[XP] Blizz-ABS

Started by Blizzard, January 09, 2008, 08:21:56 am

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edwards64

Can someone please show me how to set-up the player projectiles, so that they show up just like they do for the enemies.

arialks

QuoteIf you've played the final fantasy tactics games where someone helps you in a battle, but you can't control them, that's what I'm going for. You play as the main character. You have other party members, but they will always be controlled by the AI. You cannot switch to them. If dead, you watch them fight. I just wants to totally disable party-leader swapping.

does anyone here knows how to do that? S:

WhiteRose

Quote from: arialks on April 20, 2010, 05:06:31 pm
QuoteIf you've played the final fantasy tactics games where someone helps you in a battle, but you can't control them, that's what I'm going for. You play as the main character. You have other party members, but they will always be controlled by the AI. You cannot switch to them. If dead, you watch them fight. I just wants to totally disable party-leader swapping.

does anyone here knows how to do that? S:

If you were to just take out the part in the script that advances to the next actor when the leader dies, I think it would create the type of system for which you are aiming. I'm not entirely sure, though.

Aqua

Part 2 Line 2848
break if $game_party.actors[0] != nil && !$game_party.actors[0].dead?}


Change it to
break if $game_party.actors[0] != nil && 
!$game_party.actors[0].dead? && ![X, Y, Z, ...].include?($game_party.actors[0].id)}


Where X, Y, Z, ... are the actor ids that can't be controlled.
If there's only one actor that can be controlled while the rest can't, then remove the ! and just have the actor id that can be controlled in the [].

arialks

Yes!!!!!!!! OMG thank youuuuuuuu D::!!!!!!

legacyblade

I want to make a plugin that will allow me to create an enemy on the map that reads and actor's data instead of enemy data. I know that I could just use enemies based on actors, but I'm wanting the ability to fight actors from the database (I'm trying to make an Oblivion like system, this would really help). But I'd want to keep the ability to make events after enemies too (monsters would be enemies, humans would be actors) Would anyone know where to start?

G_G

Well can't really explain where to start but i think I'll try to make it if thats okay.

Though one thing. How are the enemies gonna get their skills?

legacyblade

They'd have the same skills as the actors. I let the blizzABS advanced AI handle my enemies. This is for use with a system I'm making that clones basic actors (male or female of either race) and adds a new actor to $game_actors with it's own stats. This way I can make the whole system more like oblivion. Using it I could even implement breeding and death due to age.

WhiteRose

Quote from: legacyblade on April 23, 2010, 01:59:59 pm
They'd have the same skills as the actors. I let the blizzABS advanced AI handle my enemies. This is for use with a system I'm making that clones basic actors (male or female of either race) and adds a new actor to $game_actors with it's own stats. This way I can make the whole system more like oblivion. Using it I could even implement breeding and death due to age.

Breeding? D:
Lol, just kidding; I understand the system for which you are aiming. It's actually a neat concept. I'm not working on any Blizz-ABS projects right now, but if I was, then I can certainly see how a plug-in of this type would be useful.

obsorber

Hey I just wanted to say that this is a really good script that I am using for one of my current projects. I know blizzard has apparently resigned from rmxp but I feel that this problem isn't a huge one or difficult to resolve. I'm using 2.70 the latest version I think. The only problem is, that whenever my character attacks an enemy without a weapon. My sprite dissapears for a split second because I made char_atk1 a blank graphic. This is because all the weapons I am using for my character have seperate graphics so there is no need for me to have this graphic. The reason why is because my game will show the enemy getting attacked with a my character's graphic holding a weapon and char_atk1 graphic too which I don't want.

Too be honest I don't want my character to be able to attack without a weapon anyway. But if that's not possible, I don't want a graphic appearing when I attack with my hero equipped with so or so weapon.

I'm wondering if there is a way to get round this such as not being able to attack without a weapon or disabling char_atk1 graphic from showing up when my character has a weapon equipped.

