I have noticed that many people have problems putting my scripts in the right order into the editor. It's not that bad if it were only 3 scripts, but what if it are 6, 7 or even more...? Anyway, here is the script order that should work for my scripts.
- ~ before the script name means "multiple scripts" and scripts not by me.
- Bolded script names are scripts by me.
- Italic script names are script plugins by me.
Keep in mind that there are exceptions for scripts that need to be put between or below my scripts. Be sure to follow this suggested order, but always give priority to the instructions of other scripters! If they say to put a script at a specific location between or after my scripts, put it there.
- XPA_Window
- Resource Tester
- ~ RTP scripts
- ~ SDK
- ~ Other people's scripts
- Tons of Add-ons Part 1
- Tons of Add-ons Part 2
- Tons of Add-ons Part 3
- Stormtronics CMS (any Edition)
- RMX-OS Options
- RMX-OS Script
- Global Switches and Variables for RMX-OS
- Remote Restart for RMX-OS
- Blizz-ABS Part 1
- Blizz-ABS Part 2
- Blizz-ABS Part 3
- Critical Sound for Blizz-ABS
- Secondary Weapon for Blizz-ABS
- Z-HUD for Blizz-ABS
- EXP in HUD for Blizz-ABS
- Random Action Sprites for Blizz-ABS
- Auto-Targeting for Blizz-ABS
- Rapid Fire for Blizz-ABS
- Quick Weapon Switch for Blizz-ABS
- Visual Equipment for Blizz-ABS
- Blizz-ABS Controller for RMX-OS
- Advanced Time and Environment System
- Global Day-and-Night System for RMX-OS
- Continuous Maps
- Mouse Controller
- Creation System
- Pay to Heal
- Chaos Rage Limit System
- CRLS + Blizz-ABS plugin
- Scene_SoulRage
- Soul Force Combo System
- Easy Overdrive System
- Advanced Analyze System
- Bestiary
- Chaos Project Debug System
- Dynamic Day and Night System
- DREAM for Music Files
- DREAM for Save Files
- Easy Party Switcher
- Unlimited Levels
- Easy LvlUp Notifier
- Custom Stat Growing System
- Stat Distribution System
- RO Job/Skill System
- Full Reflection System
- Blizz-ABSEAL (DO NOT USE IF YOU HAVE BLIZZ-ABS!!!)
- ~ Main / ~ Modified Main
You do not have to maintain the exact order of my scripts, but I can't guarantee that there will be no problems if you don't. Individual scripts that I have created are not listed here. I will keep this topic updated.
Updated on 8.2.2016.Updated on 10.2.2010.Updated on 17.1.2010.Updated on 14.12.2009.Updated on 9.10.2009.Updated on 30.7.2009.Updated on 4.7.2009.Updated on 8.3.2009.Updated on 14.7.2008.Updated on 13.5.2008.Updated on 29.2.2008.Updated on 19.2.2008.Updated on 9.12.2007.Updated on 13.11.2007.Updated on 5.11.2007.Updated on 25.10.2007.
I'll promote this in my sig :)
the link goes to a screenshot of your game or something.
Not anymore, lol! You might wanna update the Blizz-ABS link as well.
I should, I wll right away.
Hello... i use BLIZZ ABS 1.96 and i have a question:
How i can create enemys directly in the script without use the Config system? (because show me errors)...
For Example:
i want to create first a enemy that attack directly and then i want to create a second enemy that attack with a projectile weapon. This is my script... how have to look a correct script....can you post it?
