if there is a way to make the combo to be based on the skill information,
I mean the demage to be based on the config I did in the skill
(Power, ATK-F, DEX-F, STR-F, ETC)

If you use the skill option, it doesn't have to consume mp, or be a skill the character knows, but any skill configured in the database. This way it seems it is just a regular attack within the combo. Hope that helps.


In my experience the actor -does- need to know the skill in order for a combo to call it.

That probably should be changed IMO, but if you (wink) don't want that it's fine.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: arialks on August 09, 2010, 10:10:24 pm
well it says nothing in the manual about it S:
if I get this right, in the combo, are you thinking on putting "attack,wait5,attack"?
The attack is not a skill X:

and what Skill command? O:

@poxysmash
yes I know, the combo is working only with the Mp cost
but thats what im asking for
making an option to make the combo to be based on ATK-F, DEX-F, STR-F, ETC
and if someone doesnt want it they can just put these on 0
and yes exactly, its just a regular attack X:

Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: lonely_cubone on August 09, 2010, 11:39:58 pm
Quote from: arialks on August 09, 2010, 10:10:24 pm
and what Skill command? O:


It's right below the Attack command in the config :P
So basically, do what you said, except replace "attack" with a skill.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: arialks on August 10, 2010, 03:42:08 am
o-o! b...but.
what ur trying to say is use the skill
twice in the combo? S:
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: poxy on August 10, 2010, 06:21:24 pm
Quote from: Sacred Nym on August 09, 2010, 09:26:29 pm
In my experience the actor -does- need to know the skill in order for a combo to call it.

That probably should be changed IMO, but if you (wink) don't want that it's fine.


My bad, just guessed based on the skill drop down in the combo set up. But yea, I second that idea.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: arialks on August 10, 2010, 07:01:02 pm
Quote from: lonely_cubone on August 09, 2010, 11:39:58 pm
Quote from: arialks on August 09, 2010, 10:10:24 pm
and what Skill command? O:


It's right below the Attack command in the config :P
So basically, do what you said, except replace "attack" with a skill.

um all what it does,is it uses the same skll twice, and yeah shows 2 demages, but I want to use one skill, 
X:, err man its so hard to explain, the combo just doesnt do that, it just helps to combine moves instead of a skill
if you played online mmo games, you would probably understand what I mean D:
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on August 10, 2010, 07:24:06 pm
Quote from: Sacred Nym on August 09, 2010, 09:26:29 pm
In my experience the actor -does- need to know the skill in order for a combo to call it.

That probably should be changed IMO, but if you (wink) don't want that it's fine.


Yeah, I'll change that, it wasn't meant to be that way.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Sacred Nym on August 10, 2010, 11:25:33 pm
Yay. All my hopes and dreams are now fufilled.

:3
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: lonely_cubone on August 15, 2010, 11:00:49 am
Quote from: Vianoce on July 29, 2010, 04:54:54 pm
Hello, winkio / Dark Helmet.

This is is about the sprite change bug. Now I have no idea what I'm talking about because I've only been doing this for a couple days and the only script know-how that I have right now is copy and paste. Quite sad. I'm sure I'll get the hang of this and maybe be of some help to others some day.

I was thinking that maybe the bug is in the refresh sprite section of BlizzABS 2; Line(s): 991~1044.

Please forgive my ignorance if I am mistaken. Like I said I don't know what I'm talking about. It's just that I think it would be hard to change your sprite if it it always refreshes your sprite without exception(s) for events.

On 2nd thought those lines appear to be for fighting. But the problem is in the idle state. The Refresh for the idle state not only refreshes so that you can't change the sprite, but in locks the sprite in it's animation loop. That would be good if you wanted your characters hair/clothes to be blowing in the wind of something to that effect. I'm thinking (where ever this function is in the script) there needs to be a true and/or false line(s) created that will allow for the events to take effect. There are all those trigger seeker functions I see in there too. With something like those, along with the true/false lines couldn't an exception be made?  Next question is, where is the function that governs the idle state? I'm still looking.

Edit: I was thinking the command would be something like;
# stop update if "event"
return if "event"
# doesn't event
$game_player.event = false
 etc. etc. etc.


I don't entirely get what he was saying, but I noticed nobody replied to him. This bug really annoys me, so does anyone think this could work?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on August 15, 2010, 02:58:52 pm
The sprite change glitch is part of how Blizz setup the sprite system.  Basically, it's a closed system, and there are checks each frame to change the sprite back to the normal one or one of its extensions.  There is no 'simple fix', I just have to add some code to make it open again.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: lonely_cubone on August 16, 2010, 12:13:50 am
You are planning on doing that at some point, right? Not necessarily in the next couple releases, but eventually?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on August 16, 2010, 12:21:39 am
yeah, it's part of that 'redo the sprite and animation engine to make it easier' thing.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Shalaren on September 02, 2010, 09:25:05 pm
I have a suggestion,
make it that if Im using a skill that selects all, it wont show the selection screen. its so stupid that it does that cause im selecting all monsters anyway. like make it so it wont show the screen, it'll just use the skill right away.
and for the one enemy skills,make it that if there is only 1 monster in the skill range, it'll attack it right away without the selection screen

and maybe if there is a way make it so instead of the selection screen. it'll attack the monster with the lowest hp, and if there are more then one monster and their Hp is even. so it'll attack a rendom one, and in the next hit it'll attack the same one cause his hp is lower. if you get what I mean, instead of using the selection screen.

just make an option to disable that if there are people who want the selection screen.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on September 02, 2010, 11:12:19 pm
Quote from: Sacred Nym on July 11, 2010, 08:19:31 pm
2) Last thing (that I can think of at least :P) has to do with the way shockwave and super-homing skills work. Namely that little range circle that shows all the enemies that will be targeted. I have to ask, why can't we just fire the skill off? I find that, since you aren't actually choosing a target, to be more that a little distracting, especially if I have such a skill in the midst of a combo. My suggestion, add an option to turn it off, or just take it out completely.


Quote from: winkio on July 11, 2010, 09:13:25 pm
Those are all valid ideas.  The weapon/skill/item system is something I've been giving thought to off and on.  It will probably go in a new direction, possibly the one you described, by 3.0.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Shalaren on September 03, 2010, 02:11:52 am
oh o:, ok,,, cool.
well then another suggestion, to have cool down for skills, like there will be a countdown on the hotkey, or a bar.
and like you can choose how long.
if none suggested it yet.
+, if there is a way to make it so it'll show the weapon with skills too (optional)
like if I make a sword skill, the it'll display the sword sprite im wearing with the skill, if you know what I mean o:.

also
Quote from: winkio on August 09, 2010, 07:39:19 pm
There is a Skill command that you can use instead of attack.  And the combo system can do what you want, displaying multiple damage texts and everything, you just have to use it.

I dont think you understand what he meant.
for example go to the database-animations, and check the animation 23:remedy1
lets say it was an attack, so you'll notice it actually attacks only at the 11th frame,
so what he's asking for is so t'll display the demage at the 11th frame, even though the skill was used
11 frames before. that makes the skill look better, + with the multiple demage
go to animation 30: Ice 1
it attacks only at the 3rd frame, + it attacks at the 6th one too. so besically he's asking for a way
to make it so the demage will be displayed at the 3rd frame, and another demage will be displayed at the 6th frame,
this way, you can make many more kinds of skills,
and if you can do it with the combo system, could you explain how? cause in the manual it doesnt say anything baout that.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: ShadowPierce on September 20, 2010, 12:41:15 pm
Quote from: shalaren metropolis on September 03, 2010, 02:11:52 am
well then another suggestion, to have cool down for skills, like there will be a countdown on the hotkey, or a bar.
and like you can choose how long.
if none suggested it yet.
->Here you go: http://forum.chaos-project.com/index.php/topic,2312.0.html

@winkio: Since 3.0 would be the final release, I better ask this... Would it be possible to have a skill's name displayed above the head of its caster? It would pretty much be like this:
Spoiler: ShowHide
(http://ragnarok-guide.com/wp-content/uploads/2008/01/fs.JPG)


Also the option to turn it on or off, & skills that are exempted to this...

Thanks! :haha:


Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: OracleGames on September 21, 2010, 10:14:43 pm
Quote from: ShadowPierce on September 20, 2010, 12:41:15 pm

@winkio: Since 3.0 would be the final release, I better ask this... Would it be possible to have a skill's name displayed above the head of its caster? It would pretty much be like this:
Spoiler: ShowHide
(http://ragnarok-guide.com/wp-content/uploads/2008/01/fs.JPG)


Also the option to turn it on or off, & skills that are exempted to this...

Thanks! :haha:





Why not make animations with the names of the skills you want to show and put them in a combo before performing them? its easy, it doesn`t have to be in the script =P
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on September 21, 2010, 11:00:38 pm
Now you're thinking with combos. ;)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on September 21, 2010, 11:11:27 pm
Quote from: winkio on September 21, 2010, 11:00:38 pm
Now you're thinking with combos portals. ;)


fixed
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on September 22, 2010, 01:57:09 am
yes, that was indeed the reference.  I didn't think I needed to be so blatant about it, but I guess I was wrong.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on September 22, 2010, 05:08:34 pm
That was my way of saying "yay, i got the reference" rather than "lol, portal reference". And I really like what you've been doing with blizzABS wink. There's very little features it really needs now.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on September 22, 2010, 05:22:36 pm
Rather than writing a long post, I'll just say that I love all of you and you'll get my point.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: [Luke] on September 24, 2010, 07:19:32 pm
OK, what I'll suggest will be the Charging Progress Bar - a visual implementation of charging weapons, skills and items using a bar similar to the HP and MP ones to show the progress of charging. I've already created a topic with request for a script, but having this as a part of Blizz-ABS would be great and maybe much more likely to happen.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Taiine on September 25, 2010, 11:11:20 am
Okay, here's a few somethings. Correct me if these can be done already, yes read the manual and have a game in the works, but don't think these can be done.. if they can, then \o/ - yay!

Setting so if you have two enemies that are hostel to each other and they kill each other, they do not reward YOU with exp. Yes I know easy fix just set EXP to 0 on the type types. But the thing is, I still like it so if the player kills them, then they get exp, but if one enemy kills another, you don't get any.

Non targetable enemies. Roughly sense you need the \e
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Holyrapid on September 25, 2010, 11:22:58 am
that regain HP/SP can easily be done by few script calls in a common event, that check if enemies are within Blizz-ABSEAL range, and if not it restores say 1% of your max hp and sp via a normal event. Then, after completing the cycle, put wait command with say 80 frames of time. Oh, and it needs to propably be inside a loop too...
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on September 25, 2010, 02:12:59 pm
Quote from: Taiine on September 25, 2010, 11:11:20 am
Setting so if you have two enemies that are hostel to each other and they kill each other, they do not reward YOU with exp. Yes I know easy fix just set EXP to 0 on the type types. But the thing is, I still like it so if the player kills them, then they get exp, but if one enemy kills another, you don't get any.

Already implemented in the next version, but I still have to do a few other things before I release it.

Quote from: Taiine on September 25, 2010, 11:11:20 am
Non targetable enemies. Roughly sense you need the \e
thing for the \ai to work, have another additional command to the \e
that makes it so you can't attack/damage that target. Work nice for guards or like the above, having two enemy types fighting each other, and the player only able to attack and kill the one type ('helping' the other side)

Good idea.

Quote from: Taiine on September 25, 2010, 11:11:20 am
Show enemy HP bar only on enemy you are currently attacking. Right now it seems you can only have them always on, or always off. This so they are off but turn on on the enemy you are currently attacking.

Seems like a small, unimportant modification.  It should really just be part of whatever targeting addon you are using.

Quote from: Taiine on September 25, 2010, 11:11:20 am
Enemy remains in place until attacked/agroed. I know adding \move makes them stand in place.. but on all my tests, they become 'locked down' to that place even if you attack them/get agro, they will remain stuck in that place just turning to face you and attacking if you get close.

Yeah, movement routes have this bug I'm trying to fix.  That will be possible once I fix it.

Quote from: Taiine on September 25, 2010, 11:11:20 am
Regain hp and/or sp over time when not in combat. I know this can be done already via a script (one I'm trying to find) but it may be nice to add here as well. (Or in Tons)

You could use a common event for this, if you don't want to bother with scripts.  It's fairly easy, as DesPKP described.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on September 25, 2010, 02:55:35 pm
Quote from: winkio on September 25, 2010, 02:12:59 pm
Quote from: Taiine on September 25, 2010, 11:11:20 am
Setting so if you have two enemies that are hostel to each other and they kill each other, they do not reward YOU with exp. Yes I know easy fix just set EXP to 0 on the type types. But the thing is, I still like it so if the player kills them, then they get exp, but if one enemy kills another, you don't get any.

Already implemented in the next version, but I still have to do a few other things before I release it.


That should make the Blizz-ABS Controller a bit simpler as well. I used a variable called "last_battler" to check who did the last hit on the enemy.

Quote from: winkio on September 25, 2010, 02:12:59 pm
Quote from: Taiine on September 25, 2010, 11:11:20 am
Non targetable enemies. Roughly sense you need the \e
thing for the \ai to work, have another additional command to the \e
that makes it so you can't attack/damage that target. Work nice for guards or like the above, having two enemy types fighting each other, and the player only able to attack and kill the one type ('helping' the other side)

Good idea.


By default I add all the possible groups as targets to the player's possible targeting. Just handle that differently.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on September 25, 2010, 03:35:31 pm
Quote from: Blizzard on September 25, 2010, 02:55:35 pm
Quote from: winkio on September 25, 2010, 02:12:59 pm
Quote from: Taiine on September 25, 2010, 11:11:20 am
Setting so if you have two enemies that are hostel to each other and they kill each other, they do not reward YOU with exp. Yes I know easy fix just set EXP to 0 on the type types. But the thing is, I still like it so if the player kills them, then they get exp, but if one enemy kills another, you don't get any.

Already implemented in the next version, but I still have to do a few other things before I release it.


That should make the Blizz-ABS Controller a bit simpler as well. I used a variable called "last_battler" to check who did the last hit on the enemy.

Yeah, I added it both so that you don't get exp when enemies kill each other, and so that you can choose if you want to distribute exp to the whole party, or just the guy who killed the enemy.  It also realizes that you killed the enemy if you poison it and it dies from slip damage later on.  Along with it, I made variables that keep track of the last attacker, for agro purposes, last target, for counter moves and the like, and last action, which keeps track of what you did (skill, item, attack) and how much damage it dealt.  It's meant to be used with the combo system.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Taiine on September 25, 2010, 11:22:31 pm
I'm not using a targeting system, just the walk up to enemy and attack biz.. But I'm not fond of having the HP and such bars always show and prefer that they are off, but would like to see them when attacking something. why I suggested it.

and for the hp and such regen, yeah, I also figured that, but sorting out how to do it even with common events is not working for me. Been trying to do such in my test map I'm using to sort out everything with the battle system and test script compatibility and have yet to get it to work properly.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on September 26, 2010, 09:28:53 am
Enemy respawns that work by script calls rather than event names. What I want to be able to do is be able to create an arena that respawns enemies based on variables so I don't have to make hundreds of events just for one arena.
The ability to change an enemy's behaviour and type via script calls.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on September 26, 2010, 10:29:06 am
You can move the spawning point to a random location each time after an enemy dies. :)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on September 26, 2010, 11:36:58 am
Umm, how would that help?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on September 26, 2010, 11:50:26 am
Did I understand you right? I understood that you wanted enemies to spawn over the place without having to put a shitload of events that act as respawn points on the map. If you just wanted to spawn enemies yourself by a script call, an "event spawning" script call is one of the things on the todo list that I sent winkio.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on September 26, 2010, 12:52:34 pm
No, it's not do with positioning, it's to do with the type of enemies spawned. In my arena, the player can choose up to three different types of enemy. These types are converted into variables, so I can spawn an enemy based on the id of these variables.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: OracleGames on September 29, 2010, 02:47:29 am
Why not remove the "0" when an attack or skill does no damage, i remember using a shield conjuring skill (or any other support skill) in my game and unwanted numbers appeared, just like in many mmorpg`s when something is impervious to a skill or attack no numbers appear.

Correct me if im wrong but if health bars appear only when there`s damage it would reduce some visual lagness, you could also difference hurt and untouched enemies easier (or at least make the H.Bar smaller)

Btw, when is the custom knockback system coming? It will make wonders with the combos... Can`t wait. :naughty:
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on September 29, 2010, 04:06:12 am
Because removing the 0 damage would make the player believe that he didn't hit the enemy at all which would be incorrect.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: ShadowPierce on September 29, 2010, 06:07:37 am
Quote from: Taiine on September 25, 2010, 11:11:20 amRegain hp and/or sp over time when not in combat. I know this can be done already via a script (one I'm trying to find) but it may be nice to add here as well. (Or in Tons)
->I made an event system for this (one of my very few contributions to the community)... :^_^':



EDIT:
->Here ya go... :haha:

Evented Off-Battle Regen System (http://forum.chaos-project.com/index.php/topic,6898.0.html)


Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Taiine on September 29, 2010, 08:22:24 am
Here's a suggestion a friend brought up, and I am a bit interested as well.

Rare Spawns, or Spawn % rates.

Would have to work when respawn is active and/or when you have respawn points. Now you can set times for a respawn delay, but what about a percent rate for a respawn. Something like \%10 to set the enemie to have a 10% chance to spawn. Enemies set to have a % spawn timer or a rare spawn timer could be set so they are auto gone when you go to the map, rather then floating around to be killed then respawn. This way you can set for a rare that could be harder to defeat then other mobs or have a item only they drop. An additional trigger could be set so they can only spawn once and when killed not spawn again, ever.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on September 29, 2010, 11:16:51 am
Quote from: Taiine on September 29, 2010, 08:22:24 am
Here's a suggestion a friend brought up, and I am a bit interested as well.

Rare Spawns, or Spawn % rates.

Would have to work when respawn is active and/or when you have respawn points. Now you can set times for a respawn delay, but what about a percent rate for a respawn. Something like \%10 to set the enemie to have a 10% chance to spawn. Enemies set to have a % spawn timer or a rare spawn timer could be set so they are auto gone when you go to the map, rather then floating around to be killed then respawn. This way you can set for a rare that could be harder to defeat then other mobs or have a item only they drop. An additional trigger could be set so they can only spawn once and when killed not spawn again, ever.

You can do that with events.  I actually had a similar sort of system in my old game.

Quote from: OracleGames on September 29, 2010, 02:47:29 am
Why not remove the "0" when an attack or skill does no damage, i remember using a shield conjuring skill (or any other support skill) in my game and unwanted numbers appeared, just like in many mmorpg`s when something is impervious to a skill or attack no numbers appear.

Correct me if im wrong but if health bars appear only when there`s damage it would reduce some visual lagness, you could also difference hurt and untouched enemies easier (or at least make the H.Bar smaller)

Btw, when is the custom knockback system coming? It will make wonders with the combos... Can`t wait. :naughty:

having the zero shows that the attack connected, but it dealt no damage.  That means that there is still penalty time and knockback.
Other people have suggested stuff with healthbars too.  I'll look into making some modifications, but they honestly aren't that laggy.
Custom knockback will be in the next version, which should be out in 2-3 weeks.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on September 29, 2010, 11:37:13 am
I made the health bars as optimized as I could in my time.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Taiine on September 30, 2010, 12:01:52 pm
Quote from: winkio on September 29, 2010, 11:16:51 am
Quote from: Taiine on September 29, 2010, 08:22:24 am
Here's a suggestion a friend brought up, and I am a bit interested as well.

Rare Spawns, or Spawn % rates.

Would have to work when respawn is active and/or when you have respawn points. Now you can set times for a respawn delay, but what about a percent rate for a respawn. Something like \%10 to set the enemie to have a 10% chance to spawn. Enemies set to have a % spawn timer or a rare spawn timer could be set so they are auto gone when you go to the map, rather then floating around to be killed then respawn. This way you can set for a rare that could be harder to defeat then other mobs or have a item only they drop. An additional trigger could be set so they can only spawn once and when killed not spawn again, ever.

You can do that with events.  I actually had a similar sort of system in my old game.


