[XP] Blizz-ABS

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

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winkio

Right, that's because it's still the old version of the config app.  On the list of current problems, the fact that the auto-generated config script says 2.79 instead of 2.8 is literally the smallest one.

@rodas: you probably have your character set to use idle sprites.

rodas

yeah! thanks for replying  :)

I have it set up to use idle sprites, but I also have the idle sprites set up.. The idle sprite works just fine.. but when you go to a "player touch" event.. the walking sprite is used and not the idle sprite.. don't know if that's a mistake..   I will mess with it tomorrow to see if it's my mistake..
Hey! I will do some evented systems, if you have something pm me and I will see what I can do. I will do only one at a time as I am also working on a game.

Bryght

July 13, 2010, 09:08:39 am #3642 Last Edit: July 13, 2010, 09:10:57 am by Bryght
Hmm, as for my question :

Spoiler: ShowHide
That's really an awesome job, congratulations  :up:

But I have a lil question  :^_^':

I'd like to play a sound when :
I attack a monster
The monster attacks me
The monster dies

Let me explain :)

For example,

I'm fighting a Zombie.
When I hit it, I'd like "zombie_hit.wav", "zombie_hit2.wav" or "zombie_hit3.wav" (...) to play, so that when I hit it, i'll hear a "uhhh.." "arghh..." "ohh...." (you should understand xD) from the zombie. (just like in Diablo2)
Same for the other cases (attack, death).

This would allow me to add realism to my project !  :)

That would be awesome, i hope this is doable ! Thanks !


I feel like doing it by editing the ennemi-event in the map.. (As far as I know, It's not a Blizz-ABS feature isnt it?)

That would follow this pattern :

"If ( AttackKey is pressed )
Then ( Play zombie_hurt.wav )
End"

"If ( Zombie HP = 0 )
Then ( Play zombie_die.wav )
End"

However I don't really know how to do this in the event.. What kind of event triggering should I use?
Will this prevent Blizz-ABS from working ?  :???:

Or have you got a better idea? :s  Thx

WhiteRose

Quote from: Bryght on July 13, 2010, 09:08:39 am
Hmm, as for my question :

Spoiler: ShowHide
That's really an awesome job, congratulations  :up:

But I have a lil question  :^_^':

I'd like to play a sound when :
I attack a monster
The monster attacks me
The monster dies

Let me explain :)

For example,

I'm fighting a Zombie.
When I hit it, I'd like "zombie_hit.wav", "zombie_hit2.wav" or "zombie_hit3.wav" (...) to play, so that when I hit it, i'll hear a "uhhh.." "arghh..." "ohh...." (you should understand xD) from the zombie. (just like in Diablo2)
Same for the other cases (attack, death).

This would allow me to add realism to my project !  :)

That would be awesome, i hope this is doable ! Thanks !


I feel like doing it by editing the ennemi-event in the map.. (As far as I know, It's not a Blizz-ABS feature isnt it?)

That would follow this pattern :

"If ( AttackKey is pressed )
Then ( Play zombie_hurt.wav )
End"

"If ( Zombie HP = 0 )
Then ( Play zombie_die.wav )
End"

However I don't really know how to do this in the event.. What kind of event triggering should I use?
Will this prevent Blizz-ABS from working ?  :???:

Or have you got a better idea? :s  Thx


Enemy events execute upon their death; it's not possible to trigger it via just hitting the enemy, at least to my knowledge. This would probably require either an edit of the BABS script itself or a plug-in.

Bryght

Hi WhiteRose, thanks for your reply ^^

Actually I found out a way to play a sound upon the monster's death :
- In RMXP, I created a new animation "zombie death", but I only put a sound in the animation (zombiedeath.wav)
- In the enemies configuration : allow 'Destruction Engine Emulator Animation', and select the created animation.

That's a part of the job done :p


Still looking for a way to play a sound when I hit the mob  :'(
Maybe someone else has an idea or knows to edit the script in order to do this?

stripe103

July 13, 2010, 12:09:41 pm #3645 Last Edit: July 13, 2010, 12:14:25 pm by stripe103
Quote from: WhiteRose on July 13, 2010, 11:11:15 amEnemy events execute upon their death; it's not possible to trigger it via just hitting the enemy, at least to my knowledge. This would probably require either an edit of the BABS script itself or a plug-in.


And there is a good idea for a new function. Having like a comment or something that says something like this
BABS.event_trigger(A, B)

Where "A"(number) is like:
1. On enemy death
2. Attack
3. Defend
4. On enemy respawn? Maybe.

"B"(true/false) is:
true = Successful
false = Unsuccessful

That would be cool.

Bryght

July 13, 2010, 01:18:03 pm #3646 Last Edit: July 13, 2010, 01:19:34 pm by Bryght
Yes, that would be great. Settings sounds effects to the monsters will add realism to the games !


Fast question : How can I prevent the ennemy's corpse from "blinking" till it disappears (drop_time reached) ?
i'd just like the corpse to stay there till I pick it up / it disappears.
i've been looking through the script, as a beginner, i havent found where the edit should take place :s

poxy

Quote from: Bryght on July 13, 2010, 11:56:56 am
Hi WhiteRose, thanks for your reply ^^

Actually I found out a way to play a sound upon the monster's death :
- In RMXP, I created a new animation "zombie death", but I only put a sound in the animation (zombiedeath.wav)
- In the enemies configuration : allow 'Destruction Engine Emulator Animation', and select the created animation.

