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Messages - danleon950410

1
Quote from: Blizzard on January 19, 2017, 02:53:01 pm
Haha, I'm glad you like it. xD Yeah, I'm retired, but I still hang around. Sometimes I even help out. Just linking something or saying something usually isn't a problem. xD

I just remembered this script here: http://forum.chaos-project.com/index.php/topic,8825.0.html
It's almost what you're looking for, but it's for actors. It should be applicable to enemies with a few edits.

Glad to hear that.

Yeah, i came across that one last week i think. I gave it a pass as soon as i saw it was for the player, but i don't need any voice-like grunts for him like Link in the Zelda games.

I'm ultra-noob at scripting and RGSS so i had little-to-no idea you could port it to work on enemies. Seriously, it took me 4 months to soft-mod the ABS a little (and by soft mod i mean hide the things i don't need) but now that i know i'm gonna play with it to make it work.
Thanks a bunch, blizz.

I'm just 3 things away to having the ABS completely ready now.
2
RMXP Script Database / Re: [XP] Blizz-ABS
January 19, 2017, 02:34:20 pm
Uhh guys, i'm sure this counts as necropost, so much it might be illegal. But i'll risk it because i don't want to nag with any other threads just for simple dumb questions. And what better place than the official support thread.

I've been working with the ABS four months now. Ultra-noob in scripting, RGSS in any way, but i've carried on with my english skills. Also have in mind that if i'm asking it means that i didn't found the info to clear my doubts.
But i have no idea where to start when it comes to 3 small things:
>Where can i change the enemy health bar from green to red?
>Where can i change the font used for the enemy/player damage points? (the numbers that pop, i think even when a healing item is used) Or is it the same general font the game uses?
>How can i simulate damage on the player so the damage points show up? I can be done with the maker commands but the damage points won't pop up, obviously

I feel really dumb for asking. This isn't something serious but it would greatly help the asthetics of my game.
Help is appreciated. Thank you and have a good day
3
Quote from: Blizzard on January 18, 2017, 03:22:16 pm
:welcome:

I've seen a script like that in the past, but when I checked our database, I couldn't find it. Maybe it was at www.rmrk.net Try taking a look there.


Oh God, Blizzard. I had no idea you were still around here to this date. I'm kinda honored: really admire your work and your ABS, it's the best thing ever for the RM XP.

To the mater, yeah i was unable to find it in the database too. And Google was useless also. So i did what you said and checked www.rmrk.net up and down but all i found was a really old post from a guy with a similar issue where the only reply said to ask you personally + a link to the Chaos Project Forum. Of course i'm not gonna do that as i know that you're reitred, but for the sake of the project i've decided to let that feature pass and live with it.

Thank you very much for answering and your help...
4
Quote from: KK20 on January 18, 2017, 03:23:16 pm
You can also probably use this in some way: http://forum.chaos-project.com/index.php/topic,12230.0.html
Just make a trigger for when the enemy is hit by something to play a sound.


Well i did mess with it for a while, but it added some lag (for some reason) to an already full-of-scripts project plus messed around some of the other triggers i was already using for the battle system. It has potential for future projects, and technically it delivers to my need but i'm gonna give it a pass for now.

That said, thank you very much for your replying and helping me.
5
Hello, everyone!

This community has been really helpful in the development of my game, and i really appreciate that. You guys offer amazing support even though we're talking about a 12 yo software.

This time i'd like to bother anyone with a simple doubt: Is there any way to integrate a Battlecry/Custom sound for when enemies are attacked/receive damage from the player and his weapon? I've tried with animations, Google searchs and Chaos Project searchs but i haven't been able to either make it work or find useful info.
I know that you can have a custom animation for weapons but that is kinda used for the weapon/player itself and not the objective, and the fact that the sound plays wether or not and objetive is attacked seems so support this.

So that was it, i'd like to thank in advance any brave user/sould who can lend me a hand. If not, no biggies.
It's just that the game looks so DEAD in that aspect that it kinda sucks...It's not a matter of life or death but boy it sure adds some quality.

Have a nice day
6
Quote from: KK20 on November 12, 2016, 10:43:14 pm
Never tried it myself, but you can see if this helps: http://forum.chaos-project.com/index.php/topic,13701.0.html

I think you just nailed it. I'm about to go to bed so i can't test it right now but it's pretty obvious that this is exactly what i was looking for.
It will require some work tomorrow.

