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Topics - CriticalHit

1
Hi,

I am developing a game using RPG Maker XP with Blizz ABS that relies on stealth. I've noticed that enemies see through walls sometimes even though I set up the wall terrain tag on the tile they are seeing through. They only seem to see through walls at certain points which is very odd and I can't account for it.
I made a test project with a clean copy of RMXP and Blizz ABS and experience the same odd seeing through walls issue.I put this project in a Github repository to demonstrate my issue:
https://github.com/antlaw0/Test-Project
The enemy detects the player on the spots on the ground where I put grass.
How can I make the enemy not see through walls?

Thank you
2
I am using RMXP with Blizz ABS. For some reason, I cannot change maps. I activate an event that has the transfer player command and nothing happens. I have isolated the issue to the Blizz ABS scripts as I have removed all three parts and transferring works fine. If I use the transfer player command on a parallel process, it works for what that is worth. I am stumped as to the cause and would greatly appreciate any help in resolving this issue.

Here is the repository with the project that has this issue:

https://github.com/antlaw0/RMXP-Batman-Game


Thank you
3
I'm trying to make a grenade-type item in Blizz ABS for RMXP. I set an item to explode on contact or end but the explosion animation only plays when enemies are within the explosion range, 3 squares in this case. When no enemies are within the explosion range, the grenade just disappears. Is it possible to have the explosion animation play even though there are no targets within the item's explosion range when the item reaches the end of its thrown range? ? It looks weird to throw a grenade that doesn't explode. The item is set to "shooting/thrusting". I've tried setting it to "timed" but same problem, animations only play if enemies are within explosion range. Am I doing something wrong or is this how it is suppose to work? Thank you.
4
Hi,

I am using RMXP with Blizz ABS. I am having an issue getting the Enemy Event Trigger Condition Checking script to work.
I want to be able to run events for when an enemy is hit by a weapon as well as on enemy death.

Whenever I enter a map with an enemy event, I get this error:

NameError occurred while running script.
Uninitialized constant BlizzABS:CET.

There is no error at line information.

I'm trying to follow the instructions in the script but they are somewhat vague. Do the conditional statements and comment statement all need to be on one page? Am I suppose to put "Trigger:" at the top of the event page as a comment, right? Basically, I've tried everything I can think of and still get this error.
Any assistance is appreciated.
5
I am using RMXP with Blizz ABS. I would like to be able to see all the states inflicted on each actor/enemy so I found the Tons of add-ons scripts. Whenever I use the Animation stack script in tons of add-ons, I get a NoMethodError. I can't figure out to get this script to work. It works fine with other non-Blizz ABS projects of mine. I've had trouble getting other scripts in tons of add-ons to work with Blizz ABS as well.
Here is a link to my current project. The error occurs right after selecting new game:
If there is another way (I could event this system, but it would be cumbersome and slow the map down a lot) please let me know.
https://github.com/antlaw0/RMXP-Space-Game-Blizz-ABS
:(
6
Hi,

I keep getting an error with my current project. The project is using a somewhat modified version of the default battle system. You can find my project here: 
https://github.com/antlaw0/RMXP-S.T.A.R-Game
This is the error I get regularly, starting game in starting map, winning a battle, etc:
Script 'Skill Tree' error line 773 noMethodError occured. Undefined method 'size' for nil:NilClass

How can I fix this issue? What is going wrong?

Thanks to anyone who can help.
7
Hi,

I am using the Separate Actor Inventories script found here at Chaos Project with RMXP. The script works fine except that if the party members all have a full inventory and you try to add an item, nothing happens and the item is not gained. Is there a way to check if the party has enough empty inventory slots before adding items? This would also be an issue when gaining items after a battle.
Thanks to anyone who can help.
8
Hi,

I was looking for a way that weapons like guns do not rely on strength for damage. I'd prefer the stat that influences damage in this case to be dexterity or just a plain flat number for damage. However, I'd still like melee weapons to use strength for damage.

A promising script for this is the Alternate Attack Algorithms found here. The problem is that I get an error when using it with Blizz ABS. This error

"
Script 'Alternate Attack Algorithms' line 181: NoMethodError occurred. Undefined method '*' for nil:NilClass"

I am quite confused what this error means. Having a system like this script will be a huge help in all my projects I have planned so it would be a great help if this could work with Blizz ABS.
I'm planning to modify it to make certain weapons do damage based on dexterity and no stat (straight weapon power).

Let me know how I can make it work or other ways to make it so weapons can do damage based on a weapon's type like mentioned above.
Thanks in advance.
9
Hi,

I am using RMXP with Blizz ABS. I want to make it so the player can't move while guarding. I've tried making an event running on a parallel process to check if the player is guarding or not. The problem is detecting if the player is guarding. I've tried the following in the script part of the conditional branch:

Input.pressed?(Key[Defend])
get error:
uninitialized interpreter ::Key
Input.pressed?(Input::Key[Defend])
get error:
uninitialized constant Defend

The Blizz ABS manual says Defend is how to check for the defend key.
How can I check if the player is defending so I can slow or stop them from moving while they defend?

As a last resort, I am planning on just checking for the buttons assigned to defending but I don't want to have to do that because I would like my users to be able to change their key configs eventually and this wouldn't allow the not moving while defending to carry over to a new key.

Any help will be appreciated.
10
Hi,

I'm a bit confused on how the combo system works for Blizz ABS for RMXP. I set up a combo that moves one space, attacks, moves another space and attacks again called double dash. It works fine but the problem is that when I assign it to a skill that costs MP, the combo triggers when I use the skill but no MP is consumed. It is as if the skill is being ignored for the combo. I want the combo to only work if the user has enough MP just like a regular skill. How can I do this?
Thanks in advance.
11
Troubleshooting / Help / Blizz ABS Stealth Attacks
April 01, 2017, 04:11:15 pm
Hi,

Something that has been driving me nuts for a long time is how to implement a stealth attack system in Blizz ABS. I am using RPG Maker XP with Blizz ABS 2.84. I am using a custom event trigger that runs a common event to check if the player is sneaking and the enemy has not detected the player, if so, deal bonus damage. I set this to trigger only on Trigger:Weapon=1 which is a dagger. Ideally, I only want daggers and bows to deal bonus stealth damage.
The problem is that the enemy event just disappears, no item drop, no xp gain, no gold. How can I make this so the enemy dies normally with item, gold and xp gain? My suspicion is that it has something to do with the script call to change the enemy's HP I also tried enemy_deal_damage, same thing, no xp, gold or item drop. I think using these script calls to drop the enemy's health ignores the normal death stuff somehow.
Any assistance or advice on how to implement a stealth attack system will be greatly appreciated.

Here is a link to my project in github:
https://github.com/antlaw0/RMXP-Blizz-ABS

The latest commit should be the best example.
If you go to Testing room 2, sneak behind the enemy and hit it with the dagger. You might need to put \move in its name to stop it from moving to make it easier to sneak up on it.
12
Hi,

I'm working on a game in RPG Maker XP. I am using Blizz ABS 2.84. My problem is getting more than one summon to be active at once. I use the Blizz ABS script generator application and make a new skill set to summon a monster but the drop-down box in the config application only shows actors. I look at the Blizz ABS part 1 script, and it says:

when 7 then return [SUMMONMonster, 1, 30]

But it still summons actor 1, I want it to summon monster 1. I would like to be able to have more than one summon at a time, like a skeleton army in Diablo II. Also, in the config application, both pets and summon limits are set to 3 so I can't figure out why I can't summon more than one summon at a time.

Thanks for any assistance you can provide.