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Messages - MEANDONLYME

1
Oh, it works perfectly!
You know, i'm using a bunch of your scripts from the script requests forum and I feel kind of bad that most people probably won't see them. I'm talking about this script and a reflection system for blizz that you made.
Can I make a demo and publish it here (or send it and you'll publish)?
EDIT: On a second thought, I'm not sure I currently have the time for creating a demo, but I will let you know if that will change.
2
Well, it does work until I try to check with what specific trigger was activated. Here's the demo:
http://www.mediafire.com/file/o0ycjck0d0sdldk/Project3.exe
The bugs I found are:
When you add a trigger for a specific item, the trigger applies to all items.
When you check what item was used it gives you the wrong item.
3
Yeah, I knew you could add different triggers, the problem was I couldn't check which trigger was activated-  and the script you linked solved this.
Let me know if you manage to make custom commands in the common event.  :naughty:
4
Thank you very much, you seem to be helping a lot of people here.
I couldn't get the global trigger to work for some time, until I realized the common event only controls the trigger, and you can't add commands in the case of a trigger.
The script does help cover touch damage (In my game I'm fine with the skill not killing the enemy which solves the problem in the thread you linked).
But is there a possibility to define specific commands for different triggers in the common event? Is it even possible to make more than one trigger on blizz?
5
So I'm trying to create a state in Blizz-ABS in which the enemy takes damage if the players touches him.
Now, this can be done with custom event triggers on one enemy, but it will be a nightmare to copy the same trigger to every enemy in the game.
I'm thinking the problem could be solved in two ways: a script that applies some event's custom event trigger to all events (enemies), or a script like Touch Damage only the opposite (since here we need the enemy to take damage from touching the player).
I'm very tempted to ask for the first option- just because it opens so many possibilities, but choose what you like as long as you help.   :naughty:
6
Yeah, it looked kind of messy to me, and I don't even know that much about scripting.
Thanks for helping, it works just fine.
7
Quote from: KK20 on April 06, 2017, 08:50:25 pm
TIL RMXP only goes up to 8192 before wrapping back around to 0

You can't put the script below BABS because it doesn't alias Game_Map#setup. BABS calls this method too to initialize a passability variable--@virtual_passability (it also cleans up some things like refreshing map battlers and clearing a cache). Because you're not initializing @virtual_passability, you crash as soon as something tries to move as BABS relies on this for movement due to its built-in pixel-based movement.

Since this variable is also what is handling all the map collisions, you need to reinitialize it whenever you update the tileset graphic. Putting these two lines at the end of Game_Map#change_tileset should resolve the issue.

@map.tileset_id = tileset_id
@virtual_passability = $BlizzABS.util.setup_passability(@map)

Do note that you can't enable INTELLIGENT_PASSABILITY. Since this caches map passability to external files for faster loading times, it defeats the purpose if you're going to be dynamically changing the map passability in-game.

Thanks for the fast response. It works. :naughty:
For anyone interested, the modified code solved the passability issue after I put the script above Blizz-Abs.
btw, do you have any idea why this swimming script also isn't compatible with Blizz?
I changed the Game_Player inheritance from Game_Character to Map_Actor (you can see in the script), but it still gives me an error.
8
So I was trying to make a swimming system by changing the tileset, and I found those two scripts:
Change Map Tileset by Ryethe
Tileset Swap by Ccoa
(The scripts are posted on different forums, so i'm not sure if i can link them. Just google them)
Now I also have Blizz-Abs on my project, and when I choose one of those scripts (In this example, Ccoa's script) and post it in my project, it makes an error message pop regarding the Blizz scripts:


First I thought this was something to do with the Intelligent Passability system on Blizz, but when I disable it I still get the same result.
The only way to fix this bug is to post the script above blizz, but when I change the tileset everything from bush-tag to terrain-tag changes, but the passability stays the same.
Anyone in a mood to help?
You can download Ccoa's script (demo) here:
https://app.box.com/s/yve9u15paysh788b8xk4