You have my infinite gratitude, buddy. Thank you very much!
7
Hey there, fellows

I'm sorry to bother you for help once more, but i'm lost and tired of searching for the answer without finding any info related.
I'm currently using Blizz ABS (RPG MAKER XP)in its latest version, been modifying it for months and i'm finally finishing all the work to start building the game.

I made all the weapon animation sprites (both _atk and _wpn) on templates of the same width or height of the standard main chacracter chara, but decided i wouldn't test them 'til they were ALL ready. I did today and i found that while the "_atk" sprites show wonderfully aligned and on par with the standard player chara, the "_wpn" sprited shows way off and misaligned: below of where it should be.

Now, i read the manual but i couln't find any metrics neither did a google search provide them or any template, and even here i used the search in here. All i found on the manual is that the weapon graphics are "CENTERED" but i have no idea what that means.

So if anyone could please prove the template OR the dimensions for this standalone weapon sprites i would thank you forever. Or at least if you could point out what am i doing wrong i'd be deeply satisfied.

Thank you so much for your attention and i'm deeply sorry for bothering again.



8
Quote from: LiTTleDRAgo on August 29, 2016, 11:34:36 am
Quote from: danleon950410 on August 29, 2016, 11:23:48 am
For anyone that wants to use this script:
It works wonderfully and as planned, BUT it has an issue that collides with the Blizz ABS.
Using the Blizz's $game_system.hotkeys = false command to Hide either the HUD or the Hotkeys breaks the game. It doesn't even crash, it completeley freezes.
Weirdly enough, it doesn't happen by using the Hud and Hotkeys key to toggle their display.
I'm trying to fix this issue but i haven't been able to achieve it yet. I'm really unexperienced at this.

If i find the solution i'll post it ASAP. If anyone more experienced than me has some free time (i'm not asking for miracles, this post's been dead for like 4 years) any hand will be more than welcome.


RMXP script call bug, to fix that you can modify your script call :

from this :

$game_system.hotkeys = false


into this :

$game_system.hotkeys = 
false


or using one of the following script (just select one) :

Interpreter Script Call Fix
Longer Script Call
Drago Core Engine

I wasn't aware of that. I feel really dumb now...Well, it's true:every day is school day...
Thank you very much for saving me, i was stuck and going crazy around this error.
You have my infinite gratitude,man
9
For anyone that wants to use this script:
It works wonderfully and as planned, BUT it has an issue that collides with the Blizz ABS.
Using the Blizz's $game_system.hotkeys = false command to Hide either the HUD or the Hotkeys breaks the game. It doesn't even crash, it completeley freezes.
Weirdly enough, it doesn't happen by using the Hud and Hotkeys key to toggle their display.
I'm trying to fix this issue but i haven't been able to achieve it yet. I'm really unexperienced at this.

If i find the solution i'll post it ASAP. If anyone more experienced than me has some free time (i'm not asking for miracles, this post's been dead for like 4 years) any hand will be more than welcome.
10
RMXP Script Database / Re: [XP] Terrain Step Sound
August 28, 2016, 06:52:50 pm
Quote from: KK20 on August 27, 2016, 08:32:51 pm
Find this part in the script and replace it:

  #-----------------------------------------------------------------------------
  # Updates the timer when needed
  #-----------------------------------------------------------------------------
  alias g_c_sfe_update update
  def update
    g_c_sfe_update
    @timer -= 1 if @timer > 0
    if @tss_speed != self.move_speed
      @tss_speed = self.move_speed
      set_tss_offset
    end
  end


