[XP] Blizz-ABS

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

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Memor-X

there's a script that does that and replaces the HP and SP bars with images, you can easily create a Legend of Zelda: Ocarina of Time heart and magic icons, here's the link
http://forum.chaos-project.com/index.php/topic,4284.0.html

Zylos

I've done some more testing for the enemies passing through you, and so far I've only ever been able to get it to happen when an enemy has been hit with knockback. I'm not entirely sure just yet, since I've had one playtester for me have it happen randomly once during everything without hitting the enemy and it might be where I've just had no luck getting it to repeat again without the knockback. I'm just a layman though. x.x




Boba Fett Link

Actually, an interesting thing I noticed is that when they are moving through unpassable areas, if you can figure out where they are going to come out of the unpassable areas, you cannot walk on that spot and can attack that spot you can damage and/or kill the enemies.
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winkio

I think I figured it out.  If an enemy gets hit in the middle of moving from one tile to another, the knockback instantly cancels the movement and they get to make another.  Basically, while moving from A to B, they get hit and reset, and try to move from A to B again.  However, they count as already being at B, so the passability calculations get mixed up allowing them to move through impassable stuff.

I'm not going to have the rewrite done any time soon, so I'm considering just putting out an update to 2.84 with some bugfixes.  Just FYI.

sasofrass

Hi!

I was wondering how you would disable the bounce damage for SP loss/gains but keep the bounce damage for HP loss/gains. I looked in the manual and didn't see it and I really would like it off.

I run my game where the main character has a replenishing SP (like Rogue / Hunter from WoW) and every time damage is dealt, it shows the SP gain.

Thank you!

Stray

Hi there,

i wanted to ask, if it is possible to make this 'smooth scroller module' script compatible to the ABS.
It makes the scrolling of the games... more... smooth. :^_^':

Spoiler: ShowHide
#==============================================================================
# Listra Smooth Scroller Module by Bunga Tepi Jalan
# for RPG Maker
# Version 1.0
#==============================================================================
# Copyrighted by Bunga Tepi Jalan.
#  * Don't forget to credit me if you want to use this work
#  * You are free to Share - to copy, distribute and transmit the work
#  * You are free to Remix - to adapt the work
#  * You may not use this work for commercial purposes
#
#==============================================================================
# Information:
#  This script makes map scroll smoother.
#
# If you find any bugs or you have any suggestions, please report them via
# e-mail (listra92@gmail.com), or either my blog or these forums:
#  - http://bungatepijalan.wordpress.com
#  - http://www.rpgmakerid.com
#  - http://prodig.forumotion.net
#  - http://vixep.forumsrpg.net
#==============================================================================

module LSSM
  #--------------------------------------------------------------------------
  # * Listra Smooth Scroller Module Configuration
  #--------------------------------------------------------------------------
 
  # Config 1 -- Smooth scroll factor, higher value makes scroll slower
  SMOOTH = 16.0
  # Config 2 -- Custom horizontal & vertical map scroll border,
  #            don't exceed CENTER_X and CENTER_Y
  HBOR = 320 * 4
  VBOR = 240 * 4
  # Config 3 -- Use HBOR & VBOR?
  USECUSTOMBOR = false
end

