Blizz ABS Active Action Info
Authors: LiTTleDRAgo
Version: 1.52
Type: Blizz ABS Plugin
Key Term: Blizz-ABS Plugin
IntroductionThis is similar to XAS Active Action Info, except, this is in Blizz ABS format
Features
- Show skill name every time skill is used
- Show item name every time item is used
- Show item name that you got in game
- Show gold that you got in game
Screenshots(http://4.bp.blogspot.com/-rjsDCqP1k20/UffBEMNyIRI/AAAAAAAAARU/sn0bvwTLIY4/s250/active_action.jpg) (http://4.bp.blogspot.com/-rjsDCqP1k20/UffBEMNyIRI/AAAAAAAAARU/sn0bvwTLIY4/s1600/active_action.jpg)
ScriptHere (http://littledrago.blogspot.com/2011/09/rgssblizzabs-active-action-info_07.html)
Image required in the blog
InstructionsPut right below Blizz ABS part 3
CompatibilityRequire Blizz ABS, will corrupt old savegames
Credits and Thanks
- Moghunter for Active Action Info in XAS
- LiTTleDRAgo
Author's NotesEnjoy~
This looks very nice. :D
I really need to start making a BABS game... :<_<:
To answer your question in the "Author's Notes" section, one way to shorten the code quickly and easily, though there is also some other things, would be to cut down on the number of variables. You can easily combine many of them into arrays, and only have a fraction of them. I'm at work at the second, but I would glad to lend you any advice you need later on. ;)
Quote from: ForeverZer0 on December 07, 2010, 07:46:11 am
This looks very nice. :D
I really need to start making a BABS game... :<_<:
To answer your question in the "Author's Notes" section, one way to shorten the code quickly and easily, though there is also some other things, would be to cut down on the number of variables. You can easily combine many of them into arrays, and only have a fraction of them. I'm at work at the second, but I would glad to lend you any advice you need later on. ;)
thanks for your advice :D
I'll update the scripts to 1.01 (well, it looks like harder to modify it again :evil:)
There any chance it can be customizable, or have the option of having the action display show near the top of the screen?
That aside, this looks awesome! I really like how in some games there's a display that shows what skills are used in battle. I'm so gonna have to play around with this! :D
Level up for the good work!
EDIT: Ah! I just looked at it, and I saw a coordinates thing. Like I said, gotta play with it but I think my "request" is solved already. Sorry about that! :urgh:
Quote from: Shining Riku on December 08, 2010, 01:52:46 am
There any chance it can be customizable, or have the option of having the action display show near the top of the screen?
That aside, this looks awesome! I really like how in some games there's a display that shows what skills are used in battle. I'm so gonna have to play around with this! :D
Level up for the good work!
EDIT: Ah! I just looked at it, and I saw a coordinates thing. Like I said, gotta play with it but I think my "request" is solved already. Sorry about that! :urgh:
thanks for level up :D
notice a little error, fixed to v1.02
You know the action activates whenever a skill is used even if it's an enemy using it. The way it works is the main chara uses a skill and if an enemy uses one after it it'll display the last skill used by the main character.
Quote from: RoseSkye on December 10, 2010, 10:23:33 am
You know the action activates whenever a skill is used even if it's an enemy using it. The way it works is the main chara uses a skill and if an enemy uses one after it it'll display the last skill used by the main character.
update to 1.03
updating the script to 1.04
Quote from: WhiteRose on December 23, 2010, 09:54:14 pm
What did you change?
it's not really that important though,
just fixing small error and adding switch for enable/disable this script
Although minor changes are, well, minor, it is still a good idea to keep others informed on what they are. I have learned the hard way that a simple trivial change can sometimes make a big difference to another who may be using the script in a way you didn't think about. It's also just a good practice to keep.
I sometime just use the generic "coding improvements" when the edits do not effect the user at all, merely imrpove performance, such as shortening a method down after you saw some redundant lines of code, etc.
It looks really nice! I'm not sure if I'll use it for my game (I might!), but level up :D!
Cya :urgh:!
mine doesn't show anything..... :wacko:
i copied and paste the script and i put the pics into picture folder with AF_Lay1, 2 and 3......
Quote from: megaman30796 on December 30, 2010, 02:25:21 am
mine doesn't show anything..... :wacko:
i copied and paste the script and i put the pics into picture folder with AF_Lay1, 2 and 3......
did you turn the switch on?
module ZetsuDrago
ACT_HUD_X = 200
ACT_HUD_Y = 400
ACT_TIME = 2
SE = "001-System01"
SWITCH = 47 # <<<<<<<<<<<<<<<<<<<<<<<<<<< Look at this part
end
that means you must turn on the switch 47 first
what is the code 4 turning on the switch? :???: :^_^':
Quote from: megaman30796 on December 30, 2010, 09:40:14 pm
what is the code 4 turning on the switch? :???: :^_^':
$game_switches[SWITCH_ID] = true/false
SWITCH_ID = The ID of the switch you would like to change.