That's a part of the job done :p


Still looking for a way to play a sound when I hit the mob  :'(
Maybe someone else has an idea or knows to edit the script in order to do this?

In The database in RMXP go to weapons and set the target animation to be one that has the mob hit sound. This will make all the mobs play the same S.E, though.

Also, check the manual section 4.3.6, [Trigger:ActionButton] might work in particular... or the special triggers, than an a command to play an SE. Copy and paste the enemies around the map. Better to read the manual before diving in to the script :p


Grats on 2.8 winkio! Looks great so far.
My Project: ShowHide

Wizered67

I thought you could do the sound effect when its hit with custom triggers?

winkio

theres a way to do it with custom triggers and common events, but it's pretty messy.  It would be much easier and more elegant to make a 40 line script that did it for you.

Bryght

Quote from: winkio on July 13, 2010, 08:47:41 pm
theres a way to do it with custom triggers and common events, but it's pretty messy.  It would be much easier and more elegant to make a 40 line script that did it for you.


I don't get how you can do that with commonevents + cust triggers :s

I tried to do it with custom triggers directly into the ennemy's event page, but that just didn't work correctly..
            Comment: Trigger:Weapon
            Play SE : zombie_hit.wav
It actually play the sound, but then it plays it again whenever I TOUCH the event.. moreover ennemy death gets glitched.

It seems that i have misunderstood the use of custom triggers?  :wacko:

Memor-X

Quote from: Bryght on July 14, 2010, 02:49:01 pm
I don't get how you can do that with commonevents + cust triggers :s

I tried to do it with custom triggers directly into the ennemy's event page, but that just didn't work correctly..
            Comment: Trigger:Weapon
            Play SE : zombie_hit.wav
It actually play the sound, but then it plays it again whenever I TOUCH the event.. moreover ennemy death gets glitched.

It seems that i have misunderstood the use of custom triggers?  :wacko:


well i looked in the help file and i don't see anything saying that the weapon id in Trigger:Weapon is optional so your problem may be a glitch in Blizz-ABS for when there's no weapon ID but i haven't used those triggers much (just really used the Trigger.Death) but i shouldn't doing it event time you touch the enemy....unless you've got another custom trigger that's going the same thing but for PlayerTouch or EventTouch, and if the event is an enemy then you have to evaluate if the touch is a "bad touch" and if so, call the cops! otherwise it's Blizz-ABS itself but like i said, i haven't used this trigger, haven't had a situation where i needed too so i wouldn't be sure

also, i like to comment on the help fire, nice look, the bookmark links for each page could be in a table or something but i'm weird like that, i did spot something missing in the file, \box, i found it in the code when i was reading it and it was in 2.7 (not sure if you removed it winko), what ti does is normally you get a box on the minimap on events that have no sprite or uses a tile from the fileset, when you use a characterset, it creates an arrow pointing in the direction the event is facing, kinda problematic when you have things like chests and door where the change of direction is only used when you animate it (like the default chests in the RTP), \box makes events that normally are an arrow become a box, also, is there a a command like \box that hides events from the minimap, just in case if you wanted to hide enemies, i remember in an earlier version there was one but i can't remember

with the combo system, does it work like in fighter games where insted of pressing a button 3 times and seeing the same animation 3 times you cn add more of a flow to it, like in the late Megaman X games when playing as Zero, when you go to user the Z-Saber, instead of doing just hack-hack-hack, it's hack-slash-uppercut, and how do you evaluate input, i don't get the window that pops up cause the top and bottom look the exact same?

winkio

no, just using weapon without an id should do it for any weapon.  I'll look into the bug.  I might make a Damage trigger that goes off whenever damage is taken for the next version.

rodas

I found a problem.. I don't know if it's a bug or what...

Let's say I have a cut scene where many characters move and stuff.. and then the player saves right after the cutscene.. when you load the save file all the characters are back to their original spots on the map[before they moved]... So.. yeah..
Hey! I will do some evented systems, if you have something pm me and I will see what I can do. I will do only one at a time as I am also working on a game.

WhiteRose

Quote from: rodas on July 16, 2010, 11:50:09 pm
I found a problem.. I don't know if it's a bug or what...

Let's say I have a cut scene where many characters move and stuff.. and then the player saves right after the cutscene.. when you load the save file all the characters are back to their original spots on the map[before they moved]... So.. yeah..


That's not a BABS problem; when the game loads the map, it loads the events from where they are on the map in the editor. Their locations are not saved with the save data.

rodas

so.. there is nothing I can do?
Hey! I will do some evented systems, if you have something pm me and I will see what I can do. I will do only one at a time as I am also working on a game.

WhiteRose

Quote from: rodas on July 16, 2010, 11:58:17 pm
so.. there is nothing I can do?

Create a switch that turns on after the cut scene, and create new events that are where they should be after the cutscene's completion that only appear after the switch is turned on. Make sure you have the original events disappear, as well.

G_G

Or I could whip up a simple script that saves events positions xD

winkio

It's actually best not to use the same maps for cutscenes and gameplay.  It's better to use clones, so that nothing gets messed up on either end.

Dundora

Quote from: Dundora on July 11, 2010, 03:51:39 pm
I just downloaded and applied the latest Blizz-ABS, but i have a problem(obv, otherwise i wouldn't be posting here).
My problem is that apparently my allies don't heal me when i am not in battle, and sometime they also don't heal me when I am in battle.
I checked and I'm sure they have a heal skill, does anybody have any suggestions?