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# 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['Z']"
CANCEL = "Key['X']"
ATTACK = "Key['Z']"
DEFEND = "Key['Alt']"
SKILL = "Key['A']"
ITEM = "Key['S']"
SELECT = "Key['Ctrl']"
HUD = "Key['F3']"
HOTKEY = "Key['F4']"
MINIMAP = "Key['F5']"
RUN = "Key['C']"
SNEAK = "Key['D']"
JUMP = "Key['Space']"
TURN = "Key['V']"
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Config
#----------------------------------------------------------------------------
# This module provides Blizz-ABS configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Config
# 2.1. # Basic Configuration
MAX_PARTY = 4
CATERPILLAR = true
ANIMATED_IDS = []
HEAL_ON_LVLUP = true
DISABLE_ABS_MODE = 1
MENU_COLOR_TINT = 1
ITEM_TIME = 15
ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('008-system08', 80, 100)
DROP_GOLD = 'b2'
PICKUP_ON_TOUCH = false
# 2.2. # Movement Configuration
PIXEL_MOVEMENT_RATE = 2
REPAIR_MOVEMENT = true
EIGHT_WAY_MOVEMENT = true
NORMAL_SPEED = 4
RUN_SPEED = 5
SNEAK_SPEED = 3
JUMPING = 2
NO_JUMP_TAGS = [7]
ALLOW_JUMP_TAGS = []
# 2.3. # Lag Prevention Configuration
INTELLIGENT_PASSABILTY = true
ABSEAL_AUTOKILL = true
FACTOR = 8
DISABLE_ANTILAG_IDS = []
# 2.4. # Game Info Configuration
HUD_ENABLED = true
HUD_POSITION = 0
HUD_TYPE = 3
MINIMAP = false
ENEMY_HEALTH_BARS = 0
MATCH_HEALTH_BAR_WIDTH = false
WEAPON_DATA_MODE = [0, 0]
SKILL_DATA_MODE = [0, 0, 0]
ITEM_DATA_MODE = [0, 0, 0]
# 2.5. # Enemy Behaviour Configuration
AI_DEFAULT_ATTRIBUTES = '00000000'
AI_DELAY_TIME = 40
AI_MEMORY_COUNT = 80
PERCEPTION_RANGE = 5
RESPAWN_TIME = 0
WALL_TAGS = [6]
NO_ENEMY_TAGS = []
# 2.6. # Animation Configuration
ANIMATIONS = true
SMALL_ANIMATIONS = true
DISPLAY_LVLUP = true
LVLUP_ANIMATION_ID = 16
FLEE_LOOP_ANIMATION_ID = 91
CALL_HELP_ANIMATION_ID = 100
# 2.7. # Sprite Control Configuration
ACTOR_ACTION_SPRITES = true
ENEMY_ACTION_SPRITES = false
ACTOR_SKILL_SPRITES = true
ENEMY_SKILL_SPRITES = false
WEAPON_SPRITES = false
RUNNING_SPRITES = true
SNEAKING_SPRITES = false
JUMPING_SPRITES = true
ACTOR_SPRITE_Y_OFFSET = 0
ENEMY_SPRITE_Y_OFFSET = 0
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Weapons
#----------------------------------------------------------------------------
# This module provides weapon configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Weapons
def self.type(id)
return 0
end
def self.range(id)
return 1.5
end
def self.consume(id)
return []
end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Skills
#----------------------------------------------------------------------------
# This module provides skill configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Skills
def self.type(id)
return [2, 0]
end
def self.range(id)
return 1.0
end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Items
#----------------------------------------------------------------------------
# This module provides item configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Items
def self.type(id)
return [2, 0]
end
def self.range(id)
return 5.5
end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Enemies
#----------------------------------------------------------------------------
# This module provides enemy configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Enemies
===============Here i put the first enemy===================
def self.type(id)
return 0
end
def self.range(id)
return 1.5
end
def self.enemy_set(id)
return '1'
end
def self.destruct(id)
return 0
end
end
===============And here i put the second...is that correct?===============
def self.type(id)
return 4
end
def self.range(id)
return 4
end
def self.enemy_set(id)
return 'bullet1'
end
def self.destruct(id)
return 0
end
end
Quote from: Real Mugen on March 10, 2008, 05:17:36 pm
Hello... i use BLIZZ ABS 1.96 and i have a question:
How i can create enemys directly in the script without use the Config system? (because show me errors)...
For Example:
i want to create first a enemy that attack directly and then i want to create a second enemy that attack with a projectile weapon. This is my script... how have to look a correct script....can you post it?
