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Messages - diablosbud

1
RMXP Script Database / Nice script...
December 11, 2008, 07:57:15 am
This is a good script, excellent for cooperative games. I have a quick error I would like to share, my order of scripts is:
Blizz-ABS Part1
Blizz-ABS Part2
Blizz-ABS Part3
Custom Blizz-ABS HUD (this script)
Chaos Project Debug Menu.

All the scripts are at their latest updates. But, upon new game startup (I didn't have anything to load, so I didn't test that) I got an error that states "Script 'Custom Blizz-ABS HUD' line 561: NoMethodError occurred. undefined method 'name' for #<Game_Map:0x8049020>". Could someone please help me solve this error.
2
RMXP Script Database / Re: [XP] Blizz-ABS
December 09, 2008, 04:43:48 pm
Hey Blizzard, I'm back with RMXP just reorganizing my events, and scripts, and everything will be alright for me to continue my previous RPG project. I just updated my Blizz-ABS in a new test project, and it works excellent, and has tons of new features in v2. In this test project I have added the event system for realistic stairs to slow my movement speed on my way up. The problem I am having is that I do not know how to slow the movement speed when going up, and holding the run key at the same time, I still move at running speed. Would there be a way to change the running movement speed in the newest Blizz-ABS version with events? Could you please help me with this quick question? Thanks for reading this post :).
3
RMXP Script Database / Re: [XP] Blizz-ABS
August 31, 2008, 08:18:56 pm
I don't have them all in one slot, and this is the order they are in inside the script editor.

Part1
Part2
Part3

Is that the proper order? Also you were saying that it was because one item was being dropped, what do you mean do I have to use a multi-item dropper because I am planning on using the one from tons of addons because I need one for my game anyway?
4
RMXP Script Database / Re: [XP] Blizz-ABS
August 30, 2008, 05:15:52 pm
Blizzard: I am getting an error with the latest version of 1.99 (just downloaded it now), here is my configuration:
Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-ABS by Blizzard
# Version: 1.99
# Auto-Generated Configuration Script
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                                    PART 1
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# 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['W']"
    LEFT = "Key['A']"
    DOWN = "Key['S']"
    RIGHT = "Key['D']"
    PREVPAGE = "Key['N']"
    NEXTPAGE = "Key['P']"
    CONFIRM = "Key['E']"
    CANCEL = "Key['Q']"
    ATTACK = "Key['K']"
    DEFEND = "Key['L']"
    SKILL = "Key['J']"
    ITEM = "Key['I']"
    SELECT = "Key['O']"
    HUD = "Key['Z']"
    HOTKEY = "Key['X']"
    MINIMAP = "Key['M']"
    RUN = "Key['Shift']"
    SNEAK = "Key['Ctrl']"
    JUMP = "Key['Space']"
    TURN = "Key['U']"
   
  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 = 0
    MENU_COLOR_TINT = 1
    ITEM_TIME = 30
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('005-System05', 80, 100)
    DROP_GOLD = 'ibag'
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('005-System05', 80, 100)
    PICKUP_ON_TOUCH = false
    EVENT_LOCK = 40
    FULL_DEFEND = false
    CORPSES = true
    EMPTY_CORPSES = true
    DIRECT_HOTKEYS = 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 = [6]
    ALLOW_JUMP_TAGS = [5]
    NO_FLOOR_TAGS = [7]
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILTY = true
    ABSEAL_AUTOKILL = false
    FACTOR = 1
    DISABLE_ANTILAG_IDS = []
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = true
    HUD_POSITION = 0
    HUD_TYPE = 2
    MINIMAP = true
    HOTKEYS = true
    ENEMY_HEALTH_BARS = 255
    MATCH_HEALTH_BAR_WIDTH = false
    WEAPON_DATA_MODE = [2, 2]
    SKILL_DATA_MODE = [2, 2, 2]
    ITEM_DATA_MODE = [2, 2, 2]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '00000001'
    AI_DELAY_TIME = 40
    AI_MEMORY_COUNT = 80
    VIEW_RANGE = 5
    HEARING_RANGE_RATIO = 40
    RESPAWN_TIME = 0
    WALL_TAGS = [4]
    NO_ENEMY_TAGS = [3]
   
    # 2.6. # Animation Configuration
    ANIMATIONS = true
    SMALL_ANIMATIONS = true
    DISPLAY_LVLUP = true
    LVLUP_ANIMATION_ID = 101
    FLEE_LOOP_ANIMATION_ID = 0
    CALL_HELP_ANIMATION_ID = 0
   