Really? >.> <.<
Mind sharing? I haven't been able to come up any method that works so fare. Been trying to make a enemy that had a 1% chance at spawning (and spawn only once ever) that drop a item that would start a small quest with a very nice reward at the end..
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on September 30, 2010, 12:29:22 pm
Umm, make a player touch event which randomises a variable and has a contiditional branch which checks if your variable is the right number, then turns on a switch which activates your spawn event. Or indeed, just your enemy.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Taiine on September 30, 2010, 04:34:29 pm
That's how I kept trying to do it,.. but the issue is.. to set the ai and such, it's already on the map. I tucked it away in some corner the player would never see or such but.. if it's not dead.. it wont spawn from one of my spawn points. Tried to set a var that randomizes, and when it hits it's number it 'kills' the mob to force it to spawn then.. but even that don't work.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on September 30, 2010, 04:38:21 pm
You see that bit on the left, right? You need two events for a reason. Maybe give it the \move command as well.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: andrewbrewer on September 30, 2010, 07:17:33 pm
I have been looking into creating a plugin to allow custom diagonal movement sprites and a custom number of frames per sprite. I dont have much to show but I will be working off a theory for such a script that I wrote for RMVX. I am sure that this method can be used to achieve the same sort of functionality within Blizz-ABS. The script I wrote can be found here.

http://www.rpgrevolution.com/forums/index.php?showtopic=30286&hl=

If any body has any ideas to make this compatible or create something similar I would be interested to hear them.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on October 02, 2010, 11:24:02 pm
So I've been testing out the forcemove fix, using an even that just has a simplme force move route on the player: move down, move left, move up.  The first time the event runs, everything works normally!  Then I go back to the event and run it again, and the player takes 4 steps in each direction.  Then again, and 16 steps in each direction.  In other words, it should be really close to being done, but stupid shit keeps happening.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Ryex on October 02, 2010, 11:55:58 pm
that sounds like the path array isn't getting emptied...

any way keep up the good work wink! your awesome!
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on October 03, 2010, 12:07:37 am
it is though.  I made some checks, and there are only 3 commands in the list each time, but the number of times they are executed multiplies by 4 each time.  The thing is, it's event independent.  Which makes me think it's the repair movement option.

EDIT: yup.  Well, that was annoying to fix.  Apparently, RMXP uses the actual event data when it executes it, instead of a copy of the data, so you can actually modify commands as you execute them, and changes will carry over to the next time it is executed.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on October 03, 2010, 03:32:18 am
Glad that bug is finally being fixed. It shows up every few versions.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: OracleGames on October 05, 2010, 10:07:04 pm
New idea!! :D

1.- Having an option to show animations instead of simple sounds when you pick up an item or gold, that way you can tell the player what he`s picking (icons are not that self explanatory). This can be made with events but just imagine the lag of all those conditional branches per item running all the time.

2.- Thrusting items dont do anything to enemies, contrary to skills.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on October 06, 2010, 04:06:46 am
1. Can be done with a very simple script change. Simply adding a call-animation command into dropped events is enough.

2. Possible bug?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: OracleGames on October 06, 2010, 03:36:13 pm
1.- Yippie!!! If it´s that simple maybe i can do it :3  but it would be a cool feature.

2.- Yup i was trying to make throwable items:
In the database i set the scope for one enemy and % damage for most of them and worked perfectly, but when i tried to make it a thrusting item it didnt do a thing to enemies just passed trough. The drop icon for them didnt work either, the objects just disapeared in mid-ar.

EDIT:

3.- The combo system forces the user to learn the individual skills that will be used in it, otherwise nothing happens O_o thats quite a problem.

4.- Charging Skills still don`t work as they should for example:

-Enemy/Player starts casting, only sprite animation runs, giving just a little or no signals of an aproaching attack.
-Time is up and the cast animation, missile or inmediate effects, everything shows up at the same time. x_x

I think it would look better if:

-Enemy/Player starts casting (cast animation and sprite plays here).
-Time is up and the inmediate effects are applied, missiles out etc...


Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: [Luke] on October 17, 2010, 08:52:48 am
Since it hasn't been added to the "Suggested Features" list in the first post, I'm gonna repeat my suggestion:
Charging Progress Bar - a visual feature showing the progress of weapon/skills/items charging to make player know how much time has left to charge. Appearance isn't as much important as the laglessness, however having the skill's name displayed on such a bar would be great.

And a new one:
Enemy Names: When an enemy has an "\n" tag in the event name, its name is displayed over its head (just like HP bars). Also if there's a tag with parameter "\name['Blue Ghost']" this name is shown instead of the database one (so you don't have to copy an enemy in the database if it has same stats and skills as others, but after death triggers something different). The color of the name might depend on the battle state, for example: idle enemy - orange, enemy in battle - red, NPC - yellow, player's ally - green, maybe also with option of showing names of the rest of the party, in, let's say, blue.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Taiine on October 18, 2010, 05:59:20 pm
Is this an unfound bug? Not sure if this is counted in the bugs listed under animations, as they are a little veg... (well to me at least)

While testing my game, I finally got around to making the player running and attack animation, and was testing it out to make sure the run looked alright and to get the wep aligned with my slightly taller player sprites..
However...

Tapping the key to defend...
Spoiler: ShowHide
(http://img710.imageshack.us/img710/1179/38433173.png)


It's saying I'm lacking the sprite for the def stance? But that's not even enabled in the script, only attack and running is set to true.

Spoiler: ShowHide
(http://img207.imageshack.us/img207/6937/78275212.png)

Further poking and I find it also errors when I use an item and skill, cause I lack that sprite as well. I don't plan to use such, my animations alone work fine for them, that's why there set to false.


Suggestion:

Repel enemies from an event.
I know you got the no enemy can walk here tag, but what about a event that they could walk on at first, but would be drawn away from?
For example, I try and 'hide' my enemy respawn points behind objects or make it look like there coming from a tunnel, just so it's not like BAM there they are! But what I don't want is for them to linger around that spot, and sadly at times they have a bad habit of doing just that, or walking back into it. My one cave I have respawn points set in little tunnels to make it seem like the enemies are coming out from them, but they still at times will just sit there for a moment, one, two, could be there, or walking back in and it just.. looks silly. However if you could set the event so it also repels them so they run in a direction that is clear (so they don't pin against a wall), it would make them move away from that tile and not want to get to close to it again.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: LiTTleDRAgo on October 20, 2010, 09:50:48 am
Is there are function in blizz abs that can show name skill when the character use it?
ex : When I use cross cut then word cross cut is appeared on the screen
      or when I using combo skill Wind storm then that combo name will appear on the screen too


Ps : sorry if my english is horrible
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: OracleGames on October 20, 2010, 02:44:46 pm
Quote from: LiTTleDRAgo on October 20, 2010, 09:50:48 am
Is there are function in blizz abs that can show name skill when the character use it?
ex : When I use cross cut then word cross cut is appeared on the screen
      or when I using combo skill Wind storm then that combo name will appear on the screen too


Ps : sorry if my english is horrible


Animations + Combo ;) make animations with the names of the skills you want.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on October 20, 2010, 03:07:57 pm
Oh hey! That's a good idea!
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: LiTTleDRAgo on October 20, 2010, 11:46:02 pm
Quote from: OracleGames on October 20, 2010, 02:44:46 pm
Quote from: LiTTleDRAgo on October 20, 2010, 09:50:48 am
Is there are function in blizz abs that can show name skill when the character use it?
ex : When I use cross cut then word cross cut is appeared on the screen
      or when I using combo skill Wind storm then that combo name will appear on the screen too


Ps : sorry if my english is horrible


Animations + Combo ;) make animations with the names of the skills you want.


If I can do that I wouldn't need to ask here  :^_^':
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on October 21, 2010, 03:14:46 am
It's simple enough.Have the skill link to a combo,which displays a pictureof the name of your skill. I'd recommend using GIMP for it, easiest solution.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: OracleGames on October 21, 2010, 04:23:21 am
QuoteIf I can do that I wouldn't need to ask here  :^_^':


It`s easy when you have the tools, i recommend photoshop as you can align objects easier thanks to the guides & layers. To make the animations you will need a template to work on, if you are interested i can make you one, was planning to do it sooner or later anyways xD
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: LiTTleDRAgo on October 21, 2010, 08:43:59 am
Quote from: OracleGames on October 21, 2010, 04:23:21 am
QuoteIf I can do that I wouldn't need to ask here  :^_^':


It`s easy when you have the tools, i recommend photoshop as you can align objects easier thanks to the guides & layers. To make the animations you will need a template to work on, if you are interested i can make you one, was planning to do it sooner or later anyways xD


I dont think animation is the answer though
a skill only have 1 animation for battler and the target
and animation template is really taking up the size

------------
@The Niche :

There are 207 skill, is there are any simple solution with script addon or something like that?  :^_^':
by the way XAS has one named Active Action Info
something like this: ShowHide

#_______________________________________________________________________________
# MOG_XAS_Active Action Info V1.0         
#===============================================================================
# By Moghunter       
# http://www.atelier-rgss.com
#_______________________________________________________________________________
# - Displays the name of the tool when you use it.
# - Displays the name of the treasure.
# Create an attribute with the name "Name_ON" in the database
# And assign the desired skill.
#_______________________________________________________________________________
# Images necessary.
#
# AF_Lay1.png
# AF_Lay2.png
# AF_Lay3.png
#
#_______________________________________________________________________________
module MOG
# Position the window. 
IFA_HUD_X = 200
IFA_HUD_Y = 420
# Time to display the name of the treasure.
# If the skill is proportional to the time of the tool.
IFA_TIME = 2
end
$mog_rgss_xas_action_name = true
#==============================================================================
# Game_Temp
#==============================================================================
class Game_Temp 
    attr_accessor :if_hud1_x
    attr_accessor :if_hud1_y
    attr_accessor :if_hud1_opa
    attr_accessor :if_hud2_x
    attr_accessor :if_hud2_y
    attr_accessor :if_hud2_opa   
    attr_accessor :if_hud3_x
    attr_accessor :if_hud3_y
    attr_accessor :if_hud3_opa   
    attr_accessor :if_text_x
    attr_accessor :if_text_y
    attr_accessor :if_text_zoom_x
    attr_accessor :if_text_zoom_y
    attr_accessor :if_text_opa   
    attr_accessor :if_text
    attr_accessor :if_text_time
    attr_accessor :if_start
alias mog_if_initialize initialize
def initialize   
  mog_if_initialize 
    @if_hud1_x = 0
    @if_hud1_y = 0
    @if_hud1_opa = 0
    @if_hud2_x = 0
    @if_hud2_y = 0
    @if_hud2_opa = 0   
    @if_hud3_x = 0
    @if_hud3_y = 0
    @if_hud3_opa = 0   
    @if_text_x = 0
    @if_text_y = 0
    @if_text_zoom_x = 1.00
    @if_text_zoom_y = 1.00
    @if_text_opa = 0
    @if_text = ""
    @if_text_time = 0
    @if_start = false   
end   
end
#==============================================================================
# Game_Battler
#==============================================================================
module XAS_ACTION
  alias mog_actname_shoot shoot
    def shoot(action_id)
    mog_actname_shoot(action_id)
    if action_id == nil or action_id == 0 or $scene == nil
    return 
    end
    item_id = XAS::ITEM_COST[action_id]
    if self.battler.is_a?(Game_Actor) and $data_skills[action_id].element_set.include?($data_system.elements.index("Name_ON"))
    if item_id != nil and $game_party.item_number(item_id) == 0
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    skill_sp_cost = $data_skills[action_id].sp_cost
    if self.battler.sp >= skill_sp_cost and
    $game_temp.cast_time == 0
    $game_temp.if_text = $data_skills[action_id].name
    $game_temp.if_text_time = 20 + Database_Bullet::DURATIONS[action_id]   
    $game_temp.if_start = true
    end
    end
  end
end
#==============================================================================
# IFA
#==============================================================================
class Ifa < Sprite
  include MOG
  def initialize
     @viewport = Viewport.new(0, 0, 640, 480)
     @viewport.z = 99999     
     super(@viewport)   
     @hud1 = Sprite.new
     @hud1.bitmap = RPG::Cache.picture("AF_Lay1")
     @hud1.z = 9000
     @hud1.ox = -IFA_HUD_X + $game_temp.if_hud1_x
     @hud1.oy = -IFA_HUD_Y + $game_temp.if_hud1_y
     @hud1.opacity = $game_temp.if_hud1_opa     
     @hud2 = Sprite.new
     @hud2.bitmap = RPG::Cache.picture("AF_Lay2")
     @hud2.z = 9000
     @hud2.ox = -IFA_HUD_X - 50 + $game_temp.if_hud2_x
     @hud2.oy = -IFA_HUD_Y - 20 + $game_temp.if_hud2_y     
     @hud2.opacity = $game_temp.if_hud2_opa     
     @hud3 = Sprite.new
     @hud3.bitmap = RPG::Cache.picture("AF_Lay3")
     @hud3.z = 9003
     @hud3.ox = -IFA_HUD_X - 80 + $game_temp.if_hud3_x
     @hud3.oy = -IFA_HUD_Y + 20 + $game_temp.if_hud3_y
     @hud3.opacity = $game_temp.if_hud3_opa     
     @text = Sprite.new
     @text.bitmap = Bitmap.new(120,40)
     @text.z = 9002
     @text.bitmap.font.name = "Georgia"
     @text.bitmap.font.size = 20
     @text.bitmap.font.bold = true
     @text.bitmap.font.italic = true
     @text.bitmap.font.color.set(250, 250, 250,220)
     @text.bitmap.draw_hemming_text(0, 0, 120, 40, $game_temp.if_text.to_s,1)
     @text.ox = -IFA_HUD_X - 50 + $game_temp.if_text_x
     @text.oy = -IFA_HUD_Y + 5 + $game_temp.if_text_y
     @text.zoom_x = $game_temp.if_text_zoom_x
     @text.zoom_y = $game_temp.if_text_zoom_y
     @text.opacity = $game_temp.if_text_opa
   end   
  def dispose       
     if @hud1 != nil
        @hud1.bitmap.dispose
        @hud1.dispose
        @hud1 = nil   
     end   
     if @hud2 != nil
        @hud2.bitmap.dispose
        @hud2.dispose
        @hud2 = nil   
     end     
     if @hud3 != nil
        @hud3.bitmap.dispose
        @hud3.dispose
        @hud3 = nil   
     end
     if @text != nil
        @text.bitmap.dispose
        @text.dispose
        @text = nil   
     end         
     if @viewport != nil
        @viewport.dispose
        @viewport = nil         
     end   
  end
  def refresh
     $game_temp.if_start = false
     @text.bitmap.clear
     $game_temp.if_hud1_opa = 100
     $game_temp.if_hud2_opa = 100
     $game_temp.if_hud3_opa = 100
     $game_temp.if_text_opa = 100
     $game_temp.if_hud1_x = 100
     $game_temp.if_hud2_x = -100
     $game_temp.if_text_zoom_x = 1.50
     $game_temp.if_hud3_y = 0
     @text.bitmap.draw_hemming_text(0, 0, 120, 40, $game_temp.if_text.to_s,1)
   end
  def update
     @hud1.ox = -IFA_HUD_X + $game_temp.if_hud1_x
     @hud1.oy = -IFA_HUD_Y + $game_temp.if_hud1_y
     @hud1.opacity = $game_temp.if_hud1_opa     
     @hud2.ox = -IFA_HUD_X - 50 + $game_temp.if_hud2_x
     @hud2.oy = -IFA_HUD_Y - 20 + $game_temp.if_hud2_y   
     @hud2.opacity = $game_temp.if_hud2_opa     
     @hud3.ox = -IFA_HUD_X - 80 + $game_temp.if_hud3_x
     @hud3.oy = -IFA_HUD_Y + 20 + $game_temp.if_hud3_y
     @hud3.opacity = $game_temp.if_hud3_opa   
     @text.ox = -IFA_HUD_X - 50 + $game_temp.if_text_x
     @text.oy = -IFA_HUD_Y + 5 + $game_temp.if_text_y
     @text.zoom_x = $game_temp.if_text_zoom_x
     @text.zoom_y = $game_temp.if_text_zoom_y   
     @text.opacity = $game_temp.if_text_opa
  $game_temp.if_text_time -= 1 if $game_temp.if_text_time > 0   
  if $game_temp.if_text_time > 0
  if $game_temp.if_hud1_opa < 255   
     $game_temp.if_hud1_opa += 10
     $game_temp.if_hud2_opa += 10
     $game_temp.if_hud3_opa += 10
     $game_temp.if_text_opa += 10
  end
  if $game_temp.if_hud1_x > 0
     $game_temp.if_hud1_x -= 10
     $game_temp.if_hud2_x += 10
  elsif $game_temp.if_hud1_x < 0   
     $game_temp.if_hud1_x = 0
     $game_temp.if_hud2_x = 0         
  end 
  if $game_temp.if_text_zoom_x > 1.00
     $game_temp.if_text_zoom_x -= 0.1
  elsif $game_temp.if_text_zoom_x < 1.00
    $game_temp.if_text_zoom_x = 1.00
    $game_temp.if_text_zoom_y = 1.00
    $game_temp.if_text_x = 0
  end 
  else
    if $game_temp.if_hud1_opa  > 0
     $game_temp.if_hud1_opa -= 10
     $game_temp.if_hud2_opa -= 10
     $game_temp.if_hud3_opa -= 10
     $game_temp.if_text_opa -= 10
   end
  if $game_temp.if_hud1_x < 100
     $game_temp.if_hud1_x -= 10
     $game_temp.if_hud2_x += 10
  elsif $game_temp.if_hud1_x > 100   
     $game_temp.if_hud1_x = 100
     $game_temp.if_hud2_x = 100         
  end       
  end
  if $game_temp.if_start == true
  refresh
  end
  end
end
#==============================================================================
# Scene_Map
#==============================================================================
class Scene_Map   
  alias mog_ifa_main main
  def main 
    @ifa = Ifa.new
    mog_ifa_main
    @ifa.dispose
    @ifa = nil
  end   
  alias mog_ifa_update update
  def update
    mog_ifa_update
    @ifa.update
  end   
end   


If XAS have that feature why Blizz ABS didn't?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on October 21, 2010, 11:42:22 am
Because XAS is XAS. The answer isn't animation, it's the combo system's show animation function.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: OracleGames on October 21, 2010, 12:58:42 pm
QuoteI dont think animation is the answer though
a skill only have 1 animation for battler and the target
and animation template is really taking up the size


Thats why the combo system includes a "show animation" feature, you can make a single skill show up to 1000057 different animations but yeah, it would take much more efford
to chain every skill you want to a combo,  i disagree about the size part as the animations would be plain text or a simple box.


Quote@The Niche :

There are 207 skill, is there are any simple solution with script addon or something like that?  
by the way XAS has one named Active Action Info


In some games you only see the names of the most important skills, not monster skills.
You should take a look in the database, maybe somebody already scripted it, but i doubt it.
XAS lags like hell. O_o
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on October 21, 2010, 07:00:45 pm
I would look into adding it, if enough people wanted it, but I don't think it is a good idea.  ABS games are like fighting games, in that they have constant action.  You don't need to know what move is being used, especially if you are using more than one move per second.  Plus, it would cover up important parts of the screen during battles.  XAS would love to fill your entire screen with random images and text, but Blizz-ABS is trying to maximize the game experience.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: OracleGames on October 21, 2010, 08:37:40 pm
Winkio! When i try to use the name input processing with BABS running the cursor messes up (teleports randomly), but it only happens to my newest projects, i can still use it correctly in my older projects that include the same BABS version. Tried to disable everything but no effects until i removed the entire script, what can i do?

