[XP] Blizz-ABS

Started by Blizzard, January 09, 2008, 08:21:56 am

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Makasu

While I hate to have to compare to XAS

# Definição do Som quando o herói receber dano
  HERO_HIT_SE = RPG::AudioFile.new("Mana - Duran_Hit", 100, 100)


I mean something like this.  A sound effect that you can define within the script to play when the player or event. is hit. I don't know it could be like an addon of sorts. Because I mean you're able to set up animations through the database. I know this. But say like you have it hitting an enemy. A dog wouldn't make the same sound effect as a zombie if it were being hit.

it could be like
def self.hit(id)
      case id
      when 1 then return ("Mana - Duran_Hit", 100, 100) # Zombie monster
      when 2 then return ("Mana - Duran_Hit", 100, 100) # Dog monster


Of course thats not a real thing but y'know what I'm saying hopefully?
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Blizzard

I'm simply not going to implement it. It's so simple to make that it takes 5 minutes to do. When I do it and add it to Blizz-ABS, I will need 30-60 minutes since I have to add it to the manual, explain how to configure it manually and add it in the config app. No.
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Makasu

Okay. :) It was just a suggestion. Thank you though.
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lTritonl

Hello, this script works great. Except I am having one problem. I have one ally in my party, with Caterpillar turned on. When I enter combat the following error message occurs

Undefined method '[]' for nil:NilClass


The line is 1667, which is this:

        if summon[0] == SUMMONNone || summon[1] == 0 || summon[2] == 0


What causes this error? Thank you.

tSwitch

March 10, 2009, 02:20:34 pm #1684 Last Edit: March 10, 2009, 02:22:33 pm by NAMKCOR
Makasu, just have someone make it a plugin :huh:

Quote from: Blizzard on March 08, 2009, 06:36:02 am
@NAMK: Do you think you can put a list together of the features you need? If I add everything that was asked for and fix every reported bug, you won't see 2.24 for another month due my lack of time.


just respawn points that are deleted when erased/renamed.
then Anima can pretty much be finished.


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Blizzard

Quote from: lTritonl on March 10, 2009, 02:17:42 pm
Hello, this script works great. Except I am having one problem. I have one ally in my party, with Caterpillar turned on. When I enter combat the following error message occurs

Undefined method '[]' for nil:NilClass


The line is 1667, which is this:

        if summon[0] == SUMMONNone || summon[1] == 0 || summon[2] == 0


What causes this error? Thank you.


Looks to me that you are either using an older version or you haven't regenerated the configuration script (part 1) with the config app after updating the script.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

lTritonl

Quote from: Blizzard on March 10, 2009, 02:48:39 pm
Quote from: lTritonl on March 10, 2009, 02:17:42 pm
Hello, this script works great. Except I am having one problem. I have one ally in my party, with Caterpillar turned on. When I enter combat the following error message occurs

Undefined method '[]' for nil:NilClass


The line is 1667, which is this:

        if summon[0] == SUMMONNone || summon[1] == 0 || summon[2] == 0


What causes this error? Thank you.


Looks to me that you are either using an older version or you haven't regenerated the configuration script (part 1) with the config app after updating the script.


I am using V2.2.3. Combat works fine if I only have one actor in the party, but the error seems to happen at random only when I have an ally in the party that is attacking the enemies. I have A_ACTION_SPRITES  and A_WEAPON_SPRITES on, other than that the settings are default, with no other scripts other than Blizz-ABS v2.2.3 running. Here is my current Configuration:
Spoiler: ShowHide


#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-ABS by Blizzard
# Version: 2.23
# 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 = false
    DISABLE_DEFAULT = true
    UP = "Key['W']"
    LEFT = "Key['A']"
    DOWN = "Key['S']"
    RIGHT = "Key['D']"
    PREVPAGE = "Key['Q']"
    NEXTPAGE = "Key['E']"
    CONFIRM = "Key['H']"
    CANCEL = "Key['F']"
    ATTACK = "Key['K']"
    DEFEND = "Key['L']"
    SKILL = "Key['J']"
    ITEM = "Key['I']"
    SELECT = "Key['O']"
    HUD = "Key['Z']"
    HOTKEY = "Key['X']"
    MINIMAP = "Key['C']"
    RUN = "Key['M']"
    SNEAK = "Key['.']"
    JUMP = "Key[',']"
    TURN = "Key['U']"
   