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# 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['Z']"
CANCEL = "Key['X']"
ATTACK = "Key['Z']"
DEFEND = "Key['Alt']"
SKILL = "Key['A']"
ITEM = "Key['S']"
SELECT = "Key['Ctrl']"
HUD = "Key['F3']"
HOTKEY = "Key['F4']"
MINIMAP = "Key['F5']"
RUN = "Key['C']"
SNEAK = "Key['D']"
JUMP = "Key['Space']"
TURN = "Key['V']"
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Config
#----------------------------------------------------------------------------
# This module provides Blizz-ABS configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Config
# 2.1. # Basic Configuration
MAX_PARTY = 4
CATERPILLAR = true
ANIMATED_IDS = []
HEAL_ON_LVLUP = true
DISABLE_ABS_MODE = 1
MENU_COLOR_TINT = 1
ITEM_TIME = 15
ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('008-system08', 80, 100)
DROP_GOLD = 'b2'
PICKUP_ON_TOUCH = false
# 2.2. # Movement Configuration
PIXEL_MOVEMENT_RATE = 2
REPAIR_MOVEMENT = true
EIGHT_WAY_MOVEMENT = true
NORMAL_SPEED = 4
RUN_SPEED = 5
SNEAK_SPEED = 3
JUMPING = 2
NO_JUMP_TAGS = [7]
ALLOW_JUMP_TAGS = []
# 2.3. # Lag Prevention Configuration
INTELLIGENT_PASSABILTY = true
ABSEAL_AUTOKILL = true
FACTOR = 8
DISABLE_ANTILAG_IDS = []
# 2.4. # Game Info Configuration
HUD_ENABLED = true
HUD_POSITION = 0
HUD_TYPE = 3
MINIMAP = false
ENEMY_HEALTH_BARS = 0
MATCH_HEALTH_BAR_WIDTH = false
WEAPON_DATA_MODE = [0, 0]
SKILL_DATA_MODE = [0, 0, 0]
ITEM_DATA_MODE = [0, 0, 0]
# 2.5. # Enemy Behaviour Configuration
AI_DEFAULT_ATTRIBUTES = '00000000'
AI_DELAY_TIME = 40
AI_MEMORY_COUNT = 80
PERCEPTION_RANGE = 5
RESPAWN_TIME = 0
WALL_TAGS = [6]
NO_ENEMY_TAGS = []
# 2.6. # Animation Configuration
ANIMATIONS = true
SMALL_ANIMATIONS = true
DISPLAY_LVLUP = true
LVLUP_ANIMATION_ID = 16
FLEE_LOOP_ANIMATION_ID = 91
CALL_HELP_ANIMATION_ID = 100
# 2.7. # Sprite Control Configuration
ACTOR_ACTION_SPRITES = true
ENEMY_ACTION_SPRITES = false
ACTOR_SKILL_SPRITES = true
ENEMY_SKILL_SPRITES = false
WEAPON_SPRITES = false
RUNNING_SPRITES = true
SNEAKING_SPRITES = false
JUMPING_SPRITES = true
ACTOR_SPRITE_Y_OFFSET = 0
ENEMY_SPRITE_Y_OFFSET = 0
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Weapons
#----------------------------------------------------------------------------
# This module provides weapon configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Weapons
def self.type(id)
return 0
end
def self.range(id)
return 1.5
end
def self.consume(id)
return []
end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Skills
#----------------------------------------------------------------------------
# This module provides skill configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Skills
def self.type(id)
return [2, 0]
end
def self.range(id)
return 1.0
end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Items
#----------------------------------------------------------------------------
# This module provides item configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Items
def self.type(id)
return [2, 0]
end
def self.range(id)
return 5.5
end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Enemies
#----------------------------------------------------------------------------
# This module provides enemy configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Enemies
===============Here i put the first enemy===================
def self.type(id)
return 0
end
def self.range(id)
return 1.5
end
def self.enemy_set(id)
return '1'
end
def self.destruct(id)
return 0
end
end
===============And here i put the second...is that correct?===============
def self.type(id)
return 4
end
def self.range(id)
return 4
end
def self.enemy_set(id)
return 'bullet1'
end
def self.destruct(id)
return 0
end
end
This is the wrong place for this XD
If you have questions, you should post it in the Blizz-ABS topic HERE! (http://forum.chaos-project.com/index.php?topic=106.0)
Anway, it should be like this:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Enemies
#----------------------------------------------------------------------------
# This module provides enemy configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Enemies
def self.type(id)
case id
when 1 then return 3 # Ghost : Boomerang Type
when 2 then return 4 # Basilisk : Bow Type
end
return 0
end
def self.range(id)
case id
when 1 then return 5.0 # Ghost
when 2 then return 25.0 # Basilisk
end
return 1.5
end
def self.enemy_set(id)
case id
when 1 then return 'banana' # Ghost
when 2 then return 'arrow' # Basilisk
end
return ''
end
def self.destruct(id)
return 0
end
end
There is an additional file called "Configuration Documentation". It gives you information about how you need to configure the script manually. Use it together with the manual (because the functionality of the options is explained only in the manual) to configure it without using the extra application. Do you have .NET Framework 2.0 installed on your computer? The configuration application needs it to be run, maybe you just need to install it.
