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Messages - Soulshaker3

201
Welcome! / Hello... a bit late
April 15, 2014, 08:25:10 am
I've noticed i've used this forum for quite a while and never did a topic on here so why not now?
So my nickname is soulshaker3 like you see in the side and i'm 16 years old, i'm from Portugal.

Originaly i was main designer in projects but I've stated to get interested in scripting and now i'm maining it. Being a designer and a scripter helps a lot so you can make efficient scripts cool looking.

Currently working on a project full time but i thin it isn't going to go past that but we'll see in the future.
I actually never finished one so i'll try this one to be my first so yeah i thin that's it
202
That's what I tryed to do but when it gets to the main loop of the script the map stops updating because basicly it's only updating the graphics and not the map so the map freezes aswell even if i'm not chaning scenes i'm gonna try again today to see if i can see what's going on.

Edit: O M G i feel so dumb right now, the script that drago posted actually works partially it doesn't work in the first and final part of the script when the orbs drop and go up, i guess it is for the Graphics.update funcion but yeah atleast it works partially.

The reason it didn't work in the first place is that i placed the script in the top right after Scene_debug and now it is before main
203
My script code is this

Spoiler: ShowHide
class Texto < Window_Base
 def initialize(x,y,w,h)
    super(x,y,w,h)
 end
end

class Scene_Menu  
 #principal
 def initialize(menu_index = 0)
   @menu_index = menu_index
 end

 def main
   $spriteset_m = Spriteset_Map.new
   $fechar = false
   @sprites = [Sprite.new, Sprite.new, Sprite.new, Sprite.new, Sprite.new]
   for i in 0..4
     @sprites[i].bitmap = RPG::Cache.picture("/Menu/op#{i}")
     @sprites[i].x = 76
     if(i!=0)
       @sprites[i].y = @sprites[i-1].y+96
     else
       @sprites[i].bitmap = RPG::Cache.picture("/Menu/op#{0}_s")
       @sprites[i].y = -516
     end
   end
   #Audio.se_play('Audio/SE/' + "msg", 100, 0)
   Audio.se_play('Audio/SE/' + "Menu/orb_dropdown", 100, 0)  
   Graphics.transition
   while @sprites[@menu_index].y != 156
     for i in 0..4
         @sprites[i].y+=24
     end
     Graphics.update
   end
     
   loop do
     @einput = true
     Graphics.update
     Input.update
     update
     if ($scene != self) or $fechar
       break
     end
   end
   Graphics.freeze
   for i in 0..4
     @sprites[i].dispose
   end
   Audio.se_play('Audio/SE/' + "Menu/dialog_close", 100, 0)
   $spriteset_m.dispose
   $fechar = false
 end
   
 def update
    if Input.trigger?(Input::UP)
      if (@menu_index >0)
        for i in 0..3
          for k in 0..4
          @sprites[k].y+=24
          end
          Graphics.update
        end
        Audio.se_play('Audio/SE/' + "Menu/menu_popup", 100, 0)
        @menu_index-= 1
        @sprites[@menu_index].bitmap= RPG::Cache.picture("/Menu/op#{@menu_index}_s")
        @sprites[@menu_index+1].bitmap= RPG::Cache.picture("/Menu/op#{@menu_index+1}")
      end
    elsif Input.trigger?(Input::DOWN)
      if (@menu_index <4)
        for i in 0..3
          for k in 0..4
          @sprites[k].y-=24
          end
          Graphics.update
        end
        Audio.se_play('Audio/SE/' + "Menu/menu_popup", 100, 0)
        @menu_index+= 1
        @sprites[@menu_index].bitmap= RPG::Cache.picture("/Menu/op#{@menu_index}_s")
        @sprites[@menu_index-1].bitmap= RPG::Cache.picture("/Menu/op#{@menu_index-1}")
      end
    end
   
    if Input.trigger?(Input::C)
      Audio.se_play('Audio/SE/' + "Menu/confirm", 100, 0)
      case @menu_index
      when 0
        Menu_items.new(@sprites[@menu_index].x+64,@sprites[@menu_index].y+6)
      when 1
        Menu_skills.new(@sprites[@menu_index].x+64,@sprites[@menu_index].y-150)
      when 2
        while @sprites[2].x !=300
         @sprites[2].x += 16
         Graphics.update
        end
        Menu_status.new
        while @sprites[2].x !=76
          @sprites[2].x -= 16
          Graphics.update
        end
        Input.update
      when 3
        Menu_save.new
      when 4
        Menu_sair.new
      end
     end
     
    if Input.trigger?(Input::B) or $fechar
     while @sprites[0].y != -516
       for i in 0..4
         @sprites[i].y-=24
       end
       Graphics.update
     end
     $scene = Scene_Map.new
    end
  end
end

I'm trying to do what you said but i'll probably fail so yeah...