PS: the only difference between the 2 projects is the RPGMKXP version i worked with.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on October 22, 2010, 02:25:37 am
Don't use Input Processing, use a script call.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: LiTTleDRAgo on October 22, 2010, 03:48:49 am
Quote from: OracleGames on October 21, 2010, 12:58:42 pm
QuoteI dont think animation is the answer though
a skill only have 1 animation for battler and the target
and animation template is really taking up the size


Thats why the combo system includes a "show animation" feature, you can make a single skill show up to 1000057 different animations but yeah, it would take much more efford
to chain every skill you want to a combo,  i disagree about the size part as the animations would be plain text or a simple box.


hmm if text probably it's okay, but to make 207...

all of my animation: ShowHide
(http://img843.imageshack.us/img843/8628/44856876.jpg)


Quote from: OracleGames on October 21, 2010, 12:58:42 pm
Quote@The Niche :

There are 207 skill, is there are any simple solution with script addon or something like that?  
by the way XAS has one named Active Action Info


In some games you only see the names of the most important skills, not monster skills.
You should take a look in the database, maybe somebody already scripted it, but i doubt it.
XAS lags like hell. O_o

That's why I hate XAS

Quote from: winkio on October 21, 2010, 07:00:45 pm
I would look into adding it, if enough people wanted it, but I don't think it is a good idea.  ABS games are like fighting games, in that they have constant action.  You don't need to know what move is being used, especially if you are using more than one move per second.  Plus, it would cover up important parts of the screen during battles.  XAS would love to fill your entire screen with random images and text, but Blizz-ABS is trying to maximize the game experience.


How if the skill name appeared at above of user?
like he or she shouting name of the skill?

---------

Nevermind, I got it
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: OracleGames on October 24, 2010, 03:06:43 pm
QuoteDon't use Input Processing, use a script call.


Erm. How do i do that? u_u don't know the syntaxis, something like "$Name.Input.Processing = ???"
Why do i get these glitches anyways? =(
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on October 24, 2010, 03:22:13 pm
The script calls are actually in the manual.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Taiine on October 25, 2010, 04:29:52 am
So no one answered, is the issue I showed a unknwon yet bug or one that's known? The issue with it wanting the def/item/etc sprite even when such are set to false?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on October 25, 2010, 01:09:16 pm
you set action sprites to true, therefore, you need those sprites.  It's not a bug.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Sacred Nym on October 25, 2010, 06:24:30 pm
To clarify, the "Actor Defend Sprites" option lets you have multiple sprites based on the defender's shield, rather than just a generic sprite. Leaving the option unchecked means you'll only use one defend sprite per actor.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Taiine on October 26, 2010, 08:04:49 am
Quote from: winkio on October 25, 2010, 01:09:16 pm
you set action sprites to true, therefore, you need those sprites.  It's not a bug.


So then there is no turning off sprites you don't plan on using? That is what I thought the false setting was. So now I have to go in and duplicate my sprites for everything else? joy >.>

think an option to disable the need to use sprites you don't plan on using, so you're not having to duplicate  one player set to follow all the file names. mehhh...
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on October 26, 2010, 04:45:51 pm
if you turn action sprites off, then you don't need those sprites.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Taiine on October 27, 2010, 02:24:06 am
But I want to use the running and attack sprites. >.> But it seems to be able to use just those, I need to duplicate my player sprite for everything else. -.-
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Magus on October 29, 2010, 03:41:04 pm
http://xasabs.wordpress.com/environment-interaction/


I've actually noticed a few of things I'm looking for on you "to do list"

Damn.. if only my club wasn't bull-dozing me to start the production on the game. ;_; I'm being forced to use Xas and I'm very unhappy about it. :/

I'm still reading this thing at the moment, but meh.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on October 30, 2010, 03:38:59 pm
You can do that in blizzABS still. For grass, make a lifeless object with 1 hp and give it a destruction animation of the leaves falling to the ground (like in zelda games). Same for rocks, but you can make only certain items able to damage them. You never will need to use XAS, don't worry :P
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Magus on October 30, 2010, 04:02:42 pm
You just made my day. *hands legacyblade the key to infinite gold*  I forgot about life objects.    "Certain items  damaging them"  I can manage this. 

the other features are coming up (such as throwable items)  so, I'm buying time, until Winkio releases version 2.9 etc.   I really hate Xas with a passion.
Blizz-abs >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>^9000 Xas.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on October 30, 2010, 04:08:20 pm
Quote from: Magus on October 30, 2010, 04:02:42 pm
You just made my day. *hands legacyblade the key to infinite gold*  I forgot about life objects.    "Certain items  damaging them"  I can manage this. 

the other features are coming up (such as throwable items)  so, I'm buying time, until Winkio releases version 2.9 etc.   I really hate Xas with a passion.
Blizz-abs >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>^9000 Xas.



So incredibly true.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on October 31, 2010, 02:26:39 am
I don't hate it with a passion. It has potential, but it just takes a LOT of work to make it your own...like a lot. And glad I was able to help. I still have to get up to date on the combo system, but I still know the old stuff pretty well :D (I should know, I requested things akin to lifeless objects a bajillion times :P)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on November 01, 2010, 02:26:53 pm
What LB said.

Winkio's going to implement throwing stuff, it's already a planned future feature.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on November 01, 2010, 08:37:26 pm
And once he does that, there will be NO excuse to use XAS. I mean if they want the flashy graphics, it isn't too hard to copy an animation over from the demo, ya know? I've done lots of cool stuff with blizzABS that won't be seen till I release a game awhile in the future (I put it on halt since blizzABS is changing so much lately and a lot of the features I spent hours making clunky addons for ended up as native features :P). It's SUPER powerful. And if you know how to use particle illusions to make RMXP animations, you can make freaking epic looking attacks.

-edit (corrected sentence in the beginning thanks to Niche.)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on November 02, 2010, 12:24:02 pm
There will be NO excuse NOT to use XAS? Legacy, are you smoking something?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Dweller on November 02, 2010, 02:36:14 pm
I notice that when I put a condicional branch or play a sound/music on a death event trigger of a enemy, the respawn stop working. Don´t know if is a bug or I´m doing something wrong.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on November 02, 2010, 09:01:18 pm
@Niche, thank you for pointing out that error. My english skills went down the drain. I blame the smoothies.

@Dweller, I think having a death event trigger disables the re-spawn for that creature by default. If you want a sound effect to play, have it play during their death animation which you set in the config file.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Dweller on November 03, 2010, 12:48:43 am
Quote from: legacyblade on November 02, 2010, 09:01:18 pm
@Dweller, I think having a death event trigger disables the re-spawn for that creature by default. If you want a sound effect to play, have it play during their death animation which you set in the config file.


If you put a message window on the death event trigger the respawn works fine. I was using a message windows on an enemy with a variable count (a typical killing mob quest) and didn´t have any problem with the respawn feature. Then I put the variable count inside a conditional branch (if you have the quest then count enemy killed else don't count it) and the respawn stop working. After that, I made a few test with death event trigger (in my game and even in a new ABS project with only ABS scripts) and have the same problem.

I tried to solve it using a call script event command ($game_map.rename_event(EVENT_ID, 'NEW_NAME') on the death event trigger, but he only think that I got was respawn the enemy with no respawn time.

Well, I stop talking about this here because I think is more for the Blizz-ABS threat. I just want to know if this is a bug.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on November 03, 2010, 01:57:04 am
Oh, didn't know that. It sounds more like a bug, so try reporting it in the bABS thread.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Taiine on November 04, 2010, 06:22:16 am
I noticed a few event thing's would stop the respawn.

I was messing around adding a sound file to go off during death. Was some nice extra spice but that killed the respawn as well.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: LiTTleDRAgo on December 08, 2010, 01:38:35 am
I got one problem,

when my character is walking/running then I press menu button, menu screen won't appear unless I stop moving,

what I want is, when I press menu button, menu screen appears instantly without character needs to stop his movement

Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on December 08, 2010, 01:58:24 am
noted.  Thanks for letting me know.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on December 08, 2010, 03:02:57 am
But that's normal RMXP behavior.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: LiTTleDRAgo on December 08, 2010, 03:28:43 am
Quote from: Blizzard on December 08, 2010, 03:02:57 am
But that's normal RMXP behavior.


is it?  :???:
but when I remove Blizz ABS, menu screen can appear instantly when menu button is pressed...
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on December 08, 2010, 04:32:22 am
No, it doesn't. The player finishes moving to the next tile before the menu appears if you press ESC during the movement of the player.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: LiTTleDRAgo on December 08, 2010, 07:17:04 am
Quote from: Blizzard on December 08, 2010, 04:32:22 am
No, it doesn't. The player finishes moving to the next tile before the menu appears if you press ESC during the movement of the player.

I don't get it  :^_^':
so, I must press ESC button every time I want to call menu screen?
or, I must change menu button in custom control to ESC? <--- about this, it doesn't work
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on December 08, 2010, 07:44:49 am
Lol! The default button in Blizz-ABS for the menu is F. xD
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on December 08, 2010, 08:06:37 am
Quote from: legacyblade on November 02, 2010, 09:01:18 pm
@Niche, thank you for pointing out that error. My english skills went down the drain. I blame the smoothies.

@Dweller, I think having a death event trigger disables the re-spawn for that creature by default. If you want a sound effect to play, have it play during their death animation which you set in the config file.


You were smoking smoothies? (Totally not an old argument :L)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: [Luke] on December 08, 2010, 05:11:15 pm
Is it possible to not have all the enemies respawned when you leave and re-enter the map when you have the respawn time defined and it hasn't come yet?

Also, I'd like to bump up the suggestion of "Progress Bar of Charging Weapons, Items and Skills".
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on December 08, 2010, 05:16:24 pm
The leave/renter map thing is RMXP's problem.  Just use variables and events if you want it to work that way.

Progress bars could easily be put into the charging sprite or animation.  While I may eventually add them, it won't be any time soon.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: fjurio on December 13, 2010, 02:44:08 pm
I don´t know if this error is known but to be sure i will post it.

I get this error:
Spoiler: ShowHide
(http://img192.imageshack.us/img192/4301/babs3errorline.jpg) (http://img192.imageshack.us/i/babs3errorline.jpg/)

while running after an event (custom movement: highest freqency "6"; "move away from player") and triggering this common event:
Spoiler: ShowHide
(http://img27.imageshack.us/img27/9660/eventwhile.jpg) (http://img27.imageshack.us/i/eventwhile.jpg/)


What it is the reason and how can i fix it?


Edit:
By the way, how can i fix this bug:
Quoteplayer sprite change doesn't work (on $game_player using Set Move Route command), it gets reset by Blizz-ABS internal actor sprite handler


or will it be fixed soon?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on December 13, 2010, 03:09:33 pm
The first one, I'm not quite sure on, but it may have to do with wait_for_movement.  What exactly does that do?

The second one is something I have to fix, and hopefully, it will be fixed soon.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: fjurio on December 14, 2010, 11:33:16 am
Quote from: winkio on December 13, 2010, 03:09:33 pm
The first one, I'm not quite sure on, but it may have to do with wait_for_movement.  What exactly does that do?

The second one is something I have to fix, and hopefully, it will be fixed soon.


I use the command 355 fix by Zeriab (http://forum.chaos-project.com/index.php/topic,5336.0.html) in the following order:
Spoiler: ShowHide
class Interpreter
 SCRIPT_WAIT_RESULTS = [:wait, FalseClass]
 #--------------------------------------------------------------------------
 # * Script
 #--------------------------------------------------------------------------
 def command_355
   # Set first line to script
   script = @list[@index].parameters[0] + "\n"
   # Store index in case we need to wait.
   current_index = @index
   # Loop
   loop do
     # If next event command is second line of script or after
     if @list[@index+1].code == 655
       # Add second line or after to script
       script += @list[@index+1].parameters[0] + "\n"
     # If event command is not second line or after
     else
       # Abort loop
       break
     end
     # Advance index
     @index += 1
   end
   # Evaluation
   result = eval(script)
   # If return value is false
   if SCRIPT_WAIT_RESULTS.include?(result)
     # Set index back (If multi-line script call)
     @index = current_index
     # End and wait
     return false
   end
   # Continue
   return true
 end
end

Spoiler: ShowHide
class Game_Character
 ##
 # Returns :wait while the character is moving and
 # returns nil otherwise
 #
 def wait_for_movement
   if @move_route_forcing
     return :wait
   end
 end
end

Spoiler: ShowHide
class Interpreter
 ##
 # Wait for movement where: (Nothing will happen in combat)
 # id < 0: Current event (if there is one)
 # id = 0: Player
 # id > 0: Event with that id (if there is one)
 #
 def wait_for_movement(id = -1)
   # If in battle
   return if $game_temp.in_battle
   # Get actor
   actor = nil
   if id < 0 && @event_id > 0
     actor = $game_map.events[@event_id]
   elsif id == 0
     actor = $game_player
   else
     actor = $game_map.events[id]
   end
   # Wait for actor's movement
   unless actor.nil?
     actor.wait_for_movement
   end
 end
 ##
 # Wait for player's movement
 #
 def wait_for_players_movement
   wait_for_movement(0)
 end
end

#   $game_player.wait_for_movement
#   wait_for_players_movement # Wait for the player to finish movement
#   wait_for_movement # Wait for this event to finish movement
#   wait_for_movement(0) # Wait for player to finish movement
#   wait_for_movement(12) # Wait for event 12 to finish movement


They´re placed after Scene_Debug but before BABS.

Hope this will help. If you need other information just tell me.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: LiTTleDRAgo on December 27, 2010, 09:00:31 am
I got a problem
sometimes when I add a party member,
they got stuck like this
Spoiler: ShowHide
(http://img534.imageshack.us/img534/4840/66685221.jpg)


is this bug on caterpillar?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on December 27, 2010, 11:53:12 am
yeah, it happens from time to time.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on December 28, 2010, 08:39:37 pm
i have a problem on the part that decreases animation size by 50%......it suddenly won't work! Well It Worked B4 the it didnt work the next day!
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: ForeverZer0 on December 28, 2010, 08:48:54 pm
And why might you have changed in those mysterious 24 hours?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on December 29, 2010, 03:22:00 am
what r u talking about?.....i didn't do anything 2 the script or anything b'coz i dont know RGSS Scripting
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: ForeverZer0 on December 29, 2010, 12:36:26 pm
Did you add any scripts?
Did you change any script orders around?
Did you change events around?

Something changed. It is not going to run perfect, then suddenly not without some type of change, though the change could seem unrelated. This is how you track bugs down.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: [Luke] on December 29, 2010, 06:45:40 pm
About sizing down the animations:

Blizz-ABS calls the sizing down method in Scene_Title. RMX-OS doesn't use it, it calls Scene_Servers instead.

So, I'm 99% sure you have added RMX-OS script. Here's an addon for Blizz-ABS Plugin for RMX-OS, I had the same problem.
#==============================================================================
# Scene_Servers
#------------------------------------------------------------------------------
#  This class was enhanced to size down the animations upon loading.
#==============================================================================

class Scene_Servers
 
  #----------------------------------------------------------------------------
  # override main
  #----------------------------------------------------------------------------
  alias main_blizzabs_later main
  def main
    # call original method
    main_blizzabs_later
    # if SMALL_ANIMATIONS is turned on and scene exists
    if BlizzABS::Config::SMALL_ANIMATIONS && $scene != nil
      # size down animations
      $BlizzABS.util.animations_size_down
    end
  end
end

Tada! ;)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on December 29, 2010, 08:29:21 pm
now i have another problem that says this whenever i open the game :???:

Script 'BABS2' line 2152: NameError occured
uninitialized constant BlizzABS::Processor::Map_Actor

if youre not sure about this check out this link

http://www.mediafire.com/download.php?ix27ku3ssps7uh4
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: LiTTleDRAgo on December 31, 2010, 05:39:17 am
I got this error after using beam skill to finish off boss battle
(http://img253.imageshack.us/img253/8116/53113355.jpg)

at line
Spoiler: ShowHide
(http://img214.imageshack.us/img214/9404/67830911.jpg)

Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on December 31, 2010, 06:37:07 am
Duuuuuuude...so many scripts. Side view and ABS? Why? But I'd say that that is probably causing problems. Maybe not your current one, but still.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: LiTTleDRAgo on January 02, 2011, 08:34:18 pm
Quote from: The Niche on December 31, 2010, 06:37:07 am
Duuuuuuude...so many scripts. Side view and ABS? Why? But I'd say that that is probably causing problems. Maybe not your current one, but still.



ah nevermind, this is my own mistake in script call  :^_^':

because of this: ShowHide

(http://img402.imageshack.us/img402/7739/50201185.jpg)


I have total 45 script in my script editor and all work fine (including mode7 and rgss2 cross platform) :haha:
about sideview... i forgot to remove it
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 05, 2011, 06:19:49 pm
In an interesting turn of events, I have actually done something productive, which is to find the problem with force_actions.  Now, different people have different ideas of how these are supposed to work, so lets settle it once and for all.

How it works now: when you force an action, all conditions for the action to be used normally must be met.  That means:
1.  user has to have enough SP
2.  game must be in correct state (menu vs. battle)
3.  targeted skills must have a target in range (direct, homing, etc.)
4.  shooting skill must also have a target in range.

Obviously, condition 4 was a bug.

How it will work in the next version:  when you force an action, less conditions for the action to be used normally must be met.  That means:
1.  user has to have enough SP
2.  targeted skills must have a target in range (direct, homing, etc.)

These will be the only conditions.  This means you have to be careful to not use force_actions at a time that it will mess with your game (for example, using skills that target enemies in menus, or using any targeted skill on the first frame a map loads).  

I'm pretty sure everyone will welcome the change, I just wanted to be clear on exactly what is happening.

EDIT: so 2.81 is out, here is what I'm thinking of for 2.82:

fix sprite change event command.
manual creation of events on the map (with event names)
add actor battlers (non-party members)
diagonal passability option

If there's anything else that someone really needs, just say so.

EDIT: So I just finished manual event creation, but it's a pretty long script call.  I'll make sure to document it well in the manual for this version, but you are going to have to use the RMXP help file and look through the script editor if you want to do anything fancy.  I'll probably end up making an external event editor sometime in the future.  Or maybe the RMXP CP or RMXP Py people will first, I don't know.  But eventually, the plan is to have the same interface where you can just create events outside of RMXP, and it will produce the script call needed.

EDIT: On further inspection, due to the douchebaggery of RMXP not letting actors exist outside of a party, the third feature has been cancelled.  Now the list for 2.82 is
fix sprite change event command.
manual creation of events on the map (with event names)
diagonal passability option
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on January 06, 2011, 02:17:32 pm
Quote from: winkio on January 05, 2011, 06:19:49 pm
add actor battlers (non-party members)


Duuuuude...what? Is that like, you make an enemy using the actors tab? What's the point in that? :???:
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: WhiteRose on January 06, 2011, 02:21:33 pm
Quote from: The Niche on January 06, 2011, 02:17:32 pm
Quote from: winkio on January 05, 2011, 06:19:49 pm
add actor battlers (non-party members)


Duuuuude...what? Is that like, you make an enemy using the actors tab? What's the point in that? :???:


In case you want enemies with variable levels, or if you have to fight someone who at one point was/will be in your party.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: [Luke] on January 06, 2011, 05:07:49 pm
Okay, an interesting thing coming up.

Charging. Right now it works like that: press a button - release it and wait - see the results or press the buttons again if "Trigger after charge".

How should it work?
Press a button and HOLD IT. The action executes in one of those options:


What would it enable people to do:



And another enhancment for the config: Animations played when charging (looping) and when charging is complete (single informing animation, for the skills that execute after you release the button), with an option of global charging animation (for people who just want a single blink when all actions complete). It would be really great.

So, in the config menu, it would be like this:

In "Weapons", "Skills", "Items" and "Enemies" tab:

I can give fine examples of every configuration. Notice: for weapons that would have an option of charging the attack, you set the Activation type to "Immediate", Execute when ready to "yes" (you don't hold the sword charged, you prepare the big swing and peform it), Overcharge Type to Freeze (you have to stand still to make a big swing, for some weapons, like bow, it can be "Sneak"), Overcharge Time to 80 (2 seconds) and Overcharge Bonus to 60 (+60% damage). And the charge animations to "Sword_Charging"/"Default", "No" (no 'charged' animation is needed since the attack will perform just when it's overcharged and we don't need to inform the player that the weapon is ready. For bow it could be a "Blink", cause you can hold the bow when it's overcharged).