    # 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
    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 SWORD
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.charge(id)
      return [0, 0]
    end
   
    def self.consume(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Skills
  #----------------------------------------------------------------------------
  #  This module provides skill configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Skills
   
    def self.type(id)
      return [DIRECT, 0.0]
    end
   
    def self.range(id)
      return 1.0
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.charge(id)
      return [0, 0]
    end
   
    def self.trap(id)
      return 10
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Items
  #----------------------------------------------------------------------------
  #  This module provides item configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Items
   
    def self.type(id)
      return [DIRECT, 0.0]
    end
   
    def self.range(id)
      return 5.5
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.charge(id)
      return [0, 0]
    end
   
    def self.trap(id)
      return 10
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Enemies
  #----------------------------------------------------------------------------
  #  This module provides enemy configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Enemies
   
    def self.type(id)
      return SWORD
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.charge(id)
      return [0, 0]
    end
   
    def self.enemy_set(id)
      return ''
    end
   
    def self.delay(id)
      return nil
    end
   
    def self.memory(id)
      return nil
    end
   
    def self.perception(id)
      return nil
    end
   
    def self.ai(id)
      return nil
    end
   
    def self.destruct(id)
      return 0
    end
   
    def self.respawn(id)
      return 0
    end
   
  end
 
end
I haven't changed anything in Part 2, or 3 so it has to be an error that was caused by my configuration conflicting with the other scripts. The error occurs everytime I kill an enemy, and the error message is "Script 'Blizz-ABS Part1' 3640: NoMethodError occurred. undefined method 'size' for #<RPG::Weapon:0xa89d538>". Could you please help me solve this error?
5
RMXP Script Database / Re: [XP] Blizz-ABS
August 07, 2008, 10:07:56 am
Drach: Blizzard already awnsered that, you have to make the event through.
6
RMXP Script Database / Re: [XP] Blizz-ABS
August 07, 2008, 09:50:40 am
Oh, I have to put through, got it.
7
RMXP Script Database / Re: [XP] Blizz-ABS
August 07, 2008, 09:43:25 am
I have an odd bug in V1.99 that you have to jump over parallel process events. By the way, nice job on V1.99, love the new features, such as corpses, and enemy hear radius. Also when disabling the key that activates the skill bar, so that it can't be seen on my cutscenes, it still shows up, but disables the key, I used the code you gave me a while a go for that, and it was working before to erase it.
8
RMXP Script Database / Re: [XP] Blizz-ABS
August 01, 2008, 11:01:02 pm
I have some ideas for v1.99, they aren't hard but may require damage display add-ons. How about instead of displaying '0' damage on a block, how about it displays block or parry instead? Also if you could this would be really cool, if you could make it where if you gain a state it pops up [], and in the []'s it displays the name of the inflicted state. This would make for some better understanding of combat instead of constantly staring at your HUD. Also if you could as an addition to Soul Rage in Blizz-ABS v1.99, you should make it pop up the ammount of experience gained on a kill/if Blizz-ABS is enabled, this way since you are taking out the EXP bar for SR that it could be displayed easily without having to access the menu, and if you could make it when you use a skill from your equipment in soul rage it displays the name of the group of skills that would involve soul-rage. If you could please do this few damage display add-ons it would make Blizz-ABS so much more simple to use, and make you look at HUD less, and focus on combat more.
9
RMXP Script Database / Re: [XP] Save File System
July 31, 2008, 10:08:01 pm
No I mean on new game plus start (not new game, only NG+) it increases all monster stats by 50%.
10
RMXP Script Database / Re: [XP] Creation System
July 29, 2008, 08:22:05 pm
Could you make this system support class creation?! This would be sick, instead of always using a pre-made class, you could make your own, selecting the skills that they can use, and spending a certain ammount of stat points, starting at certain default points made by the creator! It would be like in Oblivion, or CoD4. You name your class, spending a certain ammount of stat points, and then selecting every skill your class learns, each skill has a certain level learned at, so the game cannot be cheap, and easy. Could you please make this it would be awsome! Also a skill making system would be cool too, using items and things to make magic effects, and upgrade power, accuracy, and stuff.