  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 = true
    ANIMATED_IDS = []
    HEAL_ON_LVLUP = true
    DISABLE_ABS_MODE = 0
    MENU_COLOR_TINT = 0
    ITEM_TIME = 30
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 80, 100)
    DROP_GOLD = ''
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
    PICKUP_ON_TOUCH = true
    EVENT_LOCK = 40
    FULL_DEFEND = true
    CORPSES = false
    EMPTY_CORPSES = false
    DIRECT_HOTKEYS = true
   
    # 2.2. # Movement Configuration
    PIXEL_MOVEMENT_RATE = 0
    REPAIR_MOVEMENT = true
    EIGHT_WAY_MOVEMENT = false
    NORMAL_SPEED = 4
    RUN_SPEED = 5
    SNEAK_SPEED = 3
    JUMPING = 2
    NO_JUMP_TAGS = []
    ALLOW_JUMP_TAGS = []
    NO_FLOOR_TAGS = []
    SNEAK_ON_CHARGE = false
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILTY = false
    ABSEAL_AUTOKILL = true
    FACTOR = 4
    DISABLE_ANTILAG_IDS = []
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = true
    HUD_POSITION = 0
    HUD_TYPE = 1
    MINIMAP = true
    HOTKEYS = true
    ENEMY_HEALTH_BARS = 255
    MATCH_HEALTH_BAR_WIDTH = false
    BOUNCING_DAMAGE = true
    WEAPON_DATA_MODE = [0, 0]
    SKILL_DATA_MODE = [0, 0, 0]
    ITEM_DATA_MODE = [0, 0, 0]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '00000000'
    AI_DELAY_TIME = 40
    AI_MEMORY_COUNT = 80
    VIEW_RANGE = 5
    HEARING_RANGE_RATIO = 40
    RESPAWN_TIME = 25
    WALL_TAGS = []
    NO_ENEMY_TAGS = []
   
    # 2.6. # Animation Configuration
    ANIMATIONS = true
    SMALL_ANIMATIONS = true
    DISPLAY_LVLUP = true
    LVLUP_ANIMATION_ID = 1
    FLEE_LOOP_ANIMATION_ID = 101
    CALL_HELP_ANIMATION_ID = 40
    DEFEND_LOOP_ANIMATION_ID = 65
    UNSUMMON_ANIMATION_ID = 91
   
    # 2.7. # Sprite Control Configuration
    A_ACTION_SPRITES = true
    A_WEAPON_SPRITES = true
    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::Weapons
  #----------------------------------------------------------------------------
  #  This module provides weapon configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Weapons
   
    def self.type(id)
      case id
      when 1 then return 1
      when 8 then return 2
      end
    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)
      case id
      when 82 then return [1, 0]
      when 83 then return [1, 6.0]
      when 84 then return [6, 0]
      when 85 then return [4, 0]
      when 86 then return [1, 6]
      when 87 then return [1, 0]
      when 88 then return [1, 0]
      when 89 then return [4, 0]
      when 90 then return [4, 0]
      when 91 then return [2, 3]
      when 92 then return [5, 3]
      when 93 then return [6, 0]
      when 94 then return [3, 0]
      when 96 then return [1, 0]
      when 97 then return [3, 0]
      when 98 then return [1, 0]
      when 99 then return [3, 0]
      end
    end
   
    def self.range(id)
      case id
      when 82 then return 6
      when 83 then return 8
      when 84 then return 5
      when 85 then return 10
      when 86 then return 15
      when 87 then return 2
      when 88 then return 3
      when 89 then return 5
      when 90 then return 5
      when 91 then return 10
      when 92 then return 2
      when 93 then return 5
      when 94 then return 5
      when 96 then return 10
      when 97 then return 5
      when 98 then return 5
      when 99 then return 5
      end
    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)
      case id
      when 92 then return 40
      end
    end
   
    def self.summon(id)
      case id
      when 93 then return [false, 3, 200]
      end
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Items
  #----------------------------------------------------------------------------
  #  This module provides item configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Items
   
    def self.type(id)
      return [DIRECT, 0.0]
    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 [SUMMONNone, 0, 0]
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Enemies
  #----------------------------------------------------------------------------
  #  This module provides enemy configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Enemies
   
    def self.type(id)
      return SWORD
    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.enemy_set(id)
      return ''
    end
   
    def self.delay(id)
      return nil
    end
   
    def self.memory(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
 
end






Blizzard

March 10, 2009, 04:08:30 pm #1687 Last Edit: March 10, 2009, 04:13:37 pm by Blizzard
Have you removed the default values for self.trap and self.summon or what?