This shouldn't be that hard to do and it would improve the system A LOT. If you're planning to give it up, let me know and maybe I'll manage to do it by myself. I just want neither  to make it as a plug-in (lots of work and lots of config) nor to modify Blizz-ABS itself (easier, but what about updates?).
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 06, 2011, 05:41:31 pm
If we start complicating the charge system, where will it end?  Are we going to end up with 8 different charge stages that have different charge conditions, different animations, different damage curves, all for just one weapon or skill?

I may do it, but it won't be for a while.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: [Luke] on January 07, 2011, 09:57:40 am
Well, the first feature I thought of was the use of Input.press? instead of Input.trigger?, which I could make by myself with no problem. But then I realised that if that might be a part of the update, why don't we take the opportunity and include all those features? Key holding is just how it works in World of Warcraft, an advanced version (the wepon, bow and fireball ideas) I took from the Gothic 3 video game (charging sword hit, sneaking when charging bow/some spells) - I just mean that if the Blizz ABS focuses on action and keyboard, such a feature would improve the system a lot.

If you don't like the idea, I'm gonna make the plugin anyway... would you make that an official part of Blizz-ABS if I made it?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 07, 2011, 10:35:38 am
I'll probably add another option for Input.press, but that's it, I probably won't build the charge system up.  The main reason is that you can just do it with combos.

EDIT: priorities shifted, because the RMX-OS people have been needing something, so this is the features list for 2.82:
Fixed bug with Sprite Change commands.
Added the ability to manually create events on the map in-game via script call.
Fixed attack Forced Actions.
Added pathfinding ability for player.
Made combo Skill and Item commands work as force actions.

Probably release it today.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on January 07, 2011, 11:07:58 am
Sexy.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 07, 2011, 12:03:16 pm
alright, 2.82 is up.  And I fixed the bug with the Input command in the config app that someone mentioned a while ago.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 07, 2011, 12:29:13 pm
I just realized, now that the combo system and event creation are both in place, XAS officially has nothing on Blizz-ABS.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: WhiteRose on January 07, 2011, 02:44:10 pm
Quote from: winkio on January 07, 2011, 12:29:13 pm
I just realized, now that the combo system and event creation are both in place, XAS officially has nothing on Blizz-ABS.


Then this is indeed a momentous occasion. I say we throw a party.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: ForeverZer0 on January 07, 2011, 04:31:08 pm
Quote from: WhiteRose on January 07, 2011, 02:44:10 pm
Quote from: winkio on January 07, 2011, 12:29:13 pm
I just realized, now that the combo system and event creation are both in place, XAS officially has nothing on Blizz-ABS.


Then this is indeed a momentous occasion. I say we throw a party.


* Suspiciousy takes off pants *
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Starrodkirby86 on January 07, 2011, 07:50:22 pm
Well, there's still that eye candy demo that XAS has. Is Dissipate flashy enough to beat that? (Bets on that it is xD)

If so, then *u*!!! But then again, I haven't heard much on Dissipate. I know it's on hiatus more or less, but what of it? oxo
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on January 07, 2011, 08:14:40 pm
I love you. Want a cookie?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on January 07, 2011, 11:22:20 pm
Blizz ABS Has A Good AI System Unlike XAS(it runs on prescribed paths) But Moghunter Seriously Knows How 2 Make The Game Stylish...Check Out Their CMS:

Spoiler: ShowHide
(http://www.atelier-rgss.com/RGSS/Menu/Script_Menu09_IM01.jpg)

Spoiler: ShowHide
(http://www.atelier-rgss.com/RGSS/Menu/Script_Menu10_IM01.jpg)


this is just 2 examples of his many nice CMS....The Background actually moves...

Shop Menu:
Spoiler: ShowHide
(http://www.atelier-rgss.com/RGSS/Menu/Script_Menu16_IM01.JPG)


i think the background also moves..

so, i think XAS And Blizz ABS Are Equal...they both have their advantages and disadvantages

HUD:
Spoiler: ShowHide
(http://www.atelier-rgss.com/RGSS/Menu/VS_HUD.gif)


Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Starrodkirby86 on January 07, 2011, 11:44:31 pm
Haha, Moghunter's menus. Oh man.

Moghunter's Photoshop use and the fact that his script is based on images makes players simply fall head over heels for it. If Mog made simple template files and didn't go overboard, I'm sure it wouldn't be as popular, overrated, and overused as it is now.

This is the same with XAS. The XAS demo sold most people into using it. But I bet the reason why that was the case was because of all of its pretty effects. The authors of XAS used Photoshop to make their demo more spectacular, further convincing wayward RPG Makers to use it.

Smoke and mirrors, maybe?

Also, if you want to compare Blizz-ABS and XAS even more, then this is a better topic:
http://forum.chaos-project.com/index.php/topic,1922.0.html
But note that I think we kind of beat XAS to the ground. So... ._.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on January 07, 2011, 11:54:14 pm
i still think this 2 r equal....

Pros:
Blizz Abs- A User Friendly Config, Very Advanced AI, Combo System And The Choices And Variety Of Stuffs In The Config..

XAS- Screen Shake Effect That Makes It Look Good, Nice Bosses And Nice Visual on HUD,CMS Blah Blah blah

Cons:
Blizz Abs- The Battle Lack Effects, AI System Sometimes Lag

XAS- No AI system(runs On Prescribed Path), People Who Don't Know Scripting Cant Use It And Not Easy 2 Configure.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: ForeverZer0 on January 07, 2011, 11:59:15 pm
Quote from: megaman30796 on January 07, 2011, 11:54:14 pm
XAS- No AI system(runs On Prescribed Path), People Who Don't Know Scripting Cant Use It And Not Easy 2 Configure.


That should about determine it right there. What's the point if you HAVE to be scripter to use it. The majority of RMXP users do not know how to script, yet they can still use BABS. Your entitled to your opinion, though. To each his own.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Starrodkirby86 on January 08, 2011, 12:07:23 am

All these points were discussed and debated in the topic I linked to you, megaman. Please check it out.

This is getting too irrelevant and ugly. Let's just continue the topic about Blizz-ABS bugs and suggestions! :D

With that being said though, I really think we still need a demo that can beat XAS's demo out. Perhaps Dissipate should be more renown?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 08, 2011, 12:30:28 am
I actually only ever got around to laying the groundwork for Dissipate.  I still had to make a lot of skills and items and maps, then I had to make it flashy.  Although the first version of the HUD wasn't bad...

Anyways, I'm not going to worry about Dissipate.  I'm just going to finish Blizz-ABS and CoSLaL and probably be done with big RMXP-related projects after that.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on January 08, 2011, 03:56:11 am
i checked out the link a loooooong time ago.........i don't need 2 see it......but i think i can make a great game by combining Blizz-ABS and XAS Graphic Features And Stuff(which is what im doing)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on January 08, 2011, 04:49:23 am
Quote from: megaman30796 on January 07, 2011, 11:22:20 pm
Blizz ABS Has A Good AI System Unlike XAS(it runs on prescribed paths) But Moghunter Seriously Knows How 2 Make The Game Stylish...Check Out Their CMS:

Spoiler: ShowHide
(http://www.atelier-rgss.com/RGSS/Menu/Script_Menu09_IM01.jpg)

Spoiler: ShowHide
(http://www.atelier-rgss.com/RGSS/Menu/Script_Menu10_IM01.jpg)


this is just 2 examples of his many nice CMS....The Background actually moves...

Shop Menu:
Spoiler: ShowHide
(http://www.atelier-rgss.com/RGSS/Menu/Script_Menu16_IM01.JPG)



This isn't XAS. You can use all of those menus with Blizz-ABS. As for the shiny/flashy HUD: http://forum.chaos-project.com/index.php?topic=3738.0
Problem solved. XAS has nothing on Blizz-ABS.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on January 09, 2011, 03:03:23 am
those r XAS all right....i visited his official website.....he only didn't use it in the demo..
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: ForeverZer0 on January 09, 2011, 03:14:46 am
Quote from: megaman30796 on January 09, 2011, 03:03:23 am
those r XAS all right....i visited his official website.....he only didn't use it in the demo..


Don't be dense.
Thos are seperate scripts, not XAS. They can be used with XAS, be written by the same author, but not be XAS.
They can also be used with other scripts, like Blizz-ABS, or any other countless CBS's.
Same as every script Blizzard wrote is not BABS.

None of this is very hard to understand, let alone debate about.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on January 09, 2011, 03:36:30 am
i know...........im just pointing out the fact that Moghunter is more artistic...
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Starrodkirby86 on January 09, 2011, 03:40:52 am
Moghunter certainly knows how to deliver a package to attract the masses, I'll give you that. :p

But there are drawbacks to having such graphically enticing things in those demos. For instance, since Moghunter's menus are so popular with everyone, and the fact that they have little to no knowledge of graphic editors themselves, they'll be stuck with the default menus. Believe me, after seeing that menu in countless projects, it starts to get a little old. :xD: At least with a neutral template skin that Blizz-ABS has won't age as much as Moghunter's would.

But anyway, let's stop this discussion. Point stopped.

winkio! You're awesome. <3~
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: fjurio on January 09, 2011, 06:16:36 pm
Quote from: Starrodkirby86 on January 09, 2011, 03:40:52 am
winkio! You're awesome. <3~


I actually doesn´t tested the new version but i checked the list. Great job, winkio! :)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 11, 2011, 12:40:36 am
Just had an idea that I thought I'd throw here for discussion:

Vehicles / Mounts.  They would need at least one "rider" battler, and would preserve some of the attacker's abilities while enhancing others.  Could give them unique movement abilities and skills/attacks only usable on the vehicle.  Just thought it would be something unique that not very many 2D RPGs have.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on January 11, 2011, 03:02:54 am
I think that could be done with plain eventing.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on January 11, 2011, 09:58:41 am
Yeah, it'd be doable with Fjurio's actor fusion. I can make a system for it, should be able to post it later today.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 11, 2011, 05:13:37 pm
Hm, I doubt we are thinking about the same thing, but sure, let's see it :)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: fjurio on January 11, 2011, 08:44:48 pm
Quote from: winkio on April 21, 2010, 03:40:33 am

  • player sprite change doesn't work (on $game_player using Set Move Route command), it gets reset by Blizz-ABS internal actor sprite handler *N*




I´m just notice this still doesn´t work for the players. Now you can change the graphics of events but not the graphics of the player with the "set move route" command.

Quote from: winkio on April 21, 2010, 03:40:33 am
Vehicles / Mounts.  They would need at least one "rider" battler, and would preserve some of the attacker's abilities while enhancing others.  Could give them unique movement abilities and skills/attacks only usable on the vehicle.  Just thought it would be something unique that not very many 2D RPGs have.


That is a great idea.
This is something i have planed for my future game. The Vehicle should have an unique jumprange, movespeed, runspeed and special skills. Just like you said.
Also a special behaviour for carriage should be included.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on January 12, 2011, 05:33:07 am
Hmm...if there was a way to configure vehicles in the database, that'd be awesome. Would you use actors or enemies for the mounts?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 12, 2011, 09:48:25 am
Neither.  It would be a new class of battlers
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: [Luke] on January 12, 2011, 11:26:43 am
That should be an add-on instead of part of the Blizz-ABS. Most games won't use that feature.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 12, 2011, 03:43:40 pm
Quote from: [Luke] on January 12, 2011, 11:26:43 am
Most games won't use that feature.


Says who?  Is there any reasoning behind that, or just pure speculation?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: [Luke] on January 12, 2011, 07:28:45 pm
Of course it's a speculation - I'm not a time traveller :D

I'm just suggesting that making separate "mounted" sprites for actors will cause too much trouble while this option of a fight cannot be used in caves or buildings. Changing the spriteset and few attributes (like movement speed) can be easily done just with eventing/scripting.
More than possible compatibility issues with Visual Equipment, although I don't know that for sure (I'm not that familiar with the script).

If you want it, I'm not stopping you, it would be an awesome feature, perhaps - but I don't think there's any real demand on it.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on January 13, 2011, 03:17:36 am
I agree. I'm also having the impression that most games won't use it.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on January 13, 2011, 04:20:47 pm
Quote from: [Luke] on January 12, 2011, 07:28:45 pm
While this option of a fight cannot be used in caves or buildings.


Says who? Fuck logistics, I'm bringing my horse inside! And my motha-fucking plane!

Seriously, it'd be quite cool if you could specify what vehicles work in what maps. (The default being that all vehicles work in a map if nothing's set up for it)

Quote from: winkio on January 12, 2011, 09:48:25 am
Neither.  It would be a new class of battlers


Hrmm...For my add-on, I'm basically just merging two actors into a third. What's stopping you doing that?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on January 13, 2011, 08:39:23 pm
If you ask me, I think the vehicle idea should be an entire new script on its own, then if people want to use it in Blizz-ABS a plugin be made for it.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Starrodkirby86 on January 13, 2011, 08:45:25 pm
Quote from: game_guy on January 13, 2011, 08:39:23 pm
If you ask me, I think the vehicle idea should be an entire new script on its own, then if people want to use it in Blizz-ABS a plugin be made for it.


I agree with this. Vehicles/mounts/magical-drug-ponies can be an entire add-on on its own. Anyone who wants to use vehicles in their game can harmlessly get the plug-in anyway. There's no arguments against the author making a separate add-on, after all. o:
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 13, 2011, 08:46:17 pm
God, I just realized how much I hate RMXP again.  So the vehicle idea was interesting, but I'm dropping it.  Hopefully, Niche will make something useful ;)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on January 13, 2011, 11:43:16 pm
I might make a vehicle system. Of course later I'd make a plug-in for it work with Blizz-ABS. I would need help with that though. I only know how small bits and parts work in it.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on January 14, 2011, 07:49:19 am
OH yeah, I'm supposed to be doing work...Anyway, Rose solved all mah current problems so I should be done soon.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on January 15, 2011, 07:05:14 am
I Have A Suggestion 4 Blizz-ABS.

Could U Make A Beam/Shot Radius.

eg:

I Use A Shooting Power But It Only Hits The Person In Front...Is There Something That Can Make The Shot Radius Bigger.

Something Like This(Sorry 4 the lame pic. i used paint):
Spoiler: ShowHide
(http://sphotos.ak.fbcdn.net/hphotos-ak-snc6/hs005.snc6/165570_186453541383313_100000560062783_591071_913860_n.jpg)


the config can let us choose the radius of the shot.

thats my suggestion
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Holyrapid on January 15, 2011, 08:15:44 am
Is that not already in the config utility? Because that sounds pretty much like a regular spear attack to me, except that instead of spear you're using a kamehameha...
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on January 16, 2011, 01:57:12 am
no!!! You Don't Get It!!!!! It's Very Hard To Tell You Verbally But I'll Try 2 Find 4 A Pic 2 Effectively Describe It!

ALL RIGHT! The Hit Is Something Like This
Spoiler: ShowHide
(http://sphotos.ak.fbcdn.net/hphotos-ak-snc6/hs244.snc6/179222_186679141360753_100000560062783_593072_979045_n.jpg)


The First One Is A Normal Thrusting Power.
The Second One Is My Suggested Shot!
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: LiTTleDRAgo on January 16, 2011, 07:57:34 am
Quote from: megaman30796 on January 16, 2011, 01:57:12 am
no!!! You Don't Get It!!!!! It's Very Hard To Tell You Verbally But I'll Try 2 Find 4 A Pic 2 Effectively Describe It!

ALL RIGHT! The Hit Is Something Like This
Spoiler: ShowHide
(http://sphotos.ak.fbcdn.net/hphotos-ak-snc6/hs244.snc6/179222_186679141360753_100000560062783_593072_979045_n.jpg)


The First One Is A Normal Thrusting Power.
The Second One Is My Suggested Shot!


for me it just look like flail type weapon with exploding effect  :???:
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 16, 2011, 01:25:36 pm
I get it, but it won't happen until after I make multi-body enemies
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on January 17, 2011, 07:24:40 am
what do u mean by multi body enemies?

BTW: @winkio Thanks B'coz U Understood it and no thanks 2 the others B'coz they make me have a hard time trying 2 explain
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on January 17, 2011, 07:10:13 pm
Multi body enemies as in say you have a boss. It is a giant scorpion with 4 legs. Now it has a main body and 4 seperate legs. Each limb is something you can attack and destroy.

@winkio: I can't wait for the create enemy events and the event editor itself. Nice job!
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on January 17, 2011, 07:39:06 pm
Couldn't you just make five enemies? Or is it like attacking one enemy hurts the whole thing?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on January 18, 2011, 03:09:29 am
cool! reminds me of MH

when will multi body be released?(just make a prediction)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on January 18, 2011, 03:52:08 am
Quote from: The Niche on January 17, 2011, 07:39:06 pm
Or is it like attacking one enemy hurts the whole thing?


This.

I actually made an unofficial plugin in Star G., but I never integrated it into Blizz-ABS. So it's not much work IMO.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 18, 2011, 09:33:49 am
Quote from: megaman30796 on January 18, 2011, 03:09:29 am
when will multi body be released?(just make a prediction)


Idk, I never know when I have time during the semester.  It could be tomorrow, or it could be in May.

EDIT: event tags are now recognized through manual event creation (you can create enemies and whatnot)
EDIT2: and custom sized enemies.  For example, one event can be 3 squares by 3 squares.  Now for multi-body.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on January 18, 2011, 02:24:26 pm
Quote from: winkio on January 18, 2011, 09:33:49 am
and custom sized enemies.  For example, one event can be 3 squares by 3 squares.


<3 <3 <3
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 18, 2011, 03:32:19 pm
Blizz, I have a question.  $BlizzABS.pixel is defined by the following method:

def pixel
 return ($game_system == nil ? 1 : 2 ** $game_system.pixel_rate)
end


or basically 2^rate.  shouldn't it instead be 2^(6 - rate), in order to represent the smallest number of pixels the character can move in one step?  Or am I just confused about what this value is supposed to be.

EDIT: Ah, now I get it, it's how many movement tiles fit into a 32x32 tile.  nevermind, I'm dumb  :^_^': I swear i hit modify
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on January 18, 2011, 04:06:17 pm
Yeah, I went with that logic because most of the passability calculation becomes more intuitive that way. Same goes for movement. I know that I have to move a character $BlizzABS.pixel times to move it across a 32x32 tile. :)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 18, 2011, 04:44:14 pm
Alright, took a little detour, but the extra feature is worth it: centered event sprites.  By putting '\cspr' in the event name, it completely centers the sprite, allowing the graphic to match any enlarged hit areas.  It also may just look better for some enemies, so you aren't always attacking their feet.

EDIT: had to do a bit more fiddling, but now you are allowed to make any event any size, and be able to interact with it.  Say you want to make a player touch event that spans a 7 tile wide by 3 tiles tall bridge, but don't want to have to make 21 different events?  You can do it with just one.  NOW I'll move on to multi-body.

EDIT: and multi-body is done too.  Gotta fix up a few things and update the manual before I release.

EDIT: decided to throw in last_hit_by, last_action, and experience modes just because I could.  And because I had already but experience modes in the config app earlier without fully implementing it >_>

EDIT: 2.83 features list:
Fixed bug with Manual Event Creation where event name tags would not process.
Added last_hit_by and last_action accessors
Added Multi-Body Enemies.
Added Custom Event Size using pixel movement
Added \cspr tag to center the sprite and hitbox of events.
Completed Combat Memory system, which keeps track of last attackers and targets.
Added experience modes to give exp only to the actor that made the kill, or the entire party, or both.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on January 19, 2011, 02:39:24 am
You sexy beast, you. <3

Now XAS is significantly inferior to Blizz-ABS. <3
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on January 19, 2011, 03:59:54 am
there's a custom event size! Cool!

so, multi body is done. can the body parts be destroyed after taking certain amount of damage? if not, think of this as another suggestion.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on January 19, 2011, 04:03:42 am
You might want to use custom eventing for that or simply not use Multi-Body events but normal enemies.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on January 19, 2011, 05:06:29 am
hmmm......the bodies go separate ways and not follow the main.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 19, 2011, 09:06:54 am
the concept of multi-body is that multiple enemies are using the same battler.  You have do do all the event programming to make them how you want them.  For example: you could make a head event the main body, which is stationary, and then two fist events which chase after the player and attack it.  Attacking the fists would only deal damage to the head.