I've tried to do everything I could think of going through the script multiple times but to no avail. I tried disabling action sprites in the sprite control configurations but that stops you from using weapon sprites.

I know Blizzzard isn't really around anymore so he might not be able to help but If anyone else has a way to resolve this, then I would appreciate it...

Thanks 

WhiteRose

Quote from: obsorber on April 24, 2010, 08:40:11 am
Hey I just wanted to say that this is a really good script that I am using for one of my current projects. I know blizzard has apparently resigned from rmxp but I feel that this problem isn't a huge one or difficult to resolve. I'm using 2.70 the latest version I think. The only problem is, that whenever my character attacks an enemy without a weapon. My sprite dissapears for a split second because I made char_atk1 a blank graphic. This is because all the weapons I am using for my character have seperate graphics so there is no need for me to have this graphic. The reason why is because my game will show the enemy getting attacked with a my character's graphic holding a weapon and char_atk1 graphic too which I don't want.

Too be honest I don't want my character to be able to attack without a weapon anyway. But if that's not possible, I don't want a graphic appearing when I attack with my hero equipped with so or so weapon.

I'm wondering if there is a way to get round this such as not being able to attack without a weapon or disabling char_atk1 graphic from showing up when my character has a weapon equipped.

I've tried to do everything I could think of going through the script multiple times but to no avail. I tried disabling action sprites in the sprite control configurations but that stops you from using weapon sprites.

I know Blizzzard isn't really around anymore so he might not be able to help but If anyone else has a way to resolve this, then I would appreciate it...

Thanks 


Just copy your original character graphic and rename it to char_atk1. :)

G_G

Is it possible to create a frag grenade?

I set the item to Thrusting/Shooting. Range 5.5. Explosion. However it only damages people when it hits an enemy. I'd prefer it to explode when it lands. Let me know if anyone has a solution.

winkio

ooh, I did that in Dissipate:
Spoiler: ShowHide

class Map_Projectile < Map_Remote
  #----------------------------------------------------------------------------
  # update_skill_fade
  #  Updates fading away effect for expiring skills.
  #----------------------------------------------------------------------------
  def update_skill_fade
    # get pixel movement rate
    pix = $BlizzABS.pixel
    # if moving and not returning projectile and close to final position
    if moving? && !BlizzABS::REMHomingExtend.include?(@type) &&
       (@real_x - @x * 128 / pix).abs < 128 && (@real_y - @y * 128 / pix).abs < 128
      # slow down
      @move_speed = 4
      # if skill
      if @type == BlizzABS::REMNormalSkill || @type == BlizzABS::REMBreakSkill
        # start fade out
        @fade_out = true
      end
    end
    #edit 123
    if @explode_id
      check_explosion(self)
    end
  end
end
#edited so that projectiles explode at the end of their movement.


G_G

Haha thanks winkio. It works perfectly <3

Karltheking4

How do you get the original A,B,C,X,Y,L,Z,R buttons to work?
If I could get them, along with the Blizz-ABS button settings, it would be awesome thanks! :D

Hellfire Dragon

You don't.

Use can use the code below in a conditional branch script though
Input.trigger?(Input::Key['Q'])


Replace Q with whatever key you want the player to press.

Aqua

First part of the config
CUSTOM_CONTROLS = true
DISABLE_DEFAULT = false


That's what he meant XP

seththemuse

I've spent the last two days trying to figure out how to get my character to use a bow and arrows that deplete. I'm unsure of what I'm doing wrong. She starts out equipped with the bow and there's a never-ending pile of arrows that I use for testing. I pick them up, there are arrows in the inventory. I tried assigning them to a hotkey. Nothing. Attack button does nothing. I've got graphics for everything right now.

Maybe I missed something, but I've looked the manual over top to bottom. I just can't figure it out. :'( Can anyone tell me what I might need to fix?

Blizzard

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Aqua

Did you press the hotkey after you assigned it? XP