What? Blizz require Microsoft software to be installed? ITS THE END, I TELL YOU, ITS THE END
I wish I could do iw without .NET, but then the app would be 10MB+ big instead of 300kB. And that ONLY IF I can use the DLLs separately without .NET.
Quote from: TerreAqua on March 10, 2008, 05:32:21 pm
Quote from: Real Mugen on March 10, 2008, 05:17:36 pm
Hello... i use BLIZZ ABS 1.96 and i have a question:
How i can create enemys directly in the script without use the Config system? (because show me errors)...
For Example:
i want to create first a enemy that attack directly and then i want to create a second enemy that attack with a projectile weapon. This is my script... how have to look a correct script....can you post it?
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# 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['Z']"
CANCEL = "Key['X']"
ATTACK = "Key['Z']"
DEFEND = "Key['Alt']"
SKILL = "Key['A']"
ITEM = "Key['S']"
SELECT = "Key['Ctrl']"
HUD = "Key['F3']"
HOTKEY = "Key['F4']"
MINIMAP = "Key['F5']"
RUN = "Key['C']"
SNEAK = "Key['D']"
JUMP = "Key['Space']"
TURN = "Key['V']"
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Config
#----------------------------------------------------------------------------
# This module provides Blizz-ABS configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Config
# 2.1. # Basic Configuration
MAX_PARTY = 4
CATERPILLAR = true
ANIMATED_IDS = []
HEAL_ON_LVLUP = true
DISABLE_ABS_MODE = 1
MENU_COLOR_TINT = 1
ITEM_TIME = 15
ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('008-system08', 80, 100)
DROP_GOLD = 'b2'
PICKUP_ON_TOUCH = false
# 2.2. # Movement Configuration
PIXEL_MOVEMENT_RATE = 2
REPAIR_MOVEMENT = true
EIGHT_WAY_MOVEMENT = true
NORMAL_SPEED = 4
RUN_SPEED = 5
SNEAK_SPEED = 3
JUMPING = 2
NO_JUMP_TAGS = [7]
ALLOW_JUMP_TAGS = []
# 2.3. # Lag Prevention Configuration
INTELLIGENT_PASSABILTY = true
ABSEAL_AUTOKILL = true
FACTOR = 8
DISABLE_ANTILAG_IDS = []
# 2.4. # Game Info Configuration
HUD_ENABLED = true
HUD_POSITION = 0
HUD_TYPE = 3
MINIMAP = false
ENEMY_HEALTH_BARS = 0
MATCH_HEALTH_BAR_WIDTH = false
WEAPON_DATA_MODE = [0, 0]
SKILL_DATA_MODE = [0, 0, 0]
ITEM_DATA_MODE = [0, 0, 0]
# 2.5. # Enemy Behaviour Configuration
AI_DEFAULT_ATTRIBUTES = '00000000'
AI_DELAY_TIME = 40
AI_MEMORY_COUNT = 80
PERCEPTION_RANGE = 5
RESPAWN_TIME = 0
WALL_TAGS = [6]
NO_ENEMY_TAGS = []
# 2.6. # Animation Configuration
ANIMATIONS = true
SMALL_ANIMATIONS = true
DISPLAY_LVLUP = true
LVLUP_ANIMATION_ID = 16
FLEE_LOOP_ANIMATION_ID = 91
CALL_HELP_ANIMATION_ID = 100
# 2.7. # Sprite Control Configuration
ACTOR_ACTION_SPRITES = true
ENEMY_ACTION_SPRITES = false
ACTOR_SKILL_SPRITES = true
ENEMY_SKILL_SPRITES = false
WEAPON_SPRITES = false
RUNNING_SPRITES = true
SNEAKING_SPRITES = false
JUMPING_SPRITES = true
ACTOR_SPRITE_Y_OFFSET = 0
ENEMY_SPRITE_Y_OFFSET = 0
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Weapons
#----------------------------------------------------------------------------
# This module provides weapon configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Weapons
def self.type(id)
return 0
end
def self.range(id)
return 1.5
end
def self.consume(id)
return []
end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Skills
#----------------------------------------------------------------------------
# This module provides skill configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Skills
def self.type(id)
return [2, 0]
end
def self.range(id)
return 1.0
end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Items
#----------------------------------------------------------------------------
# This module provides item configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Items
def self.type(id)
return [2, 0]
end
def self.range(id)
return 5.5
end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Enemies
#----------------------------------------------------------------------------
