[XP] Blizz-ABS

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

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winkio

May 22, 2010, 11:52:27 am #3460 Last Edit: May 22, 2010, 12:02:01 pm by winkio
my mistake, change the conflicting line (1492) to

dir = data


EDIT:  One other tip I forgot to mention:
Conditions that check input windows check every frame until either the input window has succeeded, or the window is out of time.  All other conditions are immediate and one frame only.

Betown

May 23, 2010, 09:06:57 am #3461 Last Edit: May 23, 2010, 09:15:41 am by Betown
There're three of questions

1. When using healing item or skill and targets self, hit animation doesn't appear. ex)heal, potion...
 (but it targets another, animation appears)

2. Animations don't appear when projectiles explode at the end of range.(Appears when contacts, though)

3. I want to change weapon temporarily to alter attack range when combo.

Aqua

1. You can't play 2 animations on 1 sprite at the same time.  That's why only the use animation appears.

winkio

2.  Animations have to appear on a target.  Thus, at the end of the range, there is no target.

3.  it requires three things.  First, a condition with a script call to check if the weapon is in the inventory.  Second, a script call to change the weapon.  Third, a script call to change back at the end.

Jragyn

So Mr. Winkio, wen can we expect the 'Combos for absolute retards' part of the manual?
The ABS is up to 2.79, while the help is only 2.71 T-T

I downloaded 2.79 and messed a bit with the combo tab in the configulator, but I'm just not even understanding half of what I'm doing with it. I tried to study the pre-set combos with the script, but I just am not grasping it. At all.

I'm just...lost. X_X


--J

A bright light can either illuminate or blind, but how will you know which until you open your eyes?

winkio

yep, that's what 2.8 is for.  As we speak, I'm revamping the help file (besides adding in stuff about combos, it will also be more focused on the config app, as opposed to being focused on the script in the past).  Don't worry, 2.79 is pretty much an open beta of the combo system: it works, but there's problems, and it's not the final release.

poxy

I've been making simple combos and it looks awesome so far.

Just wondering if there is an 'input window' that should show up, or maybe it's not there because of a script I'm using...

Also, any tips on how to make a condition that checks if an enemy is hit? I want to make a combo that branches if the attacks make contact.
My Project: ShowHide

winkio

no, there's nothing visual that should show up unless you set an action or animation to display with the sprite.  The window is a window of time, not an on-screen window.

There's not support for seeing if you connected with a target yet, but that is planned for a future version of Blizz-ABS, to be implemented along with the support of enemies keeping track of who deals them damage.

coy13

I keep getting this error.



I've been getteing it before I upgraded to 2.79

Blizzard

Blizz-ABS corrupts old save files, keep that in mind.
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coy13

I know that but it keeps happening while I'm fighting in my test level. I don't know whats wrong. :(

Betown

@aqua, winkio
Thanks for clear reply.

Oh, that's why script command exists.

It is too bad it can't express more than two of animations at one sprite.

The Niche

Is it possible to change the interface depending on what character is at the front?

Wait, never mind. Just in case anyone wants to know, you use the yoke in Blizz's little trick which lets you store the name of whoever's in whatever party position combined with id numbers in a conditional branch and then do whatever. When I've cracked it, I'll post a tutorial.
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poxy

Quote from: winkio on May 23, 2010, 08:19:24 pm
no, there's nothing visual that should show up unless you set an action or animation to display with the sprite.  The window is a window of time, not an on-screen window.


Ok, that makes sense. Just making sure.

Quote from: winkio on May 23, 2010, 08:19:24 pm
There's not support for seeing if you connected with a target yet, but that is planned for a future version of Blizz-ABS, to be implemented along with the support of enemies keeping track of who deals them damage.


Sweat deal. :]
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Shining Riku

I don't remember where I've seen it but isn't there a way to make events into drop items that can be picked up?

I could NOT find or see anything hinting at it in the manual.
I'd really appreciate it if somebody could tell me how it's done (if it's set up to do such a thing) :D

This is the most fun battle system ever and I love how awesome it is

winkio

The manual has a freaking search button.  If you used it, you would have found this section.

Quote5.3.3. Dropped Object-like Events

You can create events that act like dropped objects. They will disappear after some time and they can be retrieved by a returning projectile weapon. If you want to create a such an event simply add \drop[TIME] in the event's name. TIME is the number of seconds that it will take for the item to disappear. Use 65535 for infinite. Keep in mind that you might experience errors if you try to retrieve the item with a returning projectile, but don't make it passable. Such events use normal spritesets and not icons. They can have any event code you want. Also keep in mind that they don't delete themselves like objects dropped by enemies do.


Shining Riku

May 25, 2010, 09:56:35 pm #3476 Last Edit: May 25, 2010, 11:40:45 pm by Shining Riku
I'm sorry  :negative:

EDIT: Hey, are actors supposed to be able to move while defending? I was doing the defend and it didn't even block basic attacks either @_@

I was just....defending and hovering around. It made no difference to hold the button in the first place

Lethal-Yarn

Yes actors can move around as they defend.

Though in your case it sounds like you might not even be holding defend in the first place.  Also check for full defend and to see if you're defending against normal attacks.

winkio

another in the long list of features to come: not moving while defending, sneak while defending, walk while defending, or no movement restriction.

Shining Riku

I did test the defend. I had Full Defend checked, and tested against a basic attack. I took full damage and it just wasn't acting like a defend.

The only difference was it changed my sprites to the defend ones.

I also found out that Touch Damage no longer worked with it @_@

I can't tell if the scripts need to be updated so they're compatible again...or if my project is having a SERIOUS allergic reaction to it (I'm using BABS 2.57 again cuz it works with all my stuff. For some reason the Traps act up now but....I'm guessing that's irrelevant)