EDIT: so pick up / throw objects are next.  Let's go over the details to make sure I'm not missing anything:
1.  objects can be picked up from the map.
2.  picked up objects can be set down.  Some can be thrown, and turned into projectiles.
3.  some objects return to map when thrown.  Others break and disappear.
4.  Some objects can be caught in the air, others cannot.
5.  Objects will have different throw speeds, and cause the character to move at different speeds when carrying them.
6.  There will be an option in the configuration whether carrying an object completely disables ABS controls, of if using an ABS control (for example, attacking) makes you drop or throw the object.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on January 20, 2011, 01:33:20 am
if u attack 2 parts at once, u deal twice the damage, right?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 20, 2011, 01:36:32 am
yup.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: The Niche on January 20, 2011, 05:31:50 am
Will throwable objects have their own editor tab or will it just use the items tab?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on January 20, 2011, 08:41:40 am
any ways 2 make the multi bodies 2 follow the main?

the bodies just move around randomly!
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on January 20, 2011, 09:50:26 am
Quote from: The Niche on January 20, 2011, 05:31:50 am
Will throwable objects have their own editor tab or will it just use the items tab?


events and tags in the name.

Quote from: megaman30796 on January 20, 2011, 08:41:40 am
any ways 2 make the multi bodies 2 follow the main?

the bodies just move around randomly!


eventing.  duh.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on January 21, 2011, 10:38:40 pm
can u be more specific?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: fjurio on January 31, 2011, 08:54:22 am
I have suggestion:

It would be great if you could set the ally AI like you can do with the AI Triggers but not ingame.
The idea is to have partymember that have a fixed order of skills and behavior. The espers in FF XII are an example of what i mean. They have fixed gambits that you can´t change (AI Behavior and AI Triggers had to be disable and preset).

EDIT:

I just wonder if i can´t find it or there isn´t a skill type "normal attack". I would like to have a skill that is a normal attack with a greater hitrate/strengh...
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on January 31, 2011, 09:05:51 am
I think winkio already planned to make an editor where you can preset the AI Triggers for each actor if you want.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: fjurio on January 31, 2011, 09:37:04 am
Cool. I just read it.

Is the combat system allready finished? It dosn´t work right. For example it ignores move, jump and speedchange commands.
Here is an example:
http://www.mediafire.com/?rw98rdyddu9zv2e
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Taiine on February 07, 2011, 09:29:00 pm
Suggestion: An added \ tag for events that will cause enemies to repel away from that event.

For example:
I have an event that acts as a respawn point for enemies that is made to look like a cave opening. However when they spawn, they may linger in that area for a bit, if not walk back into it.

With a \ to make them repel away from the spawn point will help keep them from walking back into it.

And one I made before but think got over looked:
Option to have enemy HP bars hidden (not show) until that enemy is attacked, then show the HP bar.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on February 19, 2011, 04:29:42 am
wink, I messed up: http://forum.chaos-project.com/index.php/topic,8560.0
BTW, shouldn't this topic be unsticked?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on February 19, 2011, 10:30:58 am
I want to has sexy orgasms with you. I almost want CW7 to see the inferiorness of XAS now.

EDIT: Is there anyway you can include a dieing animation for enemies? Like an actual animation from the database. I have some really cool ideas if this could happen.

EDIT: Found it nevermind >.<
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on February 19, 2011, 02:58:06 pm
Quote from: Blizzard on February 19, 2011, 04:29:42 am
wink, I messed up: http://forum.chaos-project.com/index.php/topic,8560.0


You wish you could take credit for that.  It was all me :P

Quote from: Blizzard on February 19, 2011, 04:29:42 am
BTW, shouldn't this topic be unsticked?


Why?  I don't really care if it does get unstickied, I just think that the amount of activity in it is large enough for it to stay stickied.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on February 19, 2011, 03:31:22 pm
Quote from: winkio on February 19, 2011, 02:58:06 pm
Quote from: Blizzard on February 19, 2011, 04:29:42 am
wink, I messed up: http://forum.chaos-project.com/index.php/topic,8560.0


You wish you could take credit for that.  It was all me :P


>8U

Quote from: winkio on February 19, 2011, 02:58:06 pm
Quote from: Blizzard on February 19, 2011, 04:29:42 am
BTW, shouldn't this topic be unsticked?


Why?  I don't really care if it does get unstickied, I just think that the amount of activity in it is large enough for it to stay stickied.


I guess you're right. Let's leave it here then.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Subsonic_Noise on February 19, 2011, 06:06:25 pm
I thibk there should be a function for many enemy body parts sharing one AI / using that of another event. Things would get complicated as fuck if you want to use many multi-part enemies.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Zexion on February 21, 2011, 02:58:00 am
I just want to point out something.
The 'set move route' 'change player graphic' on players still doesn't work. I don't know if you mean it's fixed in the next release, but currently mine doesn't work. It works perfectly on events, but not players.
I can wait till it's fixed, it's just really annoying lol, it kinda messes up my cutscenes  :(
If you have a fix for it can you pm or tell me. I tend to slack off when there is a bug in my game lol.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on February 21, 2011, 03:22:27 am
Why don't you simply hide the player and use an event? :/
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Zexion on February 21, 2011, 04:12:11 am
Hmm... while i was responding to your post, I thought of a way to do it lol. I could just duplicate the map, hide the char on that map, teleport to it, play the scene, and teleport back.... lol brainstorming :)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: ForeverZer0 on February 21, 2011, 12:23:21 pm
Not a good idea.
There is no point in creating a whole new map, which will only result in large filesize, when there are other, simpler ways to do it.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on February 21, 2011, 12:27:43 pm
You could achieve the same effect with an event instead of the player.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Mixxth on February 21, 2011, 01:43:05 pm
Not sure if this helps, but yes move route does not work to *hide* your player in a cut-scene atm, which sucks but its so minor that the very fact that it came up in a topic baffles me. :P see... an easy way to *hide* your character is; before the transfer to the cut-scene map simply change your actors graphic to nothing via event command "Page 3, first column, choice 15" set it to "actor, none, none" it will look similar
to: "Change Actor Graphic: Mixxth,,0,,0" hope this helps :P
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on February 21, 2011, 01:47:35 pm
I thought that was obvious.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Mixxth on February 21, 2011, 01:52:32 pm
Quote from: Blizzard on February 21, 2011, 01:47:35 pm
I thought that was obvious.


Me to, but the specification on "set move route" made me think otherwise, tbh I wan't even sure if I was actually answering his question or not heh, either way hope it helps.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Shalaren on February 22, 2011, 11:21:45 pm
wierd bug! S:
(http://img833.imageshack.us/img833/4893/weaponsfxcopycopy.png)
the first one on the left is an event using the sprite
the second one is a shooting skill, not only that it makes it lag, it also ruins the graphic,

what is happening is the sprite is multiple, its sprites on top of more sprites all of the same sprite.
for proof go on photoshop with anything like that and copy and paste like 30 times and youll see that it ends up
just like that, o: wtf lol.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: legacyblade on February 22, 2011, 11:24:42 pm
Try playing with your delay time and all of that. See if it changes anything.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Shalaren on February 22, 2011, 11:40:31 pm
have been for the whole day,
here, try it yourself
Spoiler: ShowHide
(http://img208.imageshack.us/img208/8804/projectileskill1.png)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Zexion on February 26, 2011, 11:22:19 pm
What happens if you just delete the other 3 frames? and make it only a 1 frame animation? anyways its already moving
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on February 27, 2011, 04:25:32 am
You have to make sure in the config that the game knows that there is only one frame. I'm not sure winkio implemented this feature overall or if that still only refers to action sprites.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on March 02, 2011, 07:20:51 pm
first off, the sprite bug is real, and I'm working on it.

Second, how is it possible that in all this time, nobody has reported the bug that the game crashes when enemies try to jump (using the move route command)?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Mixxth on March 02, 2011, 08:35:24 pm
Quote from: winkio on March 02, 2011, 07:20:51 pm
Second, how is it possible that in all this time, nobody has reported the bug that the game crashes when enemies try to jump (using the move route command)?


Never tried to make an enemy jump tbh; I don't even know when that would be called for, heh
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: AliveDrive on March 02, 2011, 11:38:08 pm
Make it so when you sneak up behind them and attack, they jump in place and play the exclamation anim. :P
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Subsonic_Noise on March 03, 2011, 05:53:56 am
Quote from: Subsonic_Noise on February 19, 2011, 06:06:25 pm
I thibk there should be a function for many enemy body parts sharing one AI / using that of another event. Things would get complicated as fuck if you want to use many multi-part enemies.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Shalaren on March 03, 2011, 08:41:22 am
Quote from: megaman30796 on January 20, 2011, 08:41:40 am
any ways 2 make the multi bodies 2 follow the main?

the bodies just move around randomly!

by bodies you mean you party characters? xD
They move around to fight enemies, if there is no enemies they follow you.
you need to set them as more offensive then rather aggresive.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: ShadowIce on March 04, 2011, 12:17:34 pm
I'm using ABS Controller 1.32 and am STILL having problems with the ABS automatically activating when my users are trying to register :)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on March 04, 2011, 04:37:12 pm
There you go: http://forum.chaos-project.com/index.php/topic,5409.msg135369.html#msg135369
Thanks for bringing that bug to my attention. I didn't notice until I read in the shoutbox that the H key was causing you trouble, not the directional keys.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: megaman30796 on March 06, 2011, 07:38:05 am
bug: i put an event with a custom move route, event touch,deal damage and player step backwards 1 step and script crashes unless i tick through.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Kagutsuchi on March 06, 2011, 07:48:10 am
Winkio gief non lagging version plox q.q

Also, enemy events that are moved by event movement can move onto areas that are marked with "No enemy terrain tag" (Dunno if this is really a bug, but it is annoying because I end up pushing some blocks in front of a door and then I cant get out)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on March 06, 2011, 11:08:33 am
It seems to only be lagging for you yes? Why not anyone else. I think its your computer or there are too many events on one map.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Kagutsuchi on March 06, 2011, 11:14:14 am
My computer runs Crysis with 60 fps
Also there was 0 lag in version 2.79
It happens in maps with just a few events, 7+
And any map larger than 40x40
But with version 2.79 I had 0 lag in maps with upto 40 events that was 80x80
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: ShadowIce on March 06, 2011, 11:38:32 am
@Blizzard, I replaced it with the new script, and it's still activating with the H key and other keys....
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on March 06, 2011, 03:00:45 pm
I fixed it. I didn't test it the last time and there was something else messing with it.

In future please post bugs about the Blizz-ABS Controller in the proper thread. You were lucky that I actually read this topic this time. Sometimes I just mark it as read without even reading.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on April 02, 2011, 10:04:23 pm
So I figured out how I'm going to rewrite this script.  I'm not starting yet, but I will be soon.  Over the course of the rewrite, all the current features will be preserved, and all the current bugs will be fixed.  The main purpose of the rewrite is to reorganize the code, extract unnecessary features and turn them into plugins, and allow the system to easily be expanded and modified.  This will pave the way for the last few pieces of functionality, and then the final version, after which the core system will no longer be updated (although plugins will still be made).
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Spaceman McConaughey on April 02, 2011, 10:49:20 pm
Quote from: winkio on April 02, 2011, 10:04:23 pm
So I figured out how I'm going to rewrite this script.  I'm not starting yet, but I will be soon.  Over the course of the rewrite, all the current features will be preserved, and all the current bugs will be fixed.  The main purpose of the rewrite is to reorganize the code, extract unnecessary features and turn them into plugins, and allow the system to easily be expanded and modified.  This will pave the way for the last few pieces of functionality, and then the final version, after which the core system will no longer be updated (although plugins will still be made).


Damn. I just realized there was a bug I had a long while ago I have never reported, and I think it's never been fixed, but I forgot what it is. D:

It might have been, I think. It had something to do with pixel movement and moving one direction constantly whilst clipping through everything against the player's control.
Maybe you've fixed it, or Blizz before he handed this over?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on April 02, 2011, 10:54:00 pm
Hm, never heard of it.  Regardless, the rewrite will fix all the bugs, even the ones that haven't yet been reported.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Neo90 on April 03, 2011, 05:00:11 am
Is there any way to save current enemy sp into variable on map?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on April 03, 2011, 05:40:43 am
Quote from: winkio on April 02, 2011, 10:54:00 pm
Hm, never heard of it.  Regardless, the rewrite will fix all the bugs, even the ones that haven't yet been reported.


This isn't a bug in Blizz-ABS. Some PCs sometimes act weird when it comes to custom controls. All you have to do is press the button into the direction the player is going and he should stop. This happens because for some reason RMXP didn't register from the OS that the button was released.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: BarbeQed on April 03, 2011, 01:41:52 pm
I've read through the Manual and looked through the Sir-Lag-Alot game to try to understand how it is that weapon sprites work but I am still confused. In Sir Lag Alot the attack sprite sheet for both the weapon and character are much larger than the standard walking sprite of Sir Lag Alot but when his attack animation is used he doesn't move from where ever he is on the screen . When I tried to replicate this my character teleported up a couple of squares, went through the attack animation and then teleported back to his previous spot. His weapon appeared below him and swung in midair. I was curious how it is that you make the attack sprite sheets so that they don't do that.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on April 03, 2011, 02:47:37 pm
The sprite frame positions have been changed in a version of Blizz-ABS (as the manual also mentions in the version history).
While CoSLAL has not been updated yet, there are updated versions of the spritesets which you can download from here: http://downloads.chaos-project.com/BlizzABSCharacters.zip
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: BarbeQed on April 03, 2011, 03:15:08 pm
Thanx very much. Works great now
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: OracleGames on April 05, 2011, 07:29:38 pm
What about animated _idl sprites?? 4 frames are enough to make stuff fly or look menacing ;)
If the answer is a NO at least tell me so i dont waste my time doing _idl sprites =P.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on April 05, 2011, 07:30:38 pm
... Idle sprites already work...
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: OracleGames on April 05, 2011, 09:08:12 pm
mmm that is weird, i already tested them, and the _ild sprites of an actor or monster only shows the first frame, so they are not animated or change at all O.o but maybe there is something i am missing, like an extra option? I already have "Actor sprites" and "Actor idle sprites" activated.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on April 05, 2011, 09:10:11 pm
for monsters, check Stop Animation for the event.  For actors, add their IDs to Animated Actor IDs in the config app.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: OracleGames on April 07, 2011, 03:15:06 pm
Thanks as always winkio =) you should include the "for monsters, check Stop Animation" part in the guide because i would have never figured it out by myself xD.

I also have a little suggestion about sneaking*, i noticed that when you get close to an enemy from behind by walking normally it does not notice you. What about making this possible only when sneaking? it would make this  feature a little more functional and make games that require stealth more reliable, it would be even sweeter to add it to the enemy's "Observer" AI or a new option.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 04, 2011, 10:35:25 pm
The rewrite has officially begun!  I'm going to keep a running list of rewrite stuff on the first post.

EDIT: So first up are the AI triggers.  The main changes will be rewriting the classes so that they can be extended and modified very simply.  This involves removing a lot of the default options from the cache and programming them into the trigger data.  Once this is finished, coders will be able to create new types of triggers by simply changing a few methods and implementing their trigger logic.  Hopefully this will open up the way for future programmers to release trigger add-on packs, etc.

EDIT2: Triggers are almost done.  The menu part is completely finished and replicates old functionality.  I just have to test triggers in game to make sure they all work, then I'll move on to the next thing.

EDIT3: Triggers done :D  Now on to the pathfinder.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: JellalFerd on May 12, 2011, 02:13:42 am
Could we have individual database animations for charges as a suggestion?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: nathmatt on May 12, 2011, 02:39:03 pm
there should be a way to turn off the AI for your party members to allow full manual control through script calls
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: JellalFerd on May 13, 2011, 04:26:56 pm
Oh, and another thing. How about State charset animations?
That way when the character has the sleep state inflicted, his eyes won't be wide open.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on May 13, 2011, 06:40:36 pm
Hm, interesting.  That might make a good add-on.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Magus on June 13, 2011, 03:33:15 pm
Okay, I know this sounds retarded, but I tried to even this over and over. It's impossible.
Blizz-abs should have kamikaze enemies. (Suicide bombers) or something like that. You know, enemies that run after you and after they touch they, they explode. 
Like under the "enemy-type" options, you can check kamikaze. That would not only be awesome and hilarious, but interesting to see. T_T Like I said, I though I could even this at first, but I didn't succeed. 
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on June 13, 2011, 03:39:56 pm
o.o; *points to some of the skills in Tons of Add-ons*
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Boba Fett Link on June 24, 2011, 10:59:39 am
How soon will picking up and throwing items be added? I'm working on a Zelda game and would like to know.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Zexion on June 24, 2011, 11:14:46 am
why dont you use a project zelda starter kit?
Spoiler: ShowHide
http://www.rmxpunlimited.net/forums/topic/7044-the-project-zelda-engine-aka-zelda-starter-kit-with-download-links-pictures/


it's a big size but it has EVERY zelda system in it.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on June 24, 2011, 12:33:50 pm
I can't really give you an accurate timeline.  It could be as soon as this weekend, or as late as the end of the year.  It is first on the list of features to add after the rewrite is complete.

EDIT: New feature, use your own images for beams, bars, HUD elements, and even the minimap!  Supports any size graphics.

Spoiler: ShowHide
(http://winkio.heliohost.org/images/babsminimap1.png)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: JellalFerd on June 28, 2011, 01:22:24 am
So Z-Hud is practically worthless now?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on June 28, 2011, 02:21:02 am
Nope. Z-HUD still has some features that the normal HUD doesn't.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: JellalFerd on June 28, 2011, 04:06:22 am
Oh well.
Looking forward to the new Blizz-ABS.
Oh yeah, for that "pick up and throw stuff" feature, will it include party members?
Because, that'd be cool. And also take away another feature XAS has that Blizz-ABS doesn't.

And hopefully a feature for move routes of the other actors in the party...if that's not asking for too much
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on June 28, 2011, 09:56:58 am
That's not going to be in this version, that will be in the next one.  Also, throwing party members is a simple gimmick that you could easily event it into your game, because I doubt anyone would use it more than a few places.  And you have to manage separating the party into two groups if they get separated.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: JellalFerd on June 28, 2011, 04:28:31 pm
Next version?
Oh well, still looking forward to this one.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on June 28, 2011, 04:46:53 pm
yeah, the new features in this version are simply a product of bugfixes and refined code.  Basically, this version is going to improve what Blizz-ABS already has, and then the ones after will add in completely new features.  The rewrite had to be done at some point because there were simply too many conflicts and barriers to efficiently add new features.  Once it's done, the next versions should be released fairly quickly, assuming I have the time.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on June 28, 2011, 04:53:37 pm
Yeah, the architecture I used may have been a bit better performance-wise in some cases, but it had a limit to how many features it could take before things started falling apart. I wanted to redo a lot of it myself, but I never had the time and eventually I retired. winkio's doing a great job with that now. :)

I can't wait to see what you did with the AI. The last time I saw it, it was one big monolithic chunk of code that could not really be separated. But at least it was quite fast compared to other AIs in complexity.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on June 28, 2011, 05:11:44 pm
I'm dividing it into 'Routines'.  Each routine runs entirely on its own with its own update frequency, so heavier routines won't update as often as lighter ones.  You can choose which routines get run and which don't, kind of like how attributes were before.  Also, it makes it easy for other scripters to make add-ons to the AI.

I also separated pathfinding out so that it can be used by any character in the game, which also cuts down on lag, because instead of each character running the pathfinding routine 4 times every frame, I can just let it run the routine something like 15 times a frame maximum for the entire map, so the game won't lag if you have 10 enemies chasing you.

EDIT:  :facepalm: just realized that the pathfinder already did that.  I put it in it's own class anyways.

Also, I'm on IRC a lot, so if you want to discuss Blizz-ABS, talk about bugs, features, how progress is going on the next version, or just hear me complain about code not working, just hop on.