11
RMXP Script Database / Re: [XP] Save File System
July 29, 2008, 08:15:09 pm
Does the difficulty in tons of addons have a menu, if there is could you please help me take it out, because I already have a difficulty menu + difficulty unlocker for normal new game? All I want to do with the difficulties is increase them by a percentage, if there is a way to do that with new game plus could you please help me do it Blizz?
12
RMXP Script Database / Re: [XP] Save File System
July 28, 2008, 08:28:05 pm
Thanks, because I am going to make my game even funner using this system, being able to redo the game with new Elite equipment. Also could there be an option to increase the enemy stats by a percentage of their current stats on that savefile?
13
RMXP Script Database / Re: [XP] Save File System
July 28, 2008, 02:13:33 pm
Could you please make this compatible with the Chaos Project Save Layout?
14
Resource Database / Re: My First Resources
July 27, 2008, 02:06:25 pm
Could you please show me some of the icon tutorials you followed, I have to make icons for my game, and there are many to do, hard ones?
15
RMXP Script Database / Re: [XP] Blizz-ABS
July 25, 2008, 03:01:59 pm
Sorry to always bother you with compatibility, this isn't needed for my game, so don't worry but I'd like it if you could make it compatible. Blood Mage v1.59 by WcW isn't compatible with this, you even said so, but could you please make it compatible with this ABS, because this would be great for my necromancer class :D? Here is the script:
Blood Mage v1.59: ShowHide
#============================================================================
# Blood Mage Magic Script v 1.5.9
# by WcW
#
# Introduction:
# I made this script for Akkein (a.k.a. Akkrin) at http://chaosproject.co.nr/
# at his request. Please give him credits in your game.
#
# Features:
# - Allows for certain classes to use up their HP instead of MP when using
#   spells.
# - Can change option to decide if actors should klll themselves by using
#   spells.
# - Can disable the blood mage effect for certain spells
# - Lightweight.
#
# Version History:
# 1.0.0 - Initial release; only had support for basic HP consumption
#   1.0.2 - Small Bug Fixes
# 1.1.2 - Fixed bug where skill couldn't be used if there wasn't enough SP
# 1.2.2 - Added new config option for deciding if an actor should be able
#         to kill themselves by using a skill when low on HP.
# 1.3.2 - Added Blizz's optimized code.
#   1.3.3 - Fixed Blizz's small bug (shame on him!!!)
# 1.4.3 - Redid Blizz's code so that it is still more optimized and RTAB
#         compatible, but now has more support for Blood Mage's features.
#   1.4.4 - Fixed small bug where status window wasn't refreshed.
#   1.4.5 - Fixed bug where Blood Mages were unaffected by things such as
#           Half SP Cost.
#   1.4.6 - Fixed another bug where it didn't consume any HP at all if the
#           blood mage had 0 SP thanks to the last to bug fixes.
# 1.5.6 - Added a new function that allows you to disable the bloodmage effect
#         for certain skills, and optimized the code.
#   1.5.7 - Fixed erros wtih RTAB
#   1.5.8 - Fixed bugs
#   1.5.9 - Fixed bugs where bloodmages would die even if the config said they
#           couldn't and where the bloodmage_not just wouldn't work. It's all
#           good, now, though.
#
# Instructions:
# Place this script below the default scripts that come with RMXP, but above
# all of Blizzard's scripts and the "Main" script that is included with RMXP.
# Then add the IDs of all your "Blood Mage" classes to the [] thingy in the
# CONFIG section. Also, if you want Actors to be able to kill themselves by
# using a spell as a bloodmage, change the "false" next to @bloodmage_die to
# "true".
#
# Compatibility: ( Now compatible with RTAB thanks to Blizz =) )
# This has no known compatibility issues, but it might because it edits tiny
# parts of Scene_Battle. If you find any problems, please post them at
# http://chaosproject.co.nr/.
#
# Credits:
# Blizzard, for helping melearn to script, pointing out a bug, and optimizing
#   code
# Fantasist, for getting me to come back to RMXP
# Akkrin, for giving me the Blood Mage idea
# Myself, for scripting it
#
# WcW, Signing Off
#============================================================================

#----------------------------------------------------------------------------
# * CONFIG
#     Configuration section
#----------------------------------------------------------------------------
class Game_System
  attr_accessor :bloodmages, :bloodmage_die, :bloodmage_not
  alias init_bm_later initialize
  def initialize
    @bloodmages = [8] # Place the IDs of all your blood mage classes between
    # these brackets and seperate them with a comma.
    @bloodmage_die = false # If true, bloodmages can kill themselves by using
    # spells; if false, they can't.
    @bloodmage_not = [82] # Same as the first option, except that these are the
    # IDs of skills that do not consume HP, even if a blood mage uses them.
    init_bm_later
  end
end