# This module provides enemy configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Enemies
===============Here i put the first enemy===================
def self.type(id)
return 0
end
def self.range(id)
return 1.5
end
def self.enemy_set(id)
return '1'
end
def self.destruct(id)
return 0
end
end
===============And here i put the second...is that correct?===============
def self.type(id)
return 4
end
def self.range(id)
return 4
end
def self.enemy_set(id)
return 'bullet1'
end
def self.destruct(id)
return 0
end
end
This is the wrong place for this XD
If you have questions, you should post it in the Blizz-ABS topic HERE! (http://forum.chaos-project.com/index.php?topic=106.0)
Anway, it should be like this:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Enemies
#----------------------------------------------------------------------------
# This module provides enemy configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Enemies
def self.type(id)
case id
when 1 then return 3 # Ghost : Boomerang Type
when 2 then return 4 # Basilisk : Bow Type
end
return 0
end
def self.range(id)
case id
when 1 then return 5.0 # Ghost
when 2 then return 25.0 # Basilisk
end
return 1.5
end
def self.enemy_set(id)
case id
when 1 then return 'banana' # Ghost
when 2 then return 'arrow' # Basilisk
end
return ''
end
def self.destruct(id)
return 0
end
end
its strange....crash me in the last line witha syntax error
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Enemies
#----------------------------------------------------------------------------
# This module provides enemy configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Enemies
def self.type(id)
case id
when 1 then return 3 # Ghost : Boomerang Type
when 2 then return 4 # Basilisk : Bow Type
end
return 0
end
def self.range(id)
case id
when 1 then return 5.0 # Ghost
when 2 then return 25.0 # Basilisk
end
return 1.5
end
def self.enemy_set(id)
case id
when 1 then return 'bala1' # Ghost
when 2 then return 'bala1' # Basilisk
end
return ''
end
def self.destruct(id)
return 0
end
end ========================CRASH ME HERE!!!!!!!!!!
try adding an end
its work man!! thanx...sorry about the stupidness....im new ^_^
heh it's ok you probably accidently didn't copy it all or something
I can't seem to fin the Creation system @___@
Blizzard didn't update this topic yet. I think Blizzard will eventually update this topic.
Whoops! I completely forgot this. There you go.
Im using rpgmaker xp with the chaos drive on and everything else off
but when i use it and the drive character defeats the last enemy
the battle ends and i lose all my characters (as in they dont have battlers
or the walk around sprites) is there a way to avoid this without changing the
REMOVE_PARTY function to false?
man that was long...
You need to define a "Chaos" state and assign the correct state ID in the configuration. This could be the cause of the problem.
@Munzi: I am sorry, but I had to disable posting for guests because of repeated spammer attacks. If you want to post, you will have to register.
Oh yeah i did register im Torque now lol :D
Then i got confused and replied to myself
:P
woops...
Use the "Modify" button. xD
The problem is back again but this time it's when the chaos drive character dies
Post in the appropriate topic. :P Did you assign the Chaos Drive status effect?
oh okay i'll go post there
and um yeah i did the state thing but it still happens
Wow thats a lot of scripts you've made Blizzard!
Are they all compatible with your ABS?
Anyway if its not too much effort perhaps you could link those names to the appropriate forum topic? For me that would make it way easier.
http://forum.chaos-project.com/index.php?topic=1586.0
Blizzard have you ever thought of making a demo with all your scripts in it except blizz-abs?
Actually Blizz-ABS script collection v1.0 was released a long time ago. :P v2.0 will probably be released after I retire from RMXP.