EDIT2:  Sprite naming conventions are now a thing of the past!  Just choose the sprites you want to use for attacking, defending, skills, items, running, jumping, etc., or just use none at all!  Hopefully that should help keep your graphics folders a little more manageable.  With this feature completed, the script rewrite is halfway complete!  Of course, expect the config app and manual to take a good deal of time at the end, as a lot of changes are being made to the script.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on July 01, 2011, 05:10:45 am
<3
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 02, 2011, 05:24:40 pm
Actually, not halfway done.  This is the only time I'm going to rewrite the script, so when I see certain opportunities, I have to take them.  One of those opportunities requires pretty much redoing battlers from the ground up.

EDIT: An interesting thing has come up with pixel movement.  In default RMXP, the game runs on a grid where one object occupies one grid square, no exceptions.  Once you add in pixel movement, it becomes rectangles intersecting with rectangles.  The pixel movement from the old Blizz-ABS approximated the rectangles using a grid, but that created a few problems.  This time around, I'm looking to make a pixel movement system designed for rectangles.  Because there is no grid, you won't need a pixel rate setting any more - it will always be precise to a quarter of a screen pixel (RMXP's default precision).  It will also be fast, so no need to worry about lag or anything.  It also opens much better opportunities for custom geometry, gravity, etc. as plugins down the road.

EDIT2:  Pixel movement system complete!  No lag, smooth movements, and no compatibility losses.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on July 05, 2011, 02:15:32 am
Quote from: Blizzard on July 01, 2011, 05:10:45 am
<3
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: JellalFerd on July 06, 2011, 01:23:07 am
Does custom number of walk frames only retain to walking?
I thought it'd be pretty awesome if there could be no limits with animation frames for whatever sprite animation it's needed for.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 06, 2011, 01:27:22 am
yeah, the custom frames will be for any character sprite for any action, from walking to jumping to attacking, etc.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: JellalFerd on July 06, 2011, 02:27:31 am
Quote from: Blizzard on July 05, 2011, 02:15:32 am
Quote from: Blizzard on July 01, 2011, 05:10:45 am
<3

Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Boba Fett Link on July 06, 2011, 05:47:52 pm
Quote from: JellalFerd on July 06, 2011, 02:27:31 am
Quote from: Blizzard on July 05, 2011, 02:15:32 am
Quote from: Blizzard on July 01, 2011, 05:10:45 am
<3


Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: G_G on July 06, 2011, 07:03:49 pm
C-C-C-Combo Breaker!

<3
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: dnasman on July 11, 2011, 10:06:08 pm
is this a bug or something, but if you set the different sprite in each Action Combo, the actor sprite in the will show the double sprite. like the one in screenshot below

(http://i55.tinypic.com/9amfyu.png)

i dunno is this a bug, but how can i get rid of the second sprite? it really annoys me lol

thnx
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 12, 2011, 12:59:11 am
i dont remember if its a bug or if I did it intentionally, but regardless it will be fixed in the next version.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: JellalFerd on July 13, 2011, 12:46:44 am
I feel like this might be a stupid suggestion, but how about projectiles you can jump over?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 13, 2011, 12:56:52 am
Yeah, I could make a jumping option for attacks, skills, etc. with a choice between hitting only on the ground, only jumping, or either.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: JellalFerd on July 13, 2011, 01:01:02 am
Quote from: winkio on July 13, 2011, 12:56:52 am
attacks, skills, etc. with a choice between hitting only on the ground, only jumping, or either.

Aren't we an overachiever? :V:
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 13, 2011, 01:03:21 am
it's about 5 minutes of extra work, on top of the hours and hours I have to do to finish the rewrite.  It's comparable to how high the waters of a lake rise when you spit into it.

EDIT: I had to rework the collisions system ever so slightly to account for yet another set of special cases in multibody collisions.  Anyways, I have other player characters appearing on the map, but they just get dragged around behind the player, they don't actually interact with the map yet.  I have running and sneaking implemented, and am working on the framework for all the attacking defending etc. actions.

Oh, and the big news is that you can have enemies in the player's party, and actors fighting against you (or npc actors fighting with you) on the battlefield.  These actors have the option to drop the equipment and items they are carrying upon death, which allows for a nicer way to multidrop.  Enemies are also able to use items and multidrop in a similar manner to the actors.  Right now though, it takes a lot of work to set up, so I'm looking to streamline that part and make it simple and easy to do.

So the next step is to get party members working, and then setting up all the battle related systems.  I'm looking at implementing a dynamic pathfinder so that the whole route doesn't have to be calculated beforehand (which causes lag on long routes), modular AI so that you can easily mix and match AI routines or add your own, improved combo system (I know people have been having trouble with it, I recognize that it is a bit unintuitive), and a faster paced battle system with no pauses (move while attacking, dynamic targeting, new hotkey setup).

Final point I want to address: you may be thinking that with all these changes you are going to have to remake a large portion of your game if you want to use the new Blizz-ABS.
1)  I'm preserving as much compatibility as possible between versions.  You can keep things mostly the same and just use the new script for bugfixes, etc. if you desire.
2)  With many new features, it is a great time to remake parts of your game such as your enemies, or skills, etc.  This is not a bad thing; it allows you more freedom and creativity, and will produce a better final product.
3)  I've put many hours into the remake of this script.  It is a lot of work, yes, but a remake is always worth it at the end.  You uncover hidden bugs, improve existing designs, and refine your product into something much more sophisticated than it was before.  The same things that make the remake of this script worthwhile also make the remake of your game worthwhile.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on July 15, 2011, 03:05:44 am
These changes sound very promising. I can't wait to play CoSLAL E.X.A. Edition once you have finished Blizz-ABS and updated CoSLAL.

BTW, I am not sure how good of an idea it is to have some sort of dynamic path finder. The problem is that if you don't calculate the whole route beforehand, it's likely that you will find a path that's not the shortest and the character can get stuck if he continuously moves between two tiles that calculate a different partial path each time.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 15, 2011, 10:58:41 am
The way I'm thinking about it right now, paths would still be calculated start to finish, just over a longer period of time.  The character would always be routed towards the closest open node until the path is found.  Another thing is that I want pathfinding to work better for moving targets.  And for events with different hitboxes.  It's gonna be complicated.

EDIT: so I was stuck thinking about how to make a good action system for running, jumping, attacking, etc. with sprite changes and everything that was extendable that also worked with combos.  Then I realized that instead of starting from scratch, I can use the combos from the last version as the base action, and just clean it up and add on a bit more functionality.  Makes my job easier, gives more consistent performance, and it also makes it that any add-ons that define new actions such as flying, cloaking, dodging, etc. will automatically be able to be used in combos.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on July 25, 2011, 12:59:05 am
So the new action format is starting to come together and it has an interesting consequence in the config.  All the active features of BlizzABS such as running, jumping, attacking, etc., are now defined as BlizzABS actions, which are similar to events but are self contained aren't locked to a map or battle, they can be run in any scene at any time.  Anyways, these definitions are in the config section.  What that means is that people can use the config app's new action editor (which looks very similar to the old combo editor, but it has also undergone some improvements) to define exactly what happens for each action, including sprite changes, animations, knockback, movement, etc.  These can be defined both in general (ex. for all weapons, for all items, etc.) and individually. 

The user is allowed to add unique features to their ABS game only by editing these actions in the config, which is the equivalent of eventing.

The ABS still retains its ease of use because the default actions will still exist and apply to everything not individually configured.  Changing an individual setting will be as easy as editing an event command.  I also thought of a way to build in support for custom scripted action commands without going through a plugin manager to allow the config app to be more versatile and less time consuming.  Scripters won't need to do anything extra, and it will take users all of 10 seconds to set up a custom action command for a new script.

Just to clarify, actions are not events.  They don't run through an RMXP interpreter, they don't pause the game, and most importantly they don't lag.  They give you access to a character and its corresponding battler, and have some RMXP functions as well as Blizz-ABS functions.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Boba Fett Link on August 16, 2011, 05:49:19 pm
Hey I have two suggestions for the next version that I need for my Zelda game, I have attempted altering the formulas for attacking, but I can't get rid of the variance. I was wondering if you could please make all of the weapon choices (i.e. boomerang, sword, bow, etc.) available for skills, so it would not have variance, because in Zelda games, a weapon's attack is always the same.   Also, I would like for the option of having a shield that blocks only the direction you are facing.  I still would like it to be used with a button.

Hey Blizz, can you give me a link?

Also, is the shield ? related to ABS
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on August 17, 2011, 12:54:10 am
That's not Blizz-ABS related. In fact, I have seen scripts that take away the variance factor in the attack algorithm.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Magus on August 30, 2011, 04:56:15 pm
Blizz abseal doesn't really work right for 2.8 O_O. I have to manually use script calls to disable and enable blizzabs ._. For maps and what not.  Abseal within blizz-abs that is. 

Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on August 30, 2011, 05:02:39 pm
Not that it will be fixed until next version anyways, but why do you need to enable and disable it within a map?  I'm just curious, it seems somewhat inefficient.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Magus on August 30, 2011, 06:43:50 pm
Quote from: winkio on August 30, 2011, 05:02:39 pm
Not that it will be fixed until next version anyways, but why do you need to enable and disable it within a map?  I'm just curious, it seems somewhat inefficient.

If I don't, imagine the main character swinging his sword in a town or a map without enemies. No matter what option I select, Abseal doesn't work ._.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Boba Fett Link on August 30, 2011, 06:50:47 pm
For some reason, when I have default controls disabled you cannot access the menu.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on August 31, 2011, 02:36:12 am
Keep in mind that the controls in Blizz-ABS are different. F is the "cancel" key and is used to call the menu.

@Magus: That feature is already supported. The setting "Disable ABS Control" should be set to "in maps without enemies".
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Jakal on August 31, 2011, 04:40:12 pm
Quote from: Boba Fett Link on August 30, 2011, 06:50:47 pm
For some reason, when I have default controls disabled you cannot access the menu.


Press F if its standard blizz-abs controls. cancel accesses menus.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Boba Fett Link on September 01, 2011, 03:23:22 pm
Okay. I forgot that the cancel button also accesses the menu  :facepalm:. I looked at the controls for BABS and didn't see one that specifically said menu.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Jakal on September 02, 2011, 03:23:36 am
Quote from: Boba Fett Link on September 01, 2011, 03:23:22 pm
Okay. I forgot that the cancel button also accesses the menu  :facepalm:. I looked at the controls for BABS and didn't see one that specifically said menu.


Happened to me too. If the controls panel actually said "cancel/menu" it would help. lol
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: JellalFerd on September 08, 2011, 07:54:27 pm
Quote from: winkio on April 21, 2010, 03:40:33 am

Rewrite Progress
Spoiler: ShowHide

Currently Rewriting

  • Character Graphics

  • Caterpillar


Finished Rewriting

  • AI Triggers

  • Controls

  • Event Tags

  • Sprite Frame Data

  • Pathfinder

  • Minimap and Passability

  • Cached Graphics



Graphics and Caterpillar must be a huge part to be worked on for 3 months.
:V:?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on September 08, 2011, 08:01:06 pm
It's been two months since that edit, and nothing has changed.  The only explanation is that I have an advanced form of skin cancer developing on my fingers rendering me unable to spend every waking second on RMXP scripting (this post alone took me 30 minutes to type with my toes).

:V:?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on September 09, 2011, 02:35:54 am
Use your nose. :V:
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Boba Fett Link on January 28, 2012, 06:30:18 pm
How about a name command that disables knockback for that enemy. For example, a giant monster doesn't get knocked back from an attack.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Jonnyfreedom on February 25, 2012, 06:18:40 pm
I REALLY like this abs. I just hope the item/moneybag drops are fix'd soon :(.

Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on March 28, 2012, 06:52:00 pm
Defending against projectiles fix? (copypasta from other thread)
Spoiler: ShowHide
module BlizzABS
 class Processor
   #--------------------------------------------------------------------------
   # update
   #  Updates Blizz-ABS processes.
   #--------------------------------------------------------------------------
   def update
     # update player battle input
     @controls.update
     # update each projectile and trap
     $BlizzABS.cache.remotes.each {|remote| remote.update}
     # update summons
     update_summons
     # stop if scene is not Scene_Map
     return if !$scene.is_a?(Scene_Map)
     # update killed events
     update_killed
     # remove expired events from the map
     event_removal
     # remove expired summons from the map
     summon_removal
     # check special status effects
     check_special_states
   end
 end
end

Also, while messing around with combos, I found that when I made a simple combo that just moved me forward, it wouldn't process it. I think it was a matter of moving 'update_command' higher like such:
Spoiler: ShowHide
module BlizzABS
 class Combo
   #--------------------------------------------------------------------------
   # update
   #  Updates the combo while it is active
   #--------------------------------------------------------------------------
   def update
     # increase frame counter
     @time += 1
     # update commands
     update_command
     # update movement
     update_move
     # update input
     update_input
     # update character
     update_character
     # end combo if reached end of commands
     @ended = true if @commands.size == 0
   end
 end
end
Forgot about something I found like last year. Traps LAGGED my game. I don't know how I fixed this, but the lag has been significantly reduced with this:
Spoiler: ShowHide
class Map_Remote < Map_Battler
  alias call_orig_init_method initialize
  def initialize(character_name, creator, id, type, target_group, dead_type,
                 explode)
    call_orig_init_method(character_name, creator, id, type, target_group, dead_type, explode)
    #-----------------------------------------------------------
    # KK20 says "I need this here to prevent lag :|
    #-----------------------------------------------------------
    @created = false
  end
 
  def create
    if (!@created)
      # create own sprite
      sprite = Sprite_Character.new($scene.spriteset.viewport1, self)
      # update sprite once
      sprite.update
      # add to spriteset
      $scene.spriteset.character_sprites.push(sprite)
      @created = true
    end
  end
end
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on March 28, 2012, 08:47:26 pm
Thanks, I'll include these in the bugfix update coming soon.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on April 25, 2012, 12:58:35 am
Two things:

1)  The bugfix is planned coming soon (perhaps as soon as this weekend).  Just going to fix a few of the simple errors giving people trouble in 2.84.

2)  Version 3.0 will happen by the end of the summer.  I have completed a 4-player networked game in C# using my new concept for the foundation of Blizz-ABS, and it handles pixel based collisions quickly without any lag, as well as all the things that are essential to Blizz-ABS (multiplayer, AI, attacks, etc.).  What this means is that I know that all my ideas for the new version will work, all I have to do is rewrite them in RMXP and get everything tested.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Grogy on June 26, 2012, 12:40:03 pm
Desummon won't work properly for me...
These are the settings
Spoiler: ShowHide
(http://i49.tinypic.com/azjscw.png)

The summon will blink like hell and wont move and I can't summon another summon
this only occurs when Actor skill sprites are on...
on an unrelated note... is there a way to fix this? for example turning off the sprites for summons or something... :3
Thanks
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on August 12, 2012, 06:22:31 pm
Gonna post this here since I think it's a bug. Skills used in a combo are supposed to be 'forced', but they aren't.

Blizz-ABS Part 2, line 1176, change to this
@ch.use_skill($data_skills[command[1]], true)


I know I've posted this a lot, but I wasn't sure if you seen them.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Boba Fett Link on August 20, 2012, 01:01:07 pm
Quote from: KK20 on March 28, 2012, 06:52:00 pm
Forgot about something I found like last year. Traps LAGGED my game. I don't know how I fixed this, but the lag has been significantly reduced with this:
Spoiler: ShowHide
class Map_Remote < Map_Battler
  alias call_orig_init_method initialize
  def initialize(character_name, creator, id, type, target_group, dead_type,
                 explode)
    call_orig_init_method(character_name, creator, id, type, target_group, dead_type, explode)
    #-----------------------------------------------------------
    # KK20 says "I need this here to prevent lag :|
    #-----------------------------------------------------------
    @created = false
  end
 
  def create
    if (!@created)
      # create own sprite
      sprite = Sprite_Character.new($scene.spriteset.viewport1, self)
      # update sprite once
      sprite.update
      # add to spriteset
      $scene.spriteset.character_sprites.push(sprite)
      @created = true
    end
  end
end



Could something like that fix homing projectiles? They lag really bad too.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on August 20, 2012, 05:58:05 pm
Have you tried it out? That edit applies to Map_Remote which is the parent class of Map_Projectile.

Maybe it's the homing projectile's update method to find the quickest path to the target that causes the lag. My edit only ensures that the sprite isn't constantly created.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Boba Fett Link on August 20, 2012, 08:01:28 pm
Nope, didn't work...
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on August 20, 2012, 11:58:26 pm
Really? I went ahead and checked it out. Without the edit, it took only 6-8 homing projectiles out at once to lag me pretty bad. With the edit, I had 30+ out and the lag wasn't anywhere near bad to that without the edit.

This was tested on 20 x 15 map with 15 events on the map and no animated graphics (besides the events walking). Can't really say what the problem is other than the necessary frame updates. Do traps lag your game as much as homing projectiles do, with and without the edit?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Boba Fett Link on August 21, 2012, 11:51:19 am
Huh...it took only three homing projectiles to lag my game really bad. And it was a 20 x 15 map with 2 events (This was on my new computer, which, up to this point, I thought ran RPG Maker really well, at least compared to my last computer).

I'm not sure if I got it in the right place, though. I just kept playing around with it until it stopped giving me errors. What line(s) do it replace?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on August 22, 2012, 05:26:58 pm
It adds a boolean/flag/switch (whatever it's called) to Map_Remote that turns on when the sprite is created. That way, the method create isn't being called constantly. (Upon further investigation, I think I could have just editted requesting?...)

Anyways, the edit is to be placed below the BABS scripts.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Boba Fett Link on August 22, 2012, 07:56:33 pm
Yeah, that's the problem. Now its fine!
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Stray on September 17, 2012, 12:36:39 pm
How about "running" with twice pressing an arrow-key instead of holding one?
I would need this right now. I think it's less annoying than holding both hands on the keyboard.

EDIT:
And also, the down-looking part of my hero running looks like this:
(http://i45.tinypic.com/f4i4he_th.png)
I think, as creator of the blizz ABS, or someone who knows it very well, you'll understand my problem really fast.
When the hero run's against a wall or another object, which is blocking him, the first sprite of the running-character is shown.
So it looks like he is standing on his one foot and that looks... weird.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on September 17, 2012, 01:55:26 pm
For the sprite, locate this line in Part 3.
elsif running_sprites? && (self.moving? || Input.dir8 != 0) &&

And make it look like
elsif running_sprites? && self.moving? &&
Didn't test this myself, but I think it should work.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Stray on September 19, 2012, 08:56:14 am
Works great. Thanks. <:
I'm also still very interested in the first thing.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on September 19, 2012, 02:09:52 pm
But that is more of a script request than a suggestion. I mean, if running is handled with double tapping the direction keys, how do you make sneaking possible? It would still have to be processed with holding another key down. Plus, it's not a feature that everyone can universally agree with.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Stray on September 19, 2012, 05:22:25 pm
Okay, I didn't really know if I had to post it here, or in the script requests, because I thought it belongs to the BABS and isn't really a script, but rather an extension. Sorry about that. ^^'
I think it would be very useful in battles. It's easier to break away from an enemy (if he's not as fast as you or even faster). In a situation like this, it's harder to tap the right key for running, while tapping other keys for fighting.
(Shall I open a new thread in the "Script Requests"?)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on September 19, 2012, 09:57:34 pm
Yeah, that probably would be best.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Zexion on October 15, 2012, 03:26:01 am
My suggestion would be something like this.
Spoiler: ShowHide
http://save-point.org/thread-2578.html

It is used in mr.mo's abs, and it handles all the graphics basically.. instead of using "_atk01" "_jmp01" etc it uses 1 charset "_custom" and includes all features (atk, jmp, run, magic, etc.) in one file, and includes an optional standing frame and even the ability to chose more frames for animations.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on October 15, 2012, 03:31:39 am
putting everything in one file is a bad idea because of the spacing of character sets (for example, jumping character sets might be taller than walking ones), but the different/more frames is planned for v3.0.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on October 19, 2012, 03:14:40 am
Probably a pointless question since you mentioned multiplayer, but are you allowing the hotkeys to be mapped to other keys, such as using YUIOP instead of 12345 to call upon skills and items? Or allow full keyboard mapping (we aren't restricted to just 10 hotkeys)?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on October 19, 2012, 03:37:16 am
Yep, it will be an array, so you choose how many hotkeys, what they are, and in what order they are.  Everything is going to be mapped as part of a control scheme, and there will be ways to allow the user to modify control schemes.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on October 26, 2012, 07:05:57 pm
Awesome <3

By the way, was curious about this while I was fixing up on that Enemy Trigger Condition Checking script I made, located in Map_Enemy:
  #----------------------------------------------------------------------------
  # start
  #  Setups the starting event code.
  #----------------------------------------------------------------------------
  def start
    # if event code exists
    return if @list.size <= 1
    # set starting and execution flag
    @starting = @execute = true
    # trigger override
    @trigger = 1
  end
What was the true purpose for the @trigger = 1? But if I left @trigger = 1 there and if you gave an enemy event an "EventTouch" trigger, it only triggers once.