Edit :Tried to do the map updates but when i close the menu it freezes the screen and then crashes probably the charachter updates but because the game crashes the character isn't updated so yeah i'm leaving that to you
204
Would it work instead of:
Quote$scene = Scene_menu.new

I would just erase the spriteset of the map in the menu from the code and render the images into the Scene_Map itself?
205
I scripted my own menu for my project, it's all about sprites, I only use windows to draw text there so I guess it's modded
206
Unfortunatly doesn't work for me, in a blank project it works no problem but in my project it won't i tryed to take out the Spriteset of my menu but it goes with dark background instead of working any idea of what it might be?
207
I need a script that allows the main menu to be still open but still refreshes the map and does not accept input in the player like when the menu is open the player can't more or do any actions while the map is still updating. Any of you can do that for me?
208
General Discussion / Re: Unity 3d questions
April 11, 2014, 07:12:11 am
Never said being a newbie discourage me i said that i need to learn a lot and I'm making my way to it, when i finish the status part of the menu i might post it because the code is a mess and i would like to clean it a lot
209
Holy how did I made that mistake, and couldn't figure it out, that's why i call myself a newbie now actually works thanks a lot
210
So i made a script that replaces the main menu of the game plus all the submenus (items, status etc)  and for my tests, everytime i open the script the 2nd time in a map with autotiles the game just crashes there's a video i uploaded to demonstrate the problem


I'll include a demo with the projects so if you can help me that would be great.
https://www.mediafire.com/?1bl15c2tnr78vov
211
General Discussion / Re: Unity 3d questions
April 10, 2014, 05:24:00 pm
Ok from your awnsers I cleared the ideas i had in mind, if i really decide to stick with unity fortunatly i know how to program in c# atleast the minimum of it tryed xna for visual studio c# and it's not really enjoyable to program there, I've been experimenting unity for quite a while now and I think if i put the effort that i put to learn rgss i might be able to program in threre, stands the problem for models and textures, i do 2d design, 3d is just too much, also , checked the links that gameus send about 3d engines, rpg builder 3d and platinum arts are getting my interest.
My final toughts: if i really go for a 3d game i'll need to get a couple of people to help me, modelers etc. and that is difficult this days so I'm not so sure about the 3d game altought the final result would be much better.
Quote from: Blizzard on April 10, 2014, 05:08:36 pm
Let me just add that I made LL4, a game with about 30 hours of gameplay. I made only a little bit of the graphics and none of the music. I made it over the course of 4 years in probably 3000 working hours (1.5 working years). A large part of that time went into scripting since I modded the shit out of the engine.
So you can imagine how long you will need to make a 3D RPG on your own with an engine that's not as simple to use as RMXP.

I agree with you  never checked your game but i'm pretty sure the result was amusing. If i'm going to do this, i'm going to do it right. I leared enough rgss to make a fully working main menu(submenus included: items, save, exit etc) for my game in under 2 afternoons.
I have to face it i'm a complete newbie and I've much more to learn so I hope my stay here will be for good and will make me progress if any of you is interested in my first script(the menu) i can send you prints and code via PM but the code is really a mess :p :P
212
General Discussion / Unity 3d questions
April 10, 2014, 02:48:18 pm
So recently i've started working with rpg maker scripting and for what I can tell rpg maker is not bad but in many cases you need like to "re-invent the wheel" and I aim for a greater purpose that rpg maker possibly can give so i was thinking... how different is unity3d from rpg maker?ยด

I mean appart from that u3d is as it's name says 3d and rpg maker isn't what are the big differences? In the language for example what programming language do u3d use, what can u3d possibly give that rpg maker can't?
As I am a newbie programmer I think u3d is too much for me at the moment but it's worh giving it a shot right?
213
Hi currently I'm developing a rmxp game of sword art online , a fan made game, and for this type of game we want the characters to be as close as possible to the original idea and I'm not good at pixel editing neither the guys that are working with me at the moment, personaly i'm very good editing images and in the design aspect of the thing but not that good at drawing so for you to get accepted in the job you need a few requirements:

  • Willing to work for free since the game will be free itself

  • Have proofs of your work so we can know if you really are what you say you are


I think that's it if any of you have interest please reply on this forum with your application.
Also btw include some information about yourself like for how long have you been working with pixel editing your name etc. you decide what you want to include in your application but if you don't really do an effort in an application will you really do an effort to the actual game?
214
Well i'm just a begginer programmer i would help you figure this out but at this point I can't.
215
I'll send you a PM with the demo
216
Yup respawn time it was if i disable it i get the bug ty for the help
217
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




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
218
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




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