Set to either true or false. True is ON, false is OFF.
You don't even need a code. Wow. Some people are so dependent on scripts its ridiculous!
I agree. I was assuming it to be used from with in a script. If not, it would be pretty stupid to do it that way in a script call.
WTF!!!!!I Don't Mean Switches And Self Switches!!!!
I'm Talking About The Code 2 Turn ON And OFF The Active Action Info....
SWITCHES DONT EVEN NEED A CODE!!!!
THEN ASK THAT!!!!!!!!!
CHECK MY EARLIER POST!!!!! LITTLEDRAGO IS THE ONE WHO SAID SWITCH AND I GOT CONFUSED AND I BLINDLY FOLLOWED
Anyways, thats enough of that.
Don't go all postal when someone attempts to help you. As you said, you were the one confused, so don't be angry when others can't read your mind.
I'll check the script real quick for you and see what your talking about.
EDIT: The SWITCH variable in the config. You set it to the ID of the game switch that you want to turn the system ON/OFF with.
yeah i said that i was confused not u.....i'm not mad. im competing my font with u
EDIT:
Quote from: ForeverZer0 on December 31, 2010, 01:43:04 am
Anyways, thats enough of that.
Don't go all postal when someone attempts to help you. As you said, you were the one confused, so don't be angry when others can't read your mind.
I'll check the script real quick for you and see what your talking about.
EDIT: The SWITCH variable in the config. You set it to the ID of the game switch that you want to turn the system ON/OFF with.
what is the ID of this active action info?
EDIT:
OH YEAH?
OH YEAH?
OH YEAH?
OH YEAH?EDIT:
DARN!!! This Forum Dont Support Arabic Font!!!
A quadruple post? Seriously? *bans for 24 hours*
Quote from: megaman30796 on December 31, 2010, 01:46:13 am
yeah i said that i was confused not u.....i'm not mad. im competing my font with u
EDIT: what is the ID of this active action info?
forgive me if my english is horrible
(http://img522.imageshack.us/img522/3138/76397170.jpg)
Well sir "I'm not talking about switches", you need to use switches to turn it off smart one. >_> I swear people are ignorant. Just about as bad as the ass hair growing out of Brandens back. Ew.
Quote from: game_guy on December 31, 2010, 07:38:10 am
Just about as bad as the ass hair growing out of Brandens back. Ew.
OH MY GOD! THE MENTAL IMAGE! MAKE IT GO AWAY! UNSEE! UNSEE! UNSEE!
I'd edit it by myself, but it's a lil' bit more complicated than I presumed and you'll definitely make that quick - I have three little suggestions:
1. Make the ACT_TIME constant actually do something. The best would be: defining how long the action info stays on screen, as you probably wanted it to be :)
2. Add the icon display to the item gain window.
3. Add the gold gain window.
Hummmm.......there's a problem.
the thing works but when your party member uses a skill, it doesnt show what skill they're using but it show what was the last skill u used......
Quote from: megaman30796 on January 01, 2011, 08:32:22 pm
Hummmm.......there's a problem.
the thing works but when your party member uses a skill, it doesnt show what skill they're using but it show what was the last skill u used......
Sorry, I was careless
fixed now
Quote from: [Luke] on January 01, 2011, 05:26:00 pm
I'd edit it by myself, but it's a lil' bit more complicated than I presumed and you'll definitely make that quick - I have three little suggestions:
1. Make the ACT_TIME constant actually do something. The best would be: defining how long the action info stays on screen, as you probably wanted it to be :)
2. Add the icon display to the item gain window.
3. Add the gold gain window.
1. sure
2. sorry, I don't know how to do it either
3. done
ok ill try....u r just trying 2 help..there's no need 2 apologize... :P
Hey littledrago, you are going to have to update to be compatible with the new version of Blizz-ABS. This was brought to my attention by RoseSkye in the Blizz-ABS topic, so I gave him a quick solution, which you can use:
Quote from: winkio on January 08, 2011, 01:50:04 pm
If you are talking about the script by littledrago, here's how to fix it:
delete the lines 91-145 and replace with this:
alias use_skill_activeinfo_earlier use_skill
def use_skill(skill, forced = false)
result = use_skill_activeinfo_earlier(skill, forced)
if result && @battler.is_a?(Game_Actor) &&
$game_switches[ACT_SWITCH]
draw_skl(skill.name)
end
return result
end
alias use_item_activeinfo_earlier use_item
def use_item(item, forced = false)
result = use_item_activeinfo_earlier(item, forced)
if result && @battler.is_a?(Game_Actor) &&
$game_switches[ACT_SWITCH]
draw_item(item.name)
end
return result
end
Also, in the future, you should alias methods defined in other scripts (like I did in the code above) so that you won't have to update every time the other script updates.