I noticed that when I removed that line, the game froze up once I killed the enemy. That led me to the Interpreter class in method setup_starting_event, specifically the line
if event.trigger < 3

Thus my need to change that to a != 3 (Parallel Process map events never have @starting = true, from what I was seeing, so I don't get why it was never like that to begin with).

Also, not sure if you want to apply Event Lock to enemy events with these custom triggers of player touch and event touch.

So this might be something to look at.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on October 26, 2012, 10:21:04 pm
In Blizz-ABS under Game_Event, it aliases the start function:

  #----------------------------------------------------------------------------
  # override start
  #  Has been enhanced to support the event lock feature.
  #----------------------------------------------------------------------------
  alias start_blizzabs_later start
  def start
    # stop if event lock not expired yet
    return if @event_lock != nil && @event_lock > 0
    # call original method
    start_blizzabs_later
    # set event lock if activated by touch
    @event_lock = @lock_time if @trigger == 1 || @trigger == 2
  end


The @trigger = 1 in Map_Enemy is used so that the event lock is set at the end of the event's start function.

I don't understand the < 3 vs != 3 point you made, I don't see how it would make a difference?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on October 26, 2012, 11:03:18 pm
1.) Create an enemy that doesn't attack and make a map event for it. Trigger is Action Button (but we all know that this doesn't really matter)
2.) In its list, add a Comment line
Trigger:Weapon
and make it say something with a message.
3.) Test play and attack the enemy. Now press the Action Button or run into it. The message prints again.

This was why I was questioning the @trigger = 1 (which is "Player Touch" and thus makes sense to the problem). Whenever that enemy's event is started, its trigger has been permanently changed to Player Touch.

Now remove @trigger = 1 and kill the enemy. Game freezes.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on October 26, 2012, 11:28:46 pm
I think I already encountered and fixed this bug, because I have a modified version of 2.84 with @trigger = 1 removed and everything works correctly.  Let me figure out what I did.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on October 26, 2012, 11:52:49 pm
Oh good. Glad to know it's already been addressed.

At this point, I feel like finding bugs is not really worth it since I don't even know what has been fixed in 2.85.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on October 27, 2012, 12:09:13 am
Quote from: KK20 on October 26, 2012, 11:52:49 pmI don't even know what has been fixed in 2.85.


Yeah, this is a problem.  Once I get the time, I am going to make a list of everything, and scan the last 1.5 years of threads to make sure I didn't miss anything.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on October 28, 2012, 11:19:37 pm
I just worked out another bug that was brought to my attention again by RoseSkye.  The bug was that Wait for Move Completion would sometimes cause the game to crash.  Related bugs were that you could not use move routes on events with empty spritesets or conditions that had not been met.  The fix is as follows:

In part 2, change line 9166 from

@tile_id < 384 && !@teleport


to

@tile_id < 384 && !@teleport && !@move_route_forcing


This is planned to go into v2.85, but if you want it sooner, you can apply it yourself.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: candi.horror on November 15, 2012, 08:57:17 pm
Quote from: legacyblade on April 22, 2010, 03:24:26 am
A gravity system would be nice. Blizz had originally planned to make it. In the current top down perspective, it could be make to allow jumping down a ledge but not up it (if said ledge were high enough anyways). But this could also be used to make a side scrolling RPG, which would be a really cool feature. Hope that's not too tough of a feature to add x.x

Quote from: Blizzard on April 22, 2010, 06:10:09 am
I still say that should be a plugin and in no way part of the native system.


Is this plug-in still being devolved? I have a couple of Platformer scripts for RMXP (found here (http://gameface101.playogame.com/t1079-rmxp-pixel-platformer-gplat-1-of-2) and here (http://gameface101.playogame.com/t1071-rmxp-event-gravity-gplat-2-of-2#15143)) that seem to be compatible with XAS (as seen here (http://gameface101.playogame.com/t671p80-rmxp-xplat-xas-platformer)), but from what i read online BABS is a much better system than XAS ~_^
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Kiwa on January 07, 2013, 10:37:42 am
Hey guys.
I've been using all my free time on my game again recently so i am preping everything before i drop more info on CP-Forums. (dont want any empty promises...ya know!?)
while preping for an Online style game i decided to make some changes... twiddeling with BABS today i turned off "Auto Game Over" in "Basic Configuration"

I set up some mobs of different sort ..including a massive scary max level boss who of cores 1shot me.
YES! COOL! just want i wanted! now im a ghost that runs around looking for a rez cuz i noobed it.
only to decide "im gonna pwn this dragon!! lolololol...wait WTF?!? i can hit him!?"

(bug detail)
it seems i can only Melee the monsters... i can hit them and kill them and collect the drops.
but i cant use items or spells.
i did run a test with a common event restoring HP slowly.. if i died and the event tried to restore my HP i got a "Game Over" screen.
also if it helps debug this.....i can spam my attack button 'K' with no penalty..it seems to have defaulted to 0 and the knockback didn't work.

============TLDR=============

When "Auto Game Over" = false   i can attack/melee as a ghost. (see 'bug detail' above)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Shadow Eye31 on January 28, 2013, 01:08:24 am
Quote from: Kiwa on January 07, 2013, 10:37:42 am
Hey guys.
I've been using all my free time on my game again recently so i am preping everything before i drop more info on CP-Forums. (dont want any empty promises...ya know!?)
while preping for an Online style game i decided to make some changes... twiddeling with BABS today i turned off "Auto Game Over" in "Basic Configuration"

I set up some mobs of different sort ..including a massive scary max level boss who of cores 1shot me.
YES! COOL! just want i wanted! now im a ghost that runs around looking for a rez cuz i noobed it.
only to decide "im gonna pwn this dragon!! lolololol...wait WTF?!? i can hit him!?"

(bug detail)
it seems i can only Melee the monsters... i can hit them and kill them and collect the drops.
but i cant use items or spells.
i did run a test with a common event restoring HP slowly.. if i died and the event tried to restore my HP i got a "Game Over" screen.
also if it helps debug this.....i can spam my attack button 'K' with no penalty..it seems to have defaulted to 0 and the knockback didn't work.

============TLDR=============

When "Auto Game Over" = false   i can attack/melee as a ghost. (see 'bug detail' above)


Because the game does not issue the game over command at Hp 0. The command, to my knowledge, is meant to be used as a custom game over, through Common Events or such. Without calling a common event at Hp 0 with game over set to off, the game will continue regularly. Either set a common event or turn it back on. Not really a bug, rather than a side effect of that option.


And a suggestion for BABS. Wall-like effects. An example would be a fire wall spell that makes 3 tile in a line in front of the caster deal damage to all who enter it. Possibly push enemies back as well. It can be done through some clever eventing/scripting, but would be nice for people who can't/don't want to go that far into their game.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on January 28, 2013, 02:30:24 am
The wall effect should be doable as extension of the trap system.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Kiwa on March 17, 2013, 06:55:37 am
Sorry for the late reply.
and thanks for that info. i can maybe make a common even to shut off BABS during those unfortunate moments.

maybe this is also something i can work around and simply don't know it.
I noticed that you can shoot thru walls with arrows,magic, ect... it would be interesting to create a toggle or tile option to allow the projectile events to hit clipping and stop (destroy themselves).

or maybe its there and I'm blind.. (blizz has a tenancy to have everything thought out before i have my "revelation".)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on March 17, 2013, 07:19:14 am
Actually they should already do that if you use the wall terrain tag.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Kiwa on March 17, 2013, 08:41:45 am
so i just made a terrain tag <3
only thing i see may be a problem is the homing skills will still travel thru the wall terrain. but maybe thats in animation only? because it uses a follow mechanic?

P.S
one day...ill contribute something...  ):

Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on March 17, 2013, 09:08:17 am
No, homing skills do ignore walls. This is because otherwise they would have to use path finding that doesn't use passability but terrain tags and that's kinda annoying to implement. Though, I believe that this is an acceptable compromise. It was modeled after Secret of Mana where you could do the same thing.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Kiwa on March 18, 2013, 10:11:30 am
Either way im still more than grateful. i can work around it if i so desire.

what about target in sight kind of toggle option in the future?

or another option from observation (which may have a resolve i overlooked)
I noticed that you can only have like 3 or 4 status modifiers (such as HP, MP, Poisons, ect...) at one time.

Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: 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

(http://imageshack.us/a/img13/7203/u0ww.png)
(http://img818.imageshack.us/img818/9948/5j22.png)

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
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: 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

(http://imageshack.us/a/img13/7203/u0ww.png)
(http://img818.imageshack.us/img818/9948/5j22.png)

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.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: 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

(http://imageshack.us/a/img13/7203/u0ww.png)
(http://img818.imageshack.us/img818/9948/5j22.png)

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
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: WhiteRose on August 30, 2013, 06:23:22 pm
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

(http://imageshack.us/a/img13/7203/u0ww.png)
(http://img818.imageshack.us/img818/9948/5j22.png)

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!
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on August 30, 2013, 06:24:54 pm
It's probably the RESPAWN_TIME. Can you confirm that?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Soulshaker3 on August 30, 2013, 06:29:06 pm
Yup respawn time it was if i disable it i get the bug ty for the help
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on August 30, 2013, 06:52:58 pm
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.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Soulshaker3 on August 30, 2013, 09:14:19 pm
I'll send you a PM with the demo
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on August 30, 2013, 11:22:38 pm
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.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Soulshaker3 on August 31, 2013, 07:02:19 am
Well i'm just a begginer programmer i would help you figure this out but at this point I can't.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on August 31, 2013, 04:52:28 pm
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.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on September 02, 2013, 02:59:49 am
Good work figuring this out, I'll add it to the next update.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on October 13, 2013, 06:45:33 am
Just had to post this video (http://www.youtube.com/watch?v=_LW9b4uqv0o) 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.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on October 13, 2013, 03:51:13 pm
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
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on October 13, 2013, 04:37:16 pm
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.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on November 22, 2013, 12:53:21 am
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
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Blizzard on November 22, 2013, 01:30:47 am
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.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Shining Riku on April 06, 2014, 04:12:11 pm
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
(http://i302.photobucket.com/albums/nn118/ShiningRiku/Commoneventscrashskills.png) (http://s302.photobucket.com/user/ShiningRiku/media/Commoneventscrashskills.png.html)
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: winkio on April 10, 2014, 12:03:46 pm
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

Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Shining Riku on April 10, 2014, 06:56:35 pm
Ah, the fix worked, thanks muchly! Really needed the common events in skills for things I've set up.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Killerclaws on May 30, 2014, 06:01:51 pm
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.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: oOEvilmanaOo on May 30, 2014, 06:55:49 pm
One feature that would be really neat is some way to control your summoned monsters/pets. I'm trying to make a FFXI inspired summoner class, but i have no way to control the summons using BABS.
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: whitespirits on June 05, 2014, 08:06:25 pm
Aoe attack would be good idea, basically attack every enemy in a certain radius
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: Zexion on June 05, 2014, 08:53:03 pm
can't you already do AoE skills?
Just set an explode type/range to a shooting skill and bam!
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: whitespirits on August 02, 2014, 08:10:29 am
Hi i just wana ask if its possible to make a small plugin that allows u to define certain sprites that use attack sprites so not every single 1 has to be changed when u activate multi sprite. I mainly want this for bosses
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: whitespirits on October 08, 2014, 06:19:46 am
Hi guys, so being a RMX-OS user, im really wanting a Taunt system in abs, im sure this could be done just making a spell that pulls all monsters to a certain character? just as a basic start off system?
Title: Re: Blizz-ABS Bug and Suggestion Compilation
Post by: KK20 on January 31, 2016, 12:55:30 am
So I promised to fix the AI Triggers scene up since there were some bugs with it that (surprisingly) no one reported.
Spoiler: ShowHide

#==============================================================================
# Scene_AI_Triggers
#------------------------------------------------------------------------------
#  This class processes handling of the scene where ally action triggers can be
#  set up which is used by the Ally Trigger AI.
#==============================================================================