#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles the player. Its functions include event starting
#  determinants and map scrolling. Refer to "$game_player" for the one
#  instance of this class.
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Invariables (changed)
  #--------------------------------------------------------------------------
  CENTER_X = 320 * 4  # Center screen x-coordinate * 4
  CENTER_Y = 240 * 4  # Center screen y-coordinate * 4
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Remember whether or not moving in local variables
    last_moving = moving?
    # If moving, event running, move route forcing, and message window
    # display are all not occurring
    unless moving? or $game_system.map_interpreter.running? or
          @move_route_forcing or $game_temp.message_window_showing
      # Move player in the direction the directional button is being pressed
      case Input.dir4
      when 2
        move_down
      when 4
        move_left
      when 6
        move_right
      when 8
        move_up
      end
    end
    # Remember coordinates in local variables
    last_real_x = @real_x
    last_real_y = @real_y
    super
    # Player position as the real target coordinate (times 4)
    # Disable this if you want to use another position at certain event
    target_x = @real_x
    target_y = @real_y
    # Horizontal & vertical scroll border
    if LSSM::USECUSTOMBOR
      hbor = LSSM::HBOR
      vbor = LSSM::VBOR
    else
      hbor = CENTER_X
      vbor = CENTER_Y
    end
    # If character is positioned lower than the center of the screen
    if target_y - $game_map.display_y > 15*128 - vbor
      # Scroll map down
      if target_y > $game_map.height*128 - vbor
        $game_map.scroll_down((($game_map.height - 15)*128 - $game_map.display_y)/LSSM::SMOOTH)
      else
        $game_map.scroll_down((target_y - $game_map.display_y - 15*128 + vbor)/LSSM::SMOOTH)
      end
    end
    # If character is positioned more left on-screen than center
    if target_x - $game_map.display_x < hbor
      # Scroll map left
      if target_x < hbor
        $game_map.scroll_left($game_map.display_x/LSSM::SMOOTH)
      else
        $game_map.scroll_left(($game_map.display_x + hbor - target_x)/LSSM::SMOOTH)
      end
    end
    # If character is positioned more right on-screen than center
    if target_x - $game_map.display_x > 20*128 - hbor
      # Scroll map right
      if target_x > $game_map.width*128 - hbor
        $game_map.scroll_right((($game_map.width - 20)*128 - $game_map.display_x)/LSSM::SMOOTH)
      else
        $game_map.scroll_right((target_x - $game_map.display_x - 20*128 + hbor)/LSSM::SMOOTH)
      end
    end
    # If character is positioned higher than the center of the screen
    if target_y - $game_map.display_y < vbor
      # Scroll map up
      if target_y < vbor
        $game_map.scroll_up($game_map.display_y/LSSM::SMOOTH)
      else
        $game_map.scroll_up(($game_map.display_y + vbor - target_y)/LSSM::SMOOTH)
      end
    end
    # If not moving
    unless moving?
      # If player was moving last time
      if last_moving
        # Event determinant is via touch of same position event
        result = check_event_trigger_here([1,2])
        # If event which started does not exist
        if result == false
          # Disregard if debug mode is ON and ctrl key was pressed
          unless $DEBUG and Input.press?(Input::CTRL)
            # Encounter countdown
            if @encounter_count > 0
              @encounter_count -= 1
            end
          end
        end
      end
      # If C button was pressed
      if Input.trigger?(Input::C)
        # Same position and front event determinant
        check_event_trigger_here([0])
        check_event_trigger_there([0,1,2])
      end
    end
  end
end


I would be so glad if somebody had some time.
I'm very grateful to you all for your great help.

Futendra

How do I make bosses with Blizz-ABS? Anyone? Please help...

Stray

January 04, 2012, 08:33:25 am #4607 Last Edit: January 05, 2012, 12:00:12 pm by Stray
Quote from: Futendra on December 29, 2011, 03:30:32 am
How do I make bosses with Blizz-ABS? Anyone? Please help...


It depends on the way your boss is acting. As example you can make one out of a few body parts.


