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RPG Maker => RPG Maker Scripts => Script Troubleshooting => Topic started by: proznoobz on April 25, 2008, 03:58:12 am

Title: [RESOLVED] Blizz ABS -- Spritesets
Post by: proznoobz on April 25, 2008, 03:58:12 am
I'm using the charsets from the rmxp sample game(Knight- Blade howling of Kerberos) (link: http://www.mediafire.com/?ltjrfnxd7cb ) and Blizz ABS but it's very difficult for me to use them in blizz abs T_T...

How do I make them work?...I mean, it has different sprites when moving, attacking, etc... but I cannot fully understand the instructions.... sorry for this guys..
Title: Re: Blizz ABS -- Spritesets
Post by: Joe Rockhead on May 10, 2008, 04:22:05 am
It is a little difficult to give you a concise and to the point answer with so little to go on but I will just assume that you've already figured out how to add ABS1,2,and 3 into your game via the scripts tab. So then all you need to do is read the fine print.

In the Blizz manual : 2.7. Sprite Control Configuration

It explains the naming conventions Blizz-ABS needs you to use when you name your sprite sets so that it will recognize them.

normal spriteset   -  arshesKnight.png
defending spriteset   -  arshesKnight_def.png
skill spriteset        -  arshesKnight_skl.png
item spriteset      -  arshesKnight_itm.png

Attack sprites need to be named slightly different. Since it is possible to create different weapon types, you have to use a special sprite for each weapon type. You need to add _atk to the spriteset and the number of the weapon type. [For enemies just adding _atk is enough]

example:
normal spriteset         -  lord marius.png
attack spriteset for swords   -  lord marius_atk0.png
attack spriteset for flails      -  lord marius_atk2.png

Note that this is an optional feature to improve your game if you are willing to put in the extra effort making lots of new sprites but Blizz-ABS can function without this option turned on - and note that it is NOT on by default - you must turn it on when you configure Blizz. If you want you can change it manually if you've already added the scripts.

Just look for the section: # 2.7. # Sprite Control Configuration
    ACTOR_ACTION_SPRITES = false
    ENEMY_ACTION_SPRITES = false
    ACTOR_SKILL_SPRITES = false
    ENEMY_SKILL_SPRITES = false
    WEAPON_SPRITES = false
    RUNNING_SPRITES = false
    SNEAKING_SPRITES = false
    JUMPING_SPRITES = false

And change all those falses to trues. Then Blizz [or BABS as I like to call it] will automatically recognize and use any sprites you have named correctly. If you name any incorrectly Blizz might just break out of the game and tell you it couldn't find such and such sprite file.

Other than that Blizz needs you to add \e[ID] in the name of any enemy event you create so that it will know to treat it as such and do its magic on it bringing it to life for you. The ID is of course the database monster listing number. Without any other editing than the usual RMXP stuff that you would need to do without BABS that is all you need to have your first fully animated battle. [the sound effects work the same as they always have - you set that in the database as you would for battlers].  Hope this helped.

Actually, I'm a noob myself, I just cut and pasted a few things from the manual is all. But if it makes it a little easier for others to understand how they can easily use Blizz to improve their games and so more folks start using it then I am happy! The more of us using it the more likely it is to keep being supported, developed and improved upon!