thanks winkio, but when I replace my code with yours it says error on argument,
(http://img585.imageshack.us/img585/2057/31781763.jpg)
since I still don't know how to fix that, I'm gonna stick to 2.80
also, you should update this too in part 2 when releasing new version
Quotemodule BlizzABS
# version of Blizz-ABS
VERSION = 2.7
# edition of Blizz-ABS
EDITION = 'Normal'
now compatible with blizz abs 2.82
wow...this active action info updates very fast!
1 PROBLEM:
the active action info never dissapear after the action is used :wacko: :???:
Quote from: megaman30796 on January 10, 2011, 10:42:44 pm
wow...this active action info updates very fast!
1 PROBLEM:
the active action info never dissapear after the action is used :wacko: :???:
weird, I'm testing it and works fine
did you modifying ths part?
(http://img585.imageshack.us/img585/799/58842628.jpg)
if so please change it back to 2
i didn't modify annything! idk how 2 script. there's no reason 4 me 2 modify anything
Quote from: megaman30796 on January 11, 2011, 07:48:37 am
i didn't modify annything! idk how 2 script. there's no reason 4 me 2 modify anything
then could you put it in a demo with all your script?
since I didn't find anything wrong in my test bed
sry i didnt reply. the problem is solved but this version is still a little glitchy
most of the times, the thing will go away after u used a power, sometimes it doesnt until u activate another skill then it will go away.
This is probably a stupid question.. but I simply cannot figure out what to change in the settings to fix it. But if I have an item with a name like "High Potion" it works fine.. but something longer like "Clean Harpy Feather" is cut off like so:
(http://i54.tinypic.com/2i8epl5.png)
And any ideas why *sometimes* is stays on the screen for awhile afterwards, or is that just a normal side effect?
EDIT: Also, when it stays on the screen and I open the menu the item name disappears but the "Action" image stays
QuoteAnd any ideas why *sometimes* is stays on the screen for awhile afterwards, or is that just a normal side effect?
EDIT: Also, when it stays on the screen and I open the menu the item name disappears but the "Action" image stays
That's exactly my problem but its a minor one
Quote from: m3rcurymorbid on January 28, 2011, 07:17:32 pm
This is probably a stupid question.. but I simply cannot figure out what to change in the settings to fix it. But if I have an item with a name like "High Potion" it works fine.. but something longer like "Clean Harpy Feather" is cut off like so:
(http://i54.tinypic.com/2i8epl5.png)
And any ideas why *sometimes* is stays on the screen for awhile afterwards, or is that just a normal side effect?
EDIT: Also, when it stays on the screen and I open the menu the item name disappears but the "Action" image stays
sorry, my head kinda hurt after exam
I didn't want to think much right now
I'll update this into 1.50b
just try changing the font type and size
Awesome script.... thank you so much....Well i have a little problem in line 78 No Method Error
Undefined Method [] for Nil:CLass
Anyone know something???
Thank you to all!!!
what script that you used?
could you upload a sample with the error?
update 1.5.2
changes =
only party leader's skill shown into active action
improvement coding
I'm getting this error when I turn the switch on:
(http://i499.photobucket.com/albums/rr358/kevin7571/Error-1.png)
that's mistake on my part,
change draw_hemming_text to draw_text
It works now, thanks.
Pictures links are broken could anyone reupload it :S
AF_Lay1.png (http://i.imgur.com/R8QhGct.png)
AF_Lay2.png (http://i.imgur.com/mEmeFkN.png)
AF_Lay3.png (http://i.imgur.com/50QBf33.png)
I'm getting an error from line 202: "no implicit conversion from nil to integer."
Seems like, at the time, Drago forgot Arrays are 0-indexed. How this went unnoticed for years is beyond me.
For the sake of keeping the fix easy, find this around line 38 and make sure it looks like this
def mpit() @mpit ||= [nil, 0, 0, 1, 1, 0, 0] end
@Drago: Problem lines are
# Scene_Map#main
@mpit.visible, @mpit.contents_opacity = true, $game_system.mpit[6]
# Scene_Map#update
@mpit.contents_opacity, @mpit.visible= $game_system.mpit[6], true
$game_system.mpit[6] -= 3
The
mpit variable was only an array of 6 elements, hence mpit[6] returned nil.
Awesome, thanks! Not getting the error anymore!