[XP] Blizz-ABS

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

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winkio

Quote from: winkio on July 11, 2010, 06:06:19 pm
@rodas: yeah, there are a lot of fine points to the combo system, such as wait for move completion, and freeze input.  I'll be making an example project with about 10-20 different combos set up in it, so everyone can see what I've experimented with.  There's some crazy stuff you can do ;)

Godsigma

No it doesnt. its making me sad, it does it will all the skills... even the ones that do nothing right now. can you help me?

WhiteRose

Quote from: Sin86 on July 28, 2010, 10:00:06 pm
Every time I try to use a skill, I hit the J button and everything happens all at once, I'm really really confused with this combo system.  :???:

You might want to try and avoid using combos for the time, at least until rodas finishes his example project and you can see how they work and build off of that.

Godsigma

I found the problem. It comes from the script Rain Of Addons. Lovely effects, just wonderful. NOT COMPATIBLE WITH CURRENT BLIZZ ABS AND TOA. It makes it so you cant use the same skill twice. This has taken me all day to track down. ROA is out sadly for blizz abs use untill it becomes compatible. If those effects could be added to TOA it would be grand. (MP Shield, Spikes, Oil (weak to fire) and a few others.) Thanks though winkio! Hope this information helps others with their projects and compatibility issues.

The Niche

@whiterose: Wink's doing that, he was addressing the comment to Rodas.
Level me down, I'm trying to become the anti-blizz!
Quote from: winkio on June 15, 2011, 07:30:23 pm
Ah, excellent.  You liked my amusing sideshow, yes?  I'm just a simple fool, my wit entertains the wise, and my wisdom fools the fools.



I'm like the bible, widely hated and beautifully quotable.

Dropbox is this way, not any other way!

DragonWeirdoX

I have a problem, when I use a weapon the script freezes and says
Spoiler: ShowHide

Can someone help me?
I am using the shuriken as a weapon, tested swords and rods for my game and works fine, just shuriken having problems.
:(

WhiteRose

Quote from: The Niche on July 29, 2010, 09:43:30 am
@whiterose: Wink's doing that, he was addressing the comment to Rodas.


Ah, I see now. My mistake. Thanks for the correction.

sirsniffy

I'm so glad 2.8 is out now, but sad to see that there is still no actor damage and enemy damage sprite functionality. I kind of wanted to make funny animations when my characters take damage. Oh well, everything else looks great, and the combo system is niiiiiiiice, goes perfect with the skill system.
These precious things...let them bleed, let them wash away - Tori Amos

Blue_AWOL

August 01, 2010, 06:49:52 pm #3708 Last Edit: August 01, 2010, 07:03:00 pm by Blue_AWOL
Hey, I know this is gonna be a newb question but I havn't been able to find the answer in the search.
I'm using the newest version of ABS and I'm trying to make safe zones where enemies cannot pass. I've set the No_Enemy_Tag[] to 6 and set the terrain tag to 6 that I want to use, however the enemies still follow me there. Can anyone tell me what I'm doing wrong so that I can fix it? My enemy's ID is set up like this Wolf\e[007]\ai[01000000]\g[2] They follow me everywhere even though they arent supposed to be able to go to that specific place. Thanks in advance for help

I'm sorry for being an idiot lol I finally figured out that I had to make dummy events! lol Disregard

Love the ABS by the way... and it actually works with all my other scripts Hoooah!

The Niche

The no-enemy tag is for enemy respawns. It's nothing to do with safe zones. I can't really think of any temporary fixes, you're best off just requesting an add-on.

Winkio: This has probably been suggested and might already be implemented, but I'm unsure. What I'd like to suggest is friendly fire. I've got a blind rage type of skill and I want the randomness used in the combo to have adverse effects as well.
Level me down, I'm trying to become the anti-blizz!
Quote from: winkio on June 15, 2011, 07:30:23 pm
Ah, excellent.  You liked my amusing sideshow, yes?  I'm just a simple fool, my wit entertains the wise, and my wisdom fools the fools.



I'm like the bible, widely hated and beautifully quotable.

Dropbox is this way, not any other way!