Is there no way to make this script compatible to the ABS?
#==============================================================================
# Listra Smooth Scroller Module by Bunga Tepi Jalan
# for RPG Maker
# Version 1.0
#==============================================================================
# Copyrighted by Bunga Tepi Jalan.
#  * Don't forget to credit me if you want to use this work
#  * You are free to Share - to copy, distribute and transmit the work
#  * You are free to Remix - to adapt the work
#  * You may not use this work for commercial purposes
#
#==============================================================================
# Information:
#  This script makes map scroll smoother.
#
# If you find any bugs or you have any suggestions, please report them via
# e-mail (listra92@gmail.com), or either my blog or these forums:
#  - http://bungatepijalan.wordpress.com
#  - http://www.rpgmakerid.com
#  - http://prodig.forumotion.net
#  - http://vixep.forumsrpg.net
#==============================================================================

module LSSM
  #--------------------------------------------------------------------------
  # * Listra Smooth Scroller Module Configuration
  #--------------------------------------------------------------------------
 
  # Config 1 -- Smooth scroll factor, higher value makes scroll slower
  SMOOTH = 16.0
  # Config 2 -- Custom horizontal & vertical map scroll border,
  #            don't exceed CENTER_X and CENTER_Y
  HBOR = 320 * 4
  VBOR = 240 * 4
  # Config 3 -- Use HBOR & VBOR?
  USECUSTOMBOR = false
end

#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles the player. Its functions include event starting
#  determinants and map scrolling. Refer to "$game_player" for the one
#  instance of this class.
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Invariables (changed)
  #--------------------------------------------------------------------------
  CENTER_X = 320 * 4  # Center screen x-coordinate * 4
  CENTER_Y = 240 * 4  # Center screen y-coordinate * 4
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Remember whether or not moving in local variables
    last_moving = moving?
    # If moving, event running, move route forcing, and message window
    # display are all not occurring
    unless moving? or $game_system.map_interpreter.running? or
          @move_route_forcing or $game_temp.message_window_showing
      # Move player in the direction the directional button is being pressed
      case Input.dir4
      when 2
        move_down
      when 4
        move_left
      when 6
        move_right
      when 8
        move_up
      end
    end
    # Remember coordinates in local variables
    last_real_x = @real_x
    last_real_y = @real_y
    super
    # Player position as the real target coordinate (times 4)
    # Disable this if you want to use another position at certain event
    target_x = @real_x
    target_y = @real_y
    # Horizontal & vertical scroll border
    if LSSM::USECUSTOMBOR
      hbor = LSSM::HBOR
      vbor = LSSM::VBOR
    else
      hbor = CENTER_X
      vbor = CENTER_Y
    end
    # If character is positioned lower than the center of the screen
    if target_y - $game_map.display_y > 15*128 - vbor
      # Scroll map down
      if target_y > $game_map.height*128 - vbor
        $game_map.scroll_down((($game_map.height - 15)*128 - $game_map.display_y)/LSSM::SMOOTH)
      else
        $game_map.scroll_down((target_y - $game_map.display_y - 15*128 + vbor)/LSSM::SMOOTH)
      end
    end
    # If character is positioned more left on-screen than center
    if target_x - $game_map.display_x < hbor
      # Scroll map left
      if target_x < hbor
        $game_map.scroll_left($game_map.display_x/LSSM::SMOOTH)
      else
        $game_map.scroll_left(($game_map.display_x + hbor - target_x)/LSSM::SMOOTH)
      end
    end
    # If character is positioned more right on-screen than center
    if target_x - $game_map.display_x > 20*128 - hbor
      # Scroll map right
      if target_x > $game_map.width*128 - hbor
        $game_map.scroll_right((($game_map.width - 20)*128 - $game_map.display_x)/LSSM::SMOOTH)
      else
        $game_map.scroll_right((target_x - $game_map.display_x - 20*128 + hbor)/LSSM::SMOOTH)
      end
    end
    # If character is positioned higher than the center of the screen
    if target_y - $game_map.display_y < vbor
      # Scroll map up
      if target_y < vbor
        $game_map.scroll_up($game_map.display_y/LSSM::SMOOTH)
      else
        $game_map.scroll_up(($game_map.display_y + vbor - target_y)/LSSM::SMOOTH)
      end
    end
    # If not moving
    unless moving?
      # If player was moving last time
      if last_moving
        # Event determinant is via touch of same position event
        result = check_event_trigger_here([1,2])
        # If event which started does not exist
        if result == false
          # Disregard if debug mode is ON and ctrl key was pressed
          unless $DEBUG and Input.press?(Input::CTRL)
            # Encounter countdown
            if @encounter_count > 0
              @encounter_count -= 1
            end
          end
        end
      end
      # If C button was pressed
      if Input.trigger?(Input::C)
        # Same position and front event determinant
        check_event_trigger_here([0])
        check_event_trigger_there([0,1,2])
      end
    end
  end
end