I can't thank you enough, it works flawlessly!!! You saved my life!
Thank you, thank you very much! This makes me extremely happy!
You have my infinite gratitude
11
RMXP Script Database / Re: [XP] Terrain Step Sound
August 26, 2016, 09:29:10 am
Quote from: Zexion on June 26, 2015, 04:30:58 pm
So I use this in my project and I needed to add a few things to get the effects i wanted. I figured I'd post this here. It works exactly as the original but with a few extra features.
Spoiler: ShowHide
#===============================================================================
# Terrain Step Sound + Events
# Version 1.3
# Author game_guy
# New Features by Zexion
#-------------------------------------------------------------------------------
# Intro:
# Create nice aesthetics with terrain noise. As you walk across grass or sand,
# let it play a beautiful noise to add to the atmosphere and realism of the
# game.
#
# Features:
# Specific Sound for Each Terrain
# Specific Sounds for Each Tileset
# Specify Volume and Pitch
# Specify an array of sounds for each terrain, allowing random sounds for each step
# Specify events that can play these sounds.
#
# Instructions:
# Setup the config below, its pretty self explanatory, more instructions
# with config.
#
# You can now change the sound rate in game using a script call.
# $game_map.rate = X
# X = sound rate (the lower the value, the more frequent the sounds)
#
# Add the Name_Tag ("steps" by default) to the event page name (without quotes)
# to add dynamic footstep sounds to that event.
#
# Credits:
# game_guy ~ For creating it
# Tuggernuts ~ For requesting it a long time ago
# Sase ~ For also requeseting it
# Zex - For the Event & move_speed edit
# kk20 - for listening to zex's complaints
#===============================================================================
module TSS
  # Adjust this to your liking
  Wait = 20
  Name_Tag = "steps"
  # Ignore this
  Terrains, Tilesets = [], []
  #===========================================================================
  # Enter in sounds for each terrain tag
  # Goes from 0-8. Set as nil to disable that terrain or delete the line.
  # Each terrain must now be an array. This allows you to define multiple
  # sound effects for each terrain.
  #===========================================================================
  Terrains[0] = []
  Terrains[1] = [["FS - 03 - Wood", 40, 0],["FS - 04 - Wood", 40, 0]]
  Terrains[2] = ['FS - 05 - Metal']
  Terrains[3] = ['FS - 07 - Hollow Metal']
  Terrains[4] = [["FS - 09 - Concrete", 40, 0]]
  Terrains[5] = [["FS - 11 - Dirt", 40, 0],["FS - 11 - Dirt", 40, 0]]
  Terrains[6] = [["FS - 13 - Grass", 40, 0], ["FS - 14 - Grass", 40, 0]]
  #===========================================================================
  # If you would like to specifiy a volume and pitch, simply set the
  # terrain as an array.
  # Terrains[7] = [["sound", volume, pitch]]
  # Just set it as a string if you would like the volume to be at 100 and
  # pitch at 0.
  # This also applies for tilesets below.
  # You can also define multiple sound effects with pitch and volume.
  #===========================================================================
  Terrains[7] = [["FS - 01 - Water", 50, 0],["FS - 02 - Water", 50, 0]]
  #===========================================================================
  # With tilesets, you can set specific sounds for each tileset so you don't
  # have the same sounds. Add a new line and put
  # Tilesets[tileset id] = []
  # Then for each terrain put
  # Tilesets[tileset id][terrain id] = ["sound file", "sound file2", etc...]
  # If a sound doesn't exist for a tileset, it will play a default sound,
  # if a default doesn't exist, no sound at all.
  #===========================================================================
end
#-------------------------------------------------------------------------------
# Game_Map
#-------------------------------------------------------------------------------
class Game_Map
  attr_accessor :map          # make public
end
#-------------------------------------------------------------------------------
# Game_Character
#-------------------------------------------------------------------------------
# Adds Gameus's terrain_sound method to game_character.
#-------------------------------------------------------------------------------
class Game_Character
  attr_accessor :move_speed   # make public
  #-----------------------------------------------------------------------------
  # Initialize ss_index
  #-----------------------------------------------------------------------------
  alias g_c_sfe_init initialize
  def initialize
    g_c_sfe_init
    @ss_index = 0
    @timer = 0
    @tss_speed = @move_speed
    set_tss_offset
  end
  #-----------------------------------------------------------------------------
  # Updates the timer when needed
  #-----------------------------------------------------------------------------
  alias g_c_sfe_update update
  def update
    g_c_sfe_update
    @timer -= 1 if @timer > 0
    if @tss_speed != self.move_speed
      set_tss_offset
    end
  end
  #-----------------------------------------------------------------------------
  # Sets the sound offset
  #-----------------------------------------------------------------------------
  def set_tss_offset   