Blizzard

No, it also prevents monsters from walking over the tiles. If it's not working, it could be a bug. I remember that somebody reported the same issues a long time ago, but I can't remember if I ever fixed it while I was still working on Blizz-ABS.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

poxy

About the combo system... I'm trying to add some style to my attacks so pressing attack 3 times in a row causes three different sprite animations like left hook, right hook, and uppercut.
Anyway, I configure the combo, works as it should but the sprites in each action are drawn over the regular attack sprite and shifted down as if they are weapon sprites. Is this intended? How would I make it appear as three attacks that look differently (without using skills)?
My Project: ShowHide

winkio

yeah, that's something I was debating over.  The thing is, if you are using a combo sprite, you don't need the normal attack sprite anyways, right?  So you could just leave it blank.  That fact that it's on top lets you make shiny overlays.  I'll probably have an option to put it on top or replace the original sprite in the next version.

The Niche

Quote from: The Niche on August 01, 2010, 07:02:25 pm

Winkio: This has probably been suggested and might already be implemented, but I'm unsure. What I'd like to suggest is friendly fire. I've got a blind rage type of skill and I want the randomness used in the combo to have adverse effects as well.


-.-
Level me down, I'm trying to become the anti-blizz!
Quote from: winkio on June 15, 2011, 07:30:23 pm
Ah, excellent.  You liked my amusing sideshow, yes?  I'm just a simple fool, my wit entertains the wise, and my wisdom fools the fools.



I'm like the bible, widely hated and beautifully quotable.

Dropbox is this way, not any other way!

Blue_AWOL

ok then... well it's not working for keeping the enemies out of areas so i suppose it is a bug... but it's not a big deal. It's still a great system... I would like to make a small request though... it's kind of annoying having to have ten billion graphics with different names... an easier sprite animation process perhaps?

winkio

Quote from: The Niche on August 01, 2010, 11:15:55 pm
Quote from: The Niche on August 01, 2010, 07:02:25 pm

Winkio: This has probably been suggested and might already be implemented, but I'm unsure. What I'd like to suggest is friendly fire. I've got a blind rage type of skill and I want the randomness used in the combo to have adverse effects as well.


-.-


I forget, does RMXP by default come with "Target All"?  It's a simple add-in if it doesn't.


Quote from: Blue_AWOL on August 02, 2010, 05:21:17 pm
ok then... well it's not working for keeping the enemies out of areas so i suppose it is a bug... but it's not a big deal. It's still a great system... I would like to make a small request though... it's kind of annoying having to have ten billion graphics with different names... an easier sprite animation process perhaps?

Yeah, I'm planning on reworking the animation engine to use less graphics.  It won't be done for a little while though.

Blue_AWOL

QuoteYeah, I'm planning on reworking the animation engine to use less graphics.  It won't be done for a little while though.


No hurry... I've already made all the graphics lol wouldn't want all that work to be useless!

The Niche

Would that work for combos though?
Level me down, I'm trying to become the anti-blizz!
Quote from: winkio on June 15, 2011, 07:30:23 pm
Ah, excellent.  You liked my amusing sideshow, yes?  I'm just a simple fool, my wit entertains the wise, and my wisdom fools the fools.



I'm like the bible, widely hated and beautifully quotable.

Dropbox is this way, not any other way!

Memor-X

is there a way to turn off the AI Triggers via a call script but not remove them cause one thing i've noticed is that if you want to run away from an enemy, if you have offensive AI Triggers your allies will stay and get killed and i worked out a way to allow them to run with you provided that i can turn off the AI Triggers.

also, how would i go about stopping the player entering the game menu when they are fighting but not stopping them from entering the pre-menu cause i tried a Parallel Proses that checks if the enemy has perceived you and if they do then set the access to the menu to disallow but that blocks off the pre-menu also

poxy

Quote from: Executor winkio on August 01, 2010, 11:07:25 pm
yeah, that's something I was debating over.  The thing is, if you are using a combo sprite, you don't need the normal attack sprite anyways, right?  So you could just leave it blank.  That fact that it's on top lets you make shiny overlays.  I'll probably have an option to put it on top or replace the original sprite in the next version.


I thought to leave it blank too, but the sprites aren't drawn directly on top of each other, but shifted down by about half the sprite even though the sprites are the same size. It would be awesome if you could add that feature in... think I'll wait for that before editing the sprites.

Also, I found some issues with the caterpillar:

AI Actors always return from attacking an enemy at walking speed if they get far enough from you, even while you are running. This means you have to stop every now and then for them to catch up.

Switching lead actors in quick succession can cause the supporting characters to walk on top of each other or get left behind, and when that happens they can repeat the bug above, where they're walking back but the rest may be running.

(Sorry to pile more stuff on)
My Project: ShowHide