[XP] Blizz-ABS

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

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RoseSkye

Quote from: winkio on January 08, 2011, 11:26:02 pm
I think you copy/pasted the script wrong, because the lines aren't matching up.  Also, STCMS works fine, I tested it.


Post your edited AA script and if it errors out with yours we'll know.

winkio

See, I already tested it with a blank project with just Blizz-ABS and this, so I know it doesn't error.  But here's my edited version of the script anyways

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Active Action Info for Blizz ABS
# Version: 1.27
# Author : LiTTleDRAgo
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

module ZetsuDrago
 
  ACT_HUD_X = 200           # This is for x position
  ACT_HUD_Y = 400           # This is for y position
  ACT_TIME = 2                 
  ACT_SE = "001-System01"       # Sound Effect when receiving an item
  ACT_SWITCH = 8               # Switch to enable Active Action Info
 
end
#==============================================================================
# Config End
#==============================================================================
class Game_Temp 
    attr_accessor :act_hud ; attr_accessor :act_text_zoom
    attr_accessor :act_text; attr_accessor :act_start
    alias_method  :drago_act_initialize, :initialize
   
def initialize   
  drago_act_initialize 
    @act_hud, @act_text_zoom = [], []
    @act_hud[1...13] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
    @act_text_zoom[1], @act_text_zoom[2] = 1.00, 1.00
    @act_text,@act_start = "", false   
end   
end

class Game_System
  attr_accessor :mpit; alias_method  :drago25_init, :initialize
  def initialize;drago25_init; @mpit = []; mpit[1...6] = 0, 0, 1, 1, 0, 0; end
end

class Interpreter

  alias_method :drago25_command126, :command_126
  alias_method :drago25_command127, :command_127
  alias_method :drago25_command128, :command_128
  alias_method :drago25_command125, :command_125

  def command_126; drago25_command126; $game_system.mpit[5] = 1; parsys; end
  def command_127; drago25_command127; $game_system.mpit[5] = 2; parsys; end
  def command_128; drago25_command128; $game_system.mpit[5] = 3; parsys; end
  def command_125; drago25_command125; $game_system.mpit[5] = 4
    $game_system.mpit[4] = operate_value(@parameters[0], @parameters[1], @parameters[2])
  end   
   
  def parsys
   $game_system.mpit[3], @param = @parameters[0], @parameters; $ref = true
   $game_system.mpit[4] = operate_value (@param[1], @param[2], @param[3])
  end
end 

class Game_Map
  attr_reader   :map_id 
 
  def mpitnm
    $mpitnm = load_data("Data/Items.rxdata")
    $mpitnm[$game_system.mpit[3]].name; end; def mpwpnm
    $mpwpnm = load_data("Data/Weapons.rxdata")
    $mpwpnm[$game_system.mpit[3]].name; end; def mparnm
    $mparnm = load_data("Data/Armors.rxdata")
    $mparnm[$game_system.mpit[3]].name
  end 
 
end

class Window_Base < Window 
  include ZetsuDrago
  def draw_mpitem(x,y)   
    dev, @gam, @map = "Got  "