    # Timer offset by movespeed
    case self.move_speed
    when 0..2
      @tss_offset = TSS::Wait + self.move_speed
    when 3
      @tss_offset = TSS::Wait
    else
      @tss_offset = TSS::Wait - self.move_speed * 2
    end
  end
  #-----------------------------------------------------------------------------
  # Returns the array to be used later
  #-----------------------------------------------------------------------------
  def terrain_sound
    if TSS::Tilesets[$game_map.map.tileset_id] != nil
      sounds = TSS::Tilesets[$game_map.map.tileset_id][self.terrain_tag]
    else
      sounds = TSS::Terrains[self.terrain_tag]
    end
    return nil if sounds == nil || !sounds.is_a?(Array) || sounds.size < 1
    index_max = sounds.size - 1
    @ss_index = (@ss_index < index_max) ? (@ss_index + 1) : 0
    sound = sounds[@ss_index]
    if sound.is_a?(Array)
      return [sound[0], sound[1], sound[2]]
    else
      return [sound, 100, 0]
    end
  end
end
#-------------------------------------------------------------------------------
# Game_Player
#-------------------------------------------------------------------------------
Tss_Parent = $BlizzABS ? (Map_Actor) : (Game_Character)
class Game_Player < Tss_Parent
  #-----------------------------------------------------------------------------
  # Adds step sounds to the player
  #-----------------------------------------------------------------------------
  def update_move
    # Make sure this is the player
    if self != $game_event && @timer == 0
      # Play the sound effect
      terrain = self.terrain_sound
      if terrain != nil
        vol = terrain[1]
        pit = terrain[2]
        son = terrain[0]
        Audio.se_play('Audio/SE/' + son, vol, pit)
      end
      # Set timer
      @timer = @tss_offset
    end
    # Call original code
    super
  end
end
#-------------------------------------------------------------------------------
# Game_Event
#-------------------------------------------------------------------------------
class Game_Event < Game_Character
  #-----------------------------------------------------------------------------
  # Set the variable for checking if the event should make a sound
  #-----------------------------------------------------------------------------
  alias g_e_sfe_init initialize
  def initialize(map_id, event)
    g_e_sfe_init(map_id, event)
    @tss = self.name.include?(TSS::Name_Tag) ? true : false
  end
  #--------------------------------------------------------------------------
  # * Returns the event's name
  #--------------------------------------------------------------------------
  def name
    return @event.name
  end
  #-----------------------------------------------------------------------------
  # Returns the distance of this event from the player
  #-----------------------------------------------------------------------------
  def range?
    if $BlizzABS && BlizzABS::Config::PIXEL_MOVEMENT_RATE == 1
      player_x = $game_player.x / 2 # Adjusted for 1.0 pixel movement rate
      player_y = $game_player.y / 2 # Adjusted for 1.0 pixel movement rate
    else
      player_x = $game_player.x
      player_y = $game_player.y
    end
    radius = (Math.hypot((self.x - player_x), (self.y - player_y))).abs.floor
    return (radius)
  end
  #-----------------------------------------------------------------------------
  # Adds step sounds to the event with dynamic volume
  #-----------------------------------------------------------------------------
  def update_move
    # Check if the event should play a sound
    if @tss
      # Make sure it's an event
      if self != $game_player
        # Check if the event is anywhere near the player
        if range? <= 6 && @timer == 0
          # The amount to subtract from the normal volume
          sub_vol = 4 * range?
          # Play the sound effect
          terrain = self.terrain_sound
            if terrain != nil
              vol = terrain[1]
              pit = terrain[2]
              son = terrain[0]
              # Dynamic sound edit
              vol = vol - sub_vol
              vol = 0 if vol < 0
              Audio.se_play('Audio/SE/' + son, vol, pit)
            end
            # Set timer
            @timer = @tss_offset
          end
        end
      end
      # Call original code
      super
    end
end

New Features:

  • Rate between sounds is now tied with move_speed

  • Events can now have step sounds aswell. These are dynamic (get louder as they approach the player)


To make an event have step sounds add "steps" to the event page name.
The whole system is now compatible with blizz-abs, but only with a pixel move rate of 0 or 1. (Couldn't figure out the player coords at the higher values)


Thank you so much, Zexion! It's an amazing modification to an amazing script and it sure brings ambientation to a deeper level!
Only flaw i've seen so far is that after using the running and sneaking functions of the Blizz ABS System the rate between sounds gets stuck and won't return to walking/normal speed rate. Sure it changes between the running and sneaking rates flawlessly, but when you release the key to just walk at normal speed there's no change, you're stuck in the previous rate.
I've been trying to solve it for a week but i can't seem to figure it out.