Retire!? :o and I ment like someone done with KGC scripts in VX.
http://www.rpgmakervx.net/index.php?showtopic=1044 (http://www.rpgmakervx.net/index.php?showtopic=1044)
Like a testbed, all scripts in one project. I know what you mean.
BTW, here's v1.0 (http://www.sendspace.com/file/ce5iqk). It's very, very old, though. Yes, I still have that project. xD
And yes, retire. After Chaos Project is done I will only keep working for some more time on Blizz-ABS and that's it.
Quote from: Blizzard on December 11, 2008, 07:04:06 am
And yes, retire. After Chaos Project is done I will only keep working for some more time on Blizz-ABS and that's it.
This news must be announced.
By the way, along with the retirement, does that mean you will NOT be working on the other Leximas? What about that 3-D thing...? And yeah, I can see retirement anyway...You haven't been making any new scripts, just upgrading your older ones (Which is just awesome actually). Though support, support is important, would you still answer questions that users have about your scripts and etc.?
Well, I know I'm trailing off here. XD
A Blizzard Testbed should have a more interesting name. D: Like Blizz-Bed. <3
Actually I was going to retire after the summer, but CP didn't get done by then. That's not really news. Also, I am retiring from RMXP, not from game making. :P
ooohhh :P.So I hope to see the other Leximas done well!
So Dream now works with BlizzABS?
:/ Manual says no.
Hey, Blizz...If you ever need any extra guinea pigs or assistants when the Legend of Lexima goes 3-D I'd like to help. It looks like an incredible series and i'd love to see it come to fruition. :D
Then again, I'm not so sure what i'd be able to do, but I do have an interest in making games, so why not start out helping somebody else, eh?
Would that work out? :O.o:
I'm glad to hear you plan on going 3d like I am, I just hope you keep these forums running for us cause we all still love rmxp and your scripts are the best.
Quote from: Scientist Riku on May 07, 2009, 06:59:45 pm
Hey, Blizz...If you ever need any extra guinea pigs or assistants when the Legend of Lexima goes 3-D I'd like to help. It looks like an incredible series and i'd love to see it come to fruition. :D
Then again, I'm not so sure what i'd be able to do, but I do have an interest in making games, so why not start out helping somebody else, eh?
Would that work out? :O.o:
We always need beta testers. xD I'll probably keep this forum running in the coming years even when I retire from RMXP.
This place is an information gold mind, not only the scripts but the various fixes and changes people requested for the scripts, I don't know what I would do without CP, probably cry in a cave lol
Me too, me too. :'(
UMS was at the top of the extra scripts, and all else below it.
What are you talking about?
think he is talking about his post in Blizz-ABS ( http://forum.chaos-project.com/index.php?topic=106.2440 )
QuoteI´m not sure, but it would seem like STCMS is doing something with BABS, since the pre-menu or mini-menu won´t appear...
How do i fix this?
you send him here :P
Quote from: Pyhankoski on September 10, 2009, 07:31:20 am
UMS was at the top of the extra scripts, and all else below it.
UMS != STCMS & Blizz-ABS.
I've always been wondering ...
Why does the script order matter??
Is it because you make your own modules, so any script that has handlers for those modules has to be below the script where the module is first introduced?? Otherwise, the system will be checking for a module that doesn't exist??
script 1: class A, refine method x(a) to x(a, b)
script 2: class A, refine method x(a, b) to x(a, b) with additional code
If I put them the other way around, this would happen:
script 2: class A, refine method x(a, b) to x(a, b) with additional code
script 1: class A, refine method x(a) to x(a, b)
Script 2 would cause an error because the original method wasn't redefined to accept 2 parameters (a, b) but it still only accepts (a).
Or another example would simply be if a method is completely overriden. i.e. the SDK overrides lots of methods, it you put it below my scripts, it would override many methods of my scripts and render them partially not working. It's as if you had them in the right order, but you simply deleted some parts of it. Of course it won't work that way.
Ah ...
Alright, so that definitely makes sense.
Ok, I updated the first post and I have added all of my plugins to the list as well since they have become quite numerous. xD
Does Zero's CCTS go in the same place as ATES?
You should probably put it above all. If it's not working right, try at the place where ATES is.
K, thanks.