# Below lies the code

#----------------------------------------------------------------------------
# * Game_Battler
#----------------------------------------------------------------------------
class Game_Battler
  #--------------------------------------------------------------------------
  # * Checks to see if a skill can be used
  #--------------------------------------------------------------------------
  alias skill_can_use_bloodmage_later skill_can_use?
  def skill_can_use?(skill_id)
    if self.is_a?(Game_Actor) && $game_system.bloodmages.include?(
          self.class_id) &&
          $game_system.bloodmage_not.include?(skill_id) == false
      if $data_skills[skill_id].sp_cost > self.hp &&
            ! $game_system.bloodmage_die
        return false
      end
      if dead?
        return false
      end
      if $data_skills[skill_id].atk_f == 0 and self.restriction == 1
        return false
      end
      occasion = $data_skills[skill_id].occasion
      if $game_temp.in_battle
        return (occasion == 0 or occasion == 1)
      else
        return (occasion == 0 or occasion == 2)
      end
    else
      skill_can_use_bloodmage_later(skill_id)
    end
  end
end

#----------------------------------------------------------------------------
# * Battle Scene
#----------------------------------------------------------------------------
class Scene_Battle
  #----------------------------------------------------------------------------
  # * Make Skill Action Result
  #----------------------------------------------------------------------------
  alias make_skill_action_result_bloodmage_later make_skill_action_result
  def make_skill_action_result(battler = nil)
    if battler == nil
      battler = @active_battler
      exec = Proc.new { make_skill_action_result_bloodmage_later }
    else
      exec = Proc.new { make_skill_action_result_bloodmage_later(battler) }
    end
    sp = battler.sp < @skill.sp_cost ? @skill.sp_cost : battler.sp
    sp2 = battler.sp
    if battler.skill_can_use?(@skill.id)
      exec.call
      if battler.is_a?(Game_Actor) &&
          $game_system.bloodmages.include?(battler.class_id) &&
          ! $game_system.bloodmage_not.include?(@skill.id)
        battler.hp -= sp - battler.sp
        battler.sp = sp2 == 0 ? 0 : sp2
        @status_window.refresh
      end
    else
      exec.call
    end
  end
end
16
RMXP Script Database / Re: [XP] Blizz-ABS
July 17, 2008, 09:10:42 am
Well, this is pretty easy to make anyway, the only two hard pieces of code are disabling the enemy AI, and adding to the minimap. Thanks, anyway.
17
RMXP Script Database / Re: [XP] Blizz-ABS
July 16, 2008, 02:22:47 pm
I have a request for the corspe system you are making. Could you have the corpse system make an event on the coordinates, of the map your party leader died on, the sprite varies for each party leader who died (will be specified who is a party leader, they will never be in the same party together, and one will always be in the party), when you get sent to the nearest resurrection point, it activates a switch, disables enemy AI (so they don't attack you, or use a skill on a party member, if you cannot do this could you please make it where the party doesn't take any damage until they find their corpse), and changes the party movement speed to 6. It also adds a special icon to the minimap that can be displayed even when the event isn't currently on the map view, it will show an arrow pointing to it if it is off view. This icon leads to the corpse of your party leader (must be specified in the script which actor's are party leaders, they will never be in the same party, so this is easier), that you must player touch, then the leader comes back to life (if you have other people in your party, they must leave your party until you find your body, then they rejoin, fully restored). Could you please help me with this, I can make the needed minimap icons?
18
RMXP Script Database / Re: [XP] Blizz-ABS
June 17, 2008, 07:54:11 am
Alright, thanks Blizzard, that would be realistic too seeing your enemy's dead body. Standing over it laughing at it, lol.
19
RMXP Script Database / Re: [XP] Blizz-ABS
June 16, 2008, 04:32:03 pm
Blizzard would it be possible to have an animation play on any enemies', and actors' death? That way I could do something like in Diablo II when the blood splatter comes out on death (also comes with hit, but that doesn't matter, I could do that with animation normally). Also could I have it where the enemy on death, changes the event sprite, and doesn't delete the event until you leave the map? That way I could have corpses on my enemies' deaths. Also this event sprite could it be event/monster specific, that way I don't have a huge beast's corpse be for a small demon? Could you please help me with these, they are not needed for my game, only for realiscism? Just remember you can say no to this request if you'd like.
20
RMXP Script Database / Re: [XP] Blizz-ABS
June 10, 2008, 07:10:42 am
Sorry it's the only good uploader I know (not really that good). I like download.com the most but don't know how to upload there :-\.