    def self.trap(id)
      case id
      when 92 then return 40
      end
    end
   
    def self.summon(id)
      case id
      when 93 then return [false, 3, 200]
      end
    end


There is no default return value defined. O_o
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Landith

Blizz, have you fixed the tileset event problem?
It's the one were if you select the tileset graphic in an event it only shows like a few pixels of it, actually a line of pixels.
If you need a screenshot I'll post one.

I need it for the section in Blizz-ABS Tutorial about making puzzles with BABS.
Of course I could also make it in a character set. But I would rather show people with the tileset graphic for convenience on their part.

Blizzard

Not yet. Due to popular demand I'll probably see if I can put together v2.24 or even 2.3 over the weekend.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

lTritonl

Thanks Blizzard, the Undefined method problem is fixed. Except now I have another problem, I am getting a RGSS disposed sprite error on line 5936, which is this:

        if dmg[0].opacity == 0


it happens when I go into the menu when there are multiple attack animations and damage animations showing at one time. Any idea how to correct this? Thank you in advance.

Blizzard

Actually this can't be happening. The piece of code right after that prevents that kind of error. I'm sorry, I don't know what could have gone wrong since it doesn't make any sense at all. If you want, you can upload a demo which demonstrates the problem and I can take a look at it.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Shadonking

i cant get respawn point to work, iv name it correctly like in the manual but it just does nothing and lets the enemies stay dead.

here is what i put

\respawn[35] \time[2]





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Blizzard

It works fine for me in Star G. Are you using v2.23? I think I fixed it there.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Shadonking

yeah im using 2.23, every thing else seems to work but enemies wont respawn.

i'll try redownloading the current version and replace what i have. i'll tell you what happens in a while





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come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

Makasu

It actually doesn't work for me either. And I even tried using the respawn point bug fix found in Star G. I had forgotten all about that.
Dead on Arrival is the name of my project. Topic thread coming sooner or later.

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Blizzard

Ah, so I put a fix in there. Alright, I'll remember fixing it in the official release.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

tSwitch

Quote from: Shadonking on March 11, 2009, 08:20:51 am
i cant get respawn point to work, iv name it correctly like in the manual but it just does nothing and lets the enemies stay dead.

here is what i put

\respawn[35] \time[2]


it works fine for me in 2.21...


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Shadonking

iv used the bug fix in star G and it works now





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come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

lTritonl

I regenerated my Config file and undefined method '+' didn't come up since. Weird stuff =/

However, I'm having another problem now. It only happens when I have a summoned pet fighting alongside me and magic attacks are flying back and forth, it seems to happen at random. I have the Enemy AI set to Full power


undefined method '*' for nil:NilClass

This is the line where the errors occuring:

      when 8 then Rect.new(ch.real_x/4+8, ch.real_y/4+16-d*32, 16, d*32)

and this is the method:

    #--------------------------------------------------------------------------
    # get_projectile_area
    #  ch - map character
    #  d  - distance
    #  Returns area data for the given character and range for projectiles.
    #--------------------------------------------------------------------------
    def get_projectile_area(ch, d)
      return case ch.direction
      when 2 then Rect.new(ch.real_x/4+8, ch.real_y/4+16, 16, d*32)
      when 4 then Rect.new(ch.real_x/4+16-d*32, ch.real_y/4+8, d*32, 16)
      when 6 then Rect.new(ch.real_x/4+16, ch.real_y/4+8, d*32, 16)
      when 8 then Rect.new(ch.real_x/4+8, ch.real_y/4+16-d*32, 16, d*32)
      end
    end


Thank you.