class Scene_AI_Triggers
 
  #----------------------------------------------------------------------------
  # Initialization
  #  tone  - screen background tone
  #  index - actor party index
  #----------------------------------------------------------------------------
  def initialize(tone = Tone.new(0, 0, 0, 0), index = 0, command_index = 0)
    # data
    @tone, @index, @actor = tone, index, $BlizzABS.battlers[index].battler
    # command window index
    @command_index = command_index
    # status effect names
    @states = [BlizzABS::Cache::WORDNormalState]
    (1...$data_states.size).each {|id| @states.push($data_states[id].name)}
    # get all items possible IDs #kk20
    @items = (1...$data_items.size).find_all {|id|
        $game_party.item_number(id) > 0 && $data_items[id].occasion < 2}
    # get all skill possible IDs #kk20
    @skills = $BlizzABS.util.get_actor_skills(@actor)
  end
  #----------------------------------------------------------------------------
  # main
  #  The main processing method.
  #----------------------------------------------------------------------------
  def main
    # create spriteset
    @spriteset = Spriteset_Map.new
    # create viewport
    @view = Viewport.new(0, 0, 640, 480)
    # set screen tint
    @view.tone = @tone
    # create command window
    @command_window = Window_Command.new(160, BlizzABS::Cache::CommandsAITrigger)
    # command window coordinates
    @command_window.x = 480
    # command window initial index
    @command_window.index = @command_index
    # create trigger command window
    @tcommand_window = Window_Command.new(160, BlizzABS::Cache::CommandsTrigger)
    # trigger command window coordinates
    @tcommand_window.x = 480
    @tcommand_window.y = @command_window.height
    # trigger command window no cursor
    @tcommand_window.index = -1
    # trigger command window not active
    @tcommand_window.active = false
    # create name window
    @name_window = Window_Base.new(480, 416, 160, 64)
    # create bitmap
    @name_window.contents = Bitmap.new(@name_window.width - 32,
        @name_window.height - 32)
    # if using Dyna Edition scripts
    if $fontface != nil
      # set font name and size
      @name_window.contents.font.name = $fontface
      @name_window.contents.font.size = $fontsize
    # if using PK Edition 2
    elsif $defaultfonttype != nil
      # set font name and size
      @name_window.contents.font.name = $defaultfonttype
      @name_window.contents.font.size = $defaultfontsize
    end
    # draw actor name
    @name_window.draw_actor_name(@actor, 4, 0)
    # update trigger command display
    check_triggers
    # creat triggers window
    @triggers_window = Window_Triggers.new(@actor)
    # transition
    Graphics.transition
    # loop
    loop do
      # update game screen
      Graphics.update
      # update input
      Input.update
      # update the scene
      update
      # stop if frame update
      break if $scene != self
    end
    # freeze screen
    Graphics.freeze
    # delete command window
    @command_window.dispose
    # delete trigger command window
    @tcommand_window.dispose
    # delete triggers window
    @triggers_window.dispose
    # delete name window
    @name_window.dispose
    # delete spriteset
    @spriteset.dispose
    # delete viewport
    @view.dispose
  end
  #----------------------------------------------------------------------------
  # check_triggers
  #  Checks unusable commands in the trigger command window.
  #----------------------------------------------------------------------------
  def check_triggers
    # refresh commands
    @tcommand_window.refresh
    # if ordering cannot be done
    if @actor.triggers.size < 2
      # disable ordering commands
      @tcommand_window.disable_item(4) #Move UP
      @tcommand_window.disable_item(5) #Move Down
      # if no triggers
      if @actor.triggers.size == 0
        # disable edit and delete
        @tcommand_window.disable_item(0) #Edit
        @tcommand_window.disable_item(2) #Delete
        @tcommand_window.disable_item(3) #Copy
      end
    end
  end
  #----------------------------------------------------------------------------
  # check_edits
  #  Checks unusable commands in the edit trigger command window.
  #----------------------------------------------------------------------------
  def check_edits
    # refresh commands
    @ecommand_window.refresh
    # if ordering cannot be done
    if @edit_window.trigger.action_type != BlizzABS::TRGSkill &&
        @edit_window.trigger.action_type != BlizzABS::TRGItem
      # disable skill/item selection command
      @ecommand_window.disable_item(5) #Action
    else #kk20
      if @edit_window.trigger.action_type == BlizzABS::TRGSkill
        if @skills.size == 0
          @ecommand_window.disable_item(5)
          @edit_window.trigger.action_type = 0
        end
      else
        if @items.size == 0
          @ecommand_window.disable_item(5)
          @edit_window.trigger.action_type = 0
        end
      end
    end
    # if probability activator
    if @edit_window.trigger.activator == BlizzABS::TRGProbability
      # disable condition selection command
      @ecommand_window.disable_item(1) #Condition
      # disable comparison operator selection command
      @ecommand_window.disable_item(2) #Comparison
      # disable target selection command
      @ecommand_window.disable_item(6) #target type
    end
    # if state condition or location condition
    if @edit_window.trigger.condition == BlizzABS::TRGState ||
        @edit_window.trigger.condition == BlizzABS::TRGLocation
      # disable comparison operator selection command
      @ecommand_window.disable_item(2) #Comparison
    end
  end
  #----------------------------------------------------------------------------
  # update
  #  The update processing method.
  #----------------------------------------------------------------------------
  def update
    # updates path finder
    $BlizzABS.AI.update
    # if command window is active
    if @command_window.active
      # update command
      update_command
    # if trigger command window is active
    elsif @tcommand_window.active
      # update trigger command
      update_trigger_command
    # if triggers window is active
    elsif @triggers_window.active
      # update triggers
      update_triggers
    # if edit command window exists
    elsif @edit_trigger_window != nil
      # update edit trigger
      update_edit_trigger
    # if edit command window exists
    elsif @ecommand_window != nil
      # update edit command
      update_edit_command
    end
  end
  #----------------------------------------------------------------------------
  # update_command
  #  The command window update processing method.
  #----------------------------------------------------------------------------
  def update_command
    # update command window
    @command_window.update
    # if B is pressed
    if Input.trigger?(Input::B)
      # play cancel sound
      $game_system.se_play($data_system.cancel_se)
      # create map scene
      $scene = Scene_Map.new
    # if C is pressed
    elsif Input.trigger?(Input::C)
      # which option
      case @command_window.index
      when 0 # Triggers
        # play sound
        $game_system.se_play($data_system.decision_se)
        # deactivate command window
        @command_window.active = false
        # activate trigger command window
        @tcommand_window.active = true
        # set cursor
        @tcommand_window.index = 0
      when 1 # Next
        # play sound
        $game_system.se_play($data_system.decision_se)
        # get all AI actors
        battlers = $BlizzABS.battlers
        # set next index
        @index = (@index + 1) % battlers.size
        # if battler not valid
        while battlers[@index].battler == nil
          # try to find one that is
          @index = (@index + 1) % battlers.size
        end
        # create hotkey assignment scene with the current screen tint
        $scene = Scene_AI_Triggers.new(@view.tone, @index, @command_window.index)
      when 2 # Previous
        # play sound
        $game_system.se_play($data_system.decision_se)
        # get all AI actors
        battlers = $BlizzABS.battlers
        # set next index
        @index = (@index + battlers.size - 1) % battlers.size
        # if battler not valid
        while battlers[@index].battler == nil
          # try to find one that is
          @index = (@index + battlers.size - 1) % battlers.size
        end
        # create hotkey assignment scene with the current screen tint
        $scene = Scene_AI_Triggers.new(@view.tone, @index, @command_window.index)
      when 3 # Exit
        # play sound
        $game_system.se_play($data_system.decision_se)
        # create map scene
        $scene = Scene_Map.new
      end
    # if R is pressed
    elsif Input.trigger?(Input::R)
      # play sound
      $game_system.se_play($data_system.decision_se)
      # get all AI actors
      battlers = $BlizzABS.battlers
      # set next index
      @index = (@index + 1) % battlers.size
      # if battler not valid
      while battlers[@index].battler == nil
        # try to find one that is
        @index = (@index + 1) % battlers.size
      end
      # create hotkey assignment scene with the current screen tint
      $scene = Scene_AI_Triggers.new(@view.tone, @index, @command_window.index)
    # if L is pressed
    elsif Input.trigger?(Input::L)
      # play sound
      $game_system.se_play($data_system.decision_se)
      # get all AI actors
      battlers = $BlizzABS.battlers
      # set next index
      @index = (@index + battlers.size - 1) % battlers.size
      # if battler not valid
      while battlers[@index].battler == nil
        # try to find one that is
        @index = (@index + battlers.size - 1) % battlers.size
      end
      # create hotkey assignment scene with the current screen tint
      $scene = Scene_AI_Triggers.new(@view.tone, @index, @command_window.index)
    end
  end
  #----------------------------------------------------------------------------
  # update_trigger_command
  #  The trigger command window update processing method.
  #----------------------------------------------------------------------------
  def update_trigger_command
    # update command window
    @tcommand_window.update
    # if B is pressed
    if Input.trigger?(Input::B)
      # play cancel sound
      $game_system.se_play($data_system.cancel_se)
      # deactivate command window
      @command_window.active = true
      # activate behavior window
      @tcommand_window.active = false
      # set triggers index
      @tcommand_window.index = -1
    # if C is pressed
    elsif Input.trigger?(Input::C)
      # which option
      case @tcommand_window.index
      when 0, 2, 3 #Edit, delete, copy
        # if no triggers
        if @actor.triggers.size == 0
          # play buzzer sound
          $game_system.se_play($data_system.buzzer_se)
          # exit method
          return
        end
        # play sound
        $game_system.se_play($data_system.decision_se)
        # deactivate trigger command window
        @tcommand_window.active = false
        # activate triggers window
        @triggers_window.active = true
        # set cursor
        @triggers_window.index = 0
      when 1 #Add
        # play sound
        $game_system.se_play($data_system.decision_se)
        # deactivate trigger command window
        @tcommand_window.active = false
        # create edit command window
        @ecommand_window = Window_Command.new(160, BlizzABS::Cache::CommandsEdit)
        # set coordinates
        @ecommand_window.x = @tcommand_window.x
        @ecommand_window.y = @tcommand_window.y
        @ecommand_window.z += 100
        # set cursor
        @ecommand_window.index = 0
        # set active
        @ecommand_window.active = true
        # create editing window
        @edit_window = Window_EditTrigger.new
        # check edit window display
        check_edits
      when 4, 5 #Move up/Down
        # if not enough triggers for ordering
        if @actor.triggers.size < 2
          # play buzzer sound
          $game_system.se_play($data_system.buzzer_se)
          # exit method
          return
        end
        # play sound
        $game_system.se_play($data_system.decision_se)
        # deactivate trigger command window
        @tcommand_window.active = false
        # activate triggers window
        @triggers_window.active = true
        # set cursor
        @triggers_window.index = 0
      when 6 #Exit
        # play sound
        $game_system.se_play($data_system.decision_se)
        # deactivate trigger command window
        @tcommand_window.active = false
        # activate command window
        @command_window.active = true
        # set triggers index
        @tcommand_window.index = -1
      end
    end
  end
  #----------------------------------------------------------------------------
  # update_triggers
  #  The triggers window update processing method.
  #----------------------------------------------------------------------------
  def update_triggers
    # update triggers window
    @triggers_window.update
    # if B is pressed
    if Input.trigger?(Input::B)
      # play cancel sound
      $game_system.se_play($data_system.cancel_se)
      # activate trigger command window
      @tcommand_window.active = true
      # deactivate triggers window
      @triggers_window.active = false
      # remove cursor
      @triggers_window.index = -1
    # if C is pressed
    elsif Input.trigger?(Input::C)
      # update specific action
      case @tcommand_window.index
      when 0
        # play sound
        $game_system.se_play($data_system.decision_se)
        # deactivate trigger command window
        @triggers_window.active = false
        # create edit command window
        @ecommand_window = Window_Command.new(160, BlizzABS::Cache::CommandsEdit)
        # set coordinates
        @ecommand_window.x = @tcommand_window.x
        @ecommand_window.y = @tcommand_window.y
        @ecommand_window.z = @tcommand_window.z + 100
        # set cursor
        @ecommand_window.index = 0
        # set active
        @ecommand_window.active = true
        # create editing window
        @edit_window = Window_EditTrigger.new(
            @actor.triggers[@triggers_window.index].clone)
        # check edit window display
        check_edits
      when 2
        # play sound
        $game_system.se_play($data_system.decision_se)
        # delete that trigger
        @actor.triggers.delete_at(@triggers_window.index)
        # refresh the display
        @triggers_window.refresh
        # refresh trigger command window display
        check_triggers
        # if no more triggers
        if @actor.triggers.size == 0
          # activate trigger command window
          @tcommand_window.active = true
          # deactivate triggers window
          @triggers_window.active = false
          # set cursor
          @triggers_window.index = -1
        # if last item in the list was deleted
        elsif @triggers_window.index == @actor.triggers.size
          # set to new last item
          @triggers_window.index -= 1
        end
      when 3
        # play sound
        $game_system.se_play($data_system.decision_se)
        # copy that trigger
        @actor.triggers.insert(@triggers_window.index,
            @actor.triggers[@triggers_window.index])
        # refresh the display
        @triggers_window.refresh
        # refresh trigger command window display
        check_triggers
      when 4
        # if first item selected
        if @triggers_window.index == 0
          # play buzzer sound
          $game_system.se_play($data_system.buzzer_se)
        else
          # play sound
          $game_system.se_play($data_system.decision_se)
          # swap those triggers
          @actor.triggers[@triggers_window.index],
              @actor.triggers[@triggers_window.index - 1] =
              @actor.triggers[@triggers_window.index - 1],
              @actor.triggers[@triggers_window.index]
          # refresh display
          @triggers_window.draw_item(@triggers_window.index)
          @triggers_window.index -= 1
          @triggers_window.draw_item(@triggers_window.index)
        end
      when 5
        # if last item selected
        if @triggers_window.index == @actor.triggers.size - 1
          # play buzzer sound
          $game_system.se_play($data_system.buzzer_se)
        else
          # play sound
          $game_system.se_play($data_system.decision_se)
          # swap those triggers
          @actor.triggers[@triggers_window.index],
              @actor.triggers[@triggers_window.index + 1] =
              @actor.triggers[@triggers_window.index + 1],
              @actor.triggers[@triggers_window.index]
          # refresh display
          @triggers_window.draw_item(@triggers_window.index)
          @triggers_window.index += 1
          @triggers_window.draw_item(@triggers_window.index)
        end
      end
    end
  end
  #----------------------------------------------------------------------------
  # update_edit_command
  #  The edit command window update processing method.
  #----------------------------------------------------------------------------
  def update_edit_command
    # update triggers window
    @ecommand_window.update
    # if B is pressed
    if Input.trigger?(Input::B)
      # play cancel sound
      $game_system.se_play($data_system.cancel_se)
      # if adding a new trigger
      if @tcommand_window.index == 1
        # activate trigger command window
        @tcommand_window.active = true
      else
        # activate triggers window
        @triggers_window.active = true
      end
      # delete edit command window
      @ecommand_window.dispose
      # delete edit window
      @edit_window.dispose
      # clear variables
      @ecommand_window = @edit_window = nil
    # if C is pressed
    elsif Input.trigger?(Input::C)
      # update specific action
      case @ecommand_window.index
      when 0 #activator
        # play sound
        $game_system.se_play($data_system.decision_se)
        # create edit trigger window
        create_edit_trigger_window(BlizzABS::Cache::TRGActivators,
            @edit_window.trigger.activator)
      when 1 # Condition
        # if probability activator
        if @edit_window.trigger.activator == BlizzABS::TRGProbability
          # play sound
          $game_system.se_play($data_system.buzzer_se)
          # exit method
          return
        end
        # possible commands
        commands = [$data_system.words.hp, $data_system.words.sp,
            BlizzABS::Cache::WORDState]
        # if not activated by party leader
        if @edit_window.trigger.activator != BlizzABS::TRGLeader
          # add location
          commands.push(BlizzABS::Cache::WORDLocation)
        end
        # play sound
        $game_system.se_play($data_system.decision_se)
        # create edit trigger window
        create_edit_trigger_window(commands,
            @edit_window.trigger.condition)
      when 2 #comparison
        # if probability activator or state condition or location condition
        if @edit_window.trigger.activator == BlizzABS::TRGProbability ||
            @edit_window.trigger.condition == BlizzABS::TRGState ||
            @edit_window.trigger.condition == BlizzABS::TRGLocation
          # play sound
          $game_system.se_play($data_system.buzzer_se)
          # exit method
          return
        end
        # play sound
        $game_system.se_play($data_system.decision_se)
        # create edit trigger window
        create_edit_trigger_window(BlizzABS::Cache::TRGComparators,
            @edit_window.trigger.comparator)
      when 3 #value
        # play sound
        $game_system.se_play($data_system.decision_se)
        # if condition is state
        if @edit_window.trigger.condition == BlizzABS::TRGState
          # create edit trigger window
          create_edit_trigger_window(@states, @edit_window.trigger.value)
        # if location condition
        elsif @edit_window.trigger.condition == BlizzABS::TRGLocation
          # create edit trigger window
          create_edit_trigger_window(BlizzABS::Cache::TRGLocations,
              @edit_window.trigger.value)
        else
          # create a list of states
          @edit_trigger_window = Window_TriggerValue.new(0, 100,
              @edit_window.trigger.value)
        end
      when 4 #action type
        # attack and defend commands by default
        commands = [$data_system.words.attack, $data_system.words.guard]
        # add skill command if any skills available
        commands.push($data_system.words.skill) if @skills.size > 0
        # add item command if any items available
        commands.push($data_system.words.item) if @items.size > 0
        # play sound
        $game_system.se_play($data_system.decision_se)
        # create edit trigger window
        create_edit_trigger_window(commands,
            @edit_window.trigger.action_type)
      when 5 # Action
        commands = []
        # if skill action
        if @edit_window.trigger.action_type == BlizzABS::TRGSkill
          # get all skill names
          @skills.each {|id| commands.push($data_skills[id].name)}
          # index for selection
          index = @skills.index(@edit_window.trigger.action_data)
          index = 0 if index.nil? #kk20
        # if item action
        elsif @edit_window.trigger.action_type == BlizzABS::TRGItem
          # get all item names
          @items.each {|id| commands.push($data_items[id].name)}
          # index for selection
          index = @items.index(@edit_window.trigger.action_data)
          index = 0 if index.nil? #kk20
        else
          # play sound
          $game_system.se_play($data_system.buzzer_se)
          # exit method
          return
        end
        # play sound
        $game_system.se_play($data_system.decision_se)
        # create edit trigger window
        create_edit_trigger_window(commands, index)
      when 6 #target type
        # if probability activator
        if @edit_window.trigger.activator == BlizzABS::TRGProbability
          # play sound
          $game_system.se_play($data_system.buzzer_se)
          # exit method
          return
        end
        # play sound
        $game_system.se_play($data_system.decision_se)
        # create edit trigger window
        create_edit_trigger_window(BlizzABS::Cache::TRGTargets,
            @edit_window.trigger.target)
      when 7
        # play sound
        $game_system.se_play($data_system.decision_se)
        # if adding new trigger
        if @tcommand_window.index == 1
          # add new trigger
          @actor.triggers.push(@edit_window.trigger)
          # refresh display
          @triggers_window.refresh
          # set index to last position
          @triggers_window.index = @actor.triggers.size - 1
          # set mode to edit
          @tcommand_window.index = 0
          # refresh triggers command window
          check_triggers
        else
          # replace old trigger
          @actor.triggers[@triggers_window.index] = @edit_window.trigger
          # redraw display
          @triggers_window.draw_item(@triggers_window.index)
        end
        # set triggers window active
        @triggers_window.active = true
        # delete edit command window
        @ecommand_window.dispose
        # delete edit window
        @edit_window.dispose
        # clear variables
        @ecommand_window = @edit_window = nil
      when 8
        # play sound
        $game_system.se_play($data_system.decision_se)
        # if adding a new trigger
        if @tcommand_window.index == 1
          # activate trigger command window
          @tcommand_window.active = true
        else
          # activate triggers window
          @triggers_window.active = true
        end
        # delete edit command window
        @ecommand_window.dispose
        # delete edit window
        @edit_window.dispose
        # clear variables
        @ecommand_window = @edit_window = nil
      end
    end
  end
  #----------------------------------------------------------------------------
  # create_edit_trigger_window
  #  commands - window command list
  #  index    - selection index
  #  Creates and sets up an edit trigger window.
  #----------------------------------------------------------------------------
  def create_edit_trigger_window(commands, index = 0)
    # deactivate trigger command window
    @ecommand_window.active = false
    # create edit trigger window
    @edit_trigger_window = Window_Command.new(320, commands)
    # set edit trigger coordinates
    @edit_trigger_window.height = 480 if @edit_trigger_window.height > 480
    @edit_trigger_window.x = 160
    @edit_trigger_window.y = 240 - @edit_trigger_window.height / 2
    @edit_trigger_window.z = @ecommand_window.z + 100
    # set edit trigger window active
    @edit_trigger_window.active = true
    # set edit trigger window cursor
    @edit_trigger_window.index = index
   
    puts index
    puts commands
    puts @edit_trigger_window.oy
    puts '---'
  end
  #----------------------------------------------------------------------------
  # update_edit_trigger
  #  The edit trigger window update processing method.
  #----------------------------------------------------------------------------
  def update_edit_trigger
    # update triggers window
    @edit_trigger_window.update
    # if B is pressed
    if Input.trigger?(Input::B)
      # play cancel sound
      $game_system.se_play($data_system.cancel_se)
      # return to edit command window
      return_to_edit_command_window
    # if C is pressed
    elsif Input.trigger?(Input::C)
      # update specific action
      case @ecommand_window.index
      when 0 #activator
        # play sound
        $game_system.se_play($data_system.decision_se)
        # store old activator value
        old = @edit_window.trigger.activator
        # set new value for activator
        @edit_window.trigger.activator = @edit_trigger_window.index
        # if probability activator
        if @edit_window.trigger.activator == BlizzABS::TRGProbability
          # set value to 100 #kk20
          @edit_window.trigger.value = 100 if [BlizzABS::TRGState,BlizzABS::TRGLocation].include?(@edit_window.trigger.condition)
          # set condition to HP
          @edit_window.trigger.condition = BlizzABS::TRGHP
          # set comparison operator to equal
          @edit_window.trigger.comparator = BlizzABS::TRGEqual
          # set target to default
          @edit_window.trigger.target = BlizzABS::TRGTargetDefault
        # if party leader activator and location condition
        elsif @edit_window.trigger.activator == BlizzABS::TRGLeader &&
            @edit_window.trigger.condition == BlizzABS::TRGLocation
          # set condition to HP
          @edit_window.trigger.condition = BlizzABS::TRGHP
        end
        # refresh trigger display #kk20
        @edit_window.refresh
        # return to edit command window
        return_to_edit_command_window
      when 1 #condition
        # save old trigger #kk20
        old = @edit_window.trigger.condition
        # play sound #kk20
        $game_system.se_play($data_system.decision_se)
        # set new value for trigger #kk20
        @edit_window.trigger.condition = @edit_trigger_window.index
        # if state condition
        if @edit_window.trigger.condition == BlizzABS::TRGState
          # set comparison operator to equal
          @edit_window.trigger.comparator = BlizzABS::TRGEqual
          # set state to normal #kk20
          @edit_window.trigger.value = 0 if old != BlizzABS::TRGState
        # if location condition
        elsif @edit_window.trigger.condition == BlizzABS::TRGLocation
          # set comparison operator to equal
          @edit_window.trigger.comparator = BlizzABS::TRGEqual
          # set default value to Closest #kk20
          @edit_window.trigger.value = 0 if old != BlizzABS::TRGLocation
        else #kk20
          # set value to 100 #kk20
          @edit_window.trigger.value = 100 if [BlizzABS::TRGState, BlizzABS::TRGLocation].include?(old)
        end
        # refresh trigger display
        @edit_window.refresh
        # return to edit command window
        return_to_edit_command_window
      when 2 #comparison
        # play sound
        $game_system.se_play($data_system.decision_se)
        # set new value for trigger
        @edit_window.trigger.comparator = @edit_trigger_window.index
        # refresh trigger display
        @edit_window.refresh
        # return to edit command window
        return_to_edit_command_window
      when 3 #value
        # play sound
        $game_system.se_play($data_system.decision_se)
        # if condition is state or location
        if @edit_window.trigger.condition == BlizzABS::TRGState ||
            @edit_window.trigger.condition == BlizzABS::TRGLocation
          # set to index
          @edit_window.trigger.value = @edit_trigger_window.index
        else
          # set to selected value
          @edit_window.trigger.value = @edit_trigger_window.number
        end
        # refresh trigger display
        @edit_window.refresh
        # return to edit command window
        return_to_edit_command_window
      when 4 #action type
        # play sound
        $game_system.se_play($data_system.decision_se)
        # temporary variables
        old, new = @edit_window.trigger.action_type, @edit_trigger_window.index
        # if not skills availabled and selected skill action type
        if @skills.size == 0 && new == BlizzABS::TRGSkill
          # it is actually item action type #kk20
          new = BlizzABS::TRGItem
        end
        # if wasn't skill action type until now
        if old != BlizzABS::TRGSkill && new == BlizzABS::TRGSkill
          # set first available skill
          @edit_window.trigger.action_data = @skills[0]
        # if wasn't item action type until now
        elsif old != BlizzABS::TRGItem && new == BlizzABS::TRGItem
          # set first available item
          @edit_window.trigger.action_data = @items[0]
        end
        # set new value for trigger #kk20
        @edit_window.trigger.action_type = new
        # refresh trigger display
        @edit_window.refresh
        # return to edit command window
        return_to_edit_command_window
      when 6 #target type
        # play sound
        $game_system.se_play($data_system.decision_se)
        # set new value for trigger
        @edit_window.trigger.target = @edit_trigger_window.index
        # refresh trigger display
        @edit_window.refresh
        # return to edit command window
        return_to_edit_command_window
      when 5 #action
        # play sound
        $game_system.se_play($data_system.decision_se)
        # if skill action type
        if @edit_window.trigger.action_type == BlizzABS::TRGSkill
          # set skill ID
          @edit_window.trigger.action_data = @skills[@edit_trigger_window.index]
        # if item action type
        elsif @edit_window.trigger.action_type == BlizzABS::TRGItem
          # set item ID
          @edit_window.trigger.action_data = @items[@edit_trigger_window.index]
        end
        # refresh trigger display
        @edit_window.refresh
        # return to edit command window
        return_to_edit_command_window
      end
    end
  end
  #----------------------------------------------------------------------------
  # return_to_edit_command_window
  #  Sets everything up so the edit command window is active again.
  #----------------------------------------------------------------------------
  def return_to_edit_command_window
    # activate trigger command window
    @ecommand_window.active = true
    # delete edit trigger window
    @edit_trigger_window.dispose
    # clear variables
    @edit_trigger_window = nil
    # check edit window display
    check_edits
  end
 
end


All changes are marked with #kk20. There were instances where the window's refresh method needed to move down more and the changes to the trigger window had to be applied before some logic code. I cleaned up the setting of the values since it got weird if you changed the condition (for example, create a new trigger, change the condition to STATE and set the value to BLINK, then change the condition back to HP and watch the value turn into 16%, which would be Blink's ID). Another bug was if you had a trigger that used an item or skill and you wanted to edit the value of that trigger after you no longer have that item/skill, it would crash. Also, if you were to change the Action Type in this scenario, the cursor would be highlighting an empty command.

Users can replace this entire class inside the Blizz-ABS script themselves or just make a new script anywhere below part 3 (and above Main obviously).