I'm sorry, the doublepost was a mistake I didn't notice.
I'm very grateful to you all for your great help.

winkio

Quote from: Blizzard on January 07, 2008, 06:01:58 pm
The Rules


1. No doubleposting within 24 hours of your previous post. After 24 hours, it is ok to do so. If you forgot to say something in your original post, or need to change any information, then you should make use of the MODIFY button. Don't forget that SMF will treat an edit of the last post just like a new post it will be displayed as if there were new posts in the topic.


Rule #1.  The rule that was so important Blizz put it at the very top of the rule list.  No double posting within 24 hours.  Especially a meaningless quote of your last post.  Your post is there, everyone can see it, you don't need to make duplicates.

SeanBThe3rd

I just downloaded Blizz-ABS and I can't seem to open the Manual for some reason. It opens with "Microsoft HTML Help Executable" automatically , but every page of the manual fails.

Any help out there?

winkio

Quote from: winkio on December 13, 2011, 07:24:59 pm
Oh no, that's not a problem with the manual, that's Windows security settings.  Try the solutions at this link.

Quote from: Blizzard on January 09, 2008, 08:21:56 am
Author's Notes

If you have problems opening the .chm manual file, please read this article: http://blogs.technet.com/seanearp/archive/2007/05/28/can-t-read-chm-compiled-help-on-vista-xp-2003.aspx
The solution is at the bottom, you don't need to read the whole article.


If it still doesn't work, let us know.

Blizzard

Winkio, what do you think about including a small "read if manual doesn't work.txt" where you put this text in?
Check out Daygames and our games:

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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.

winkio

yeah, I probably should.

SeanBThe3rd

Thanks a lot guys. Totally got it working now.

Sorry for missing the solution in the original post.

~ Sean

Skwig

Hello, might have been asked before, but i don't plan on scrolling thru 230+ pages
Soo..
Is there a way to use the "default" sprites from the Sir Lag a Lot Demo? They don't seem to work with 2.84
I've read something about 2.7 changing, but couldnt find a 2.6 +- download link.

PS: I'm a HORRIBLE spriter, if you ask why i want this
Thanks,
PPS: English isnt my first language, so pardon my grammar.

Boba Fett Link

The Sir Lag a Lot sprites should work fine. I can put them in a project and they work for me.
This post will self-destruct in 30 seconds.

Stray

January 11, 2012, 03:43:32 pm #4616 Last Edit: January 11, 2012, 03:45:25 pm by Stray
I wanted to ask again, if it is possible to edit the smooth scrolling script in a way so that it could fit to the ABS.
I'm very grateful to you all for your great help.

Skwig

Quote from: Boba Fett Link on January 11, 2012, 03:39:07 pm
The Sir Lag a Lot sprites should work fine. I can put them in a project and they work for me.
yes the sprites themselves are fine but when ou attack they dont fit, so attack sprites should be changed or something
What do they do? Well the character sould be centered, right? Well they arent, they are just all over the place

Stray

I wanted to know what you still have to do for the next update. A real important thing for my game are the character animations which doesn't work.
I know, maybe it's a bit pushy, but I just can't wait for it... :^_^':
I'm very grateful to you all for your great help.

Boba Fett Link

Uh, by character animations do you mean showing a sprited animation of the character attacking/defending/running/etc etc? Because that works. You have to turn them on in the config program though and make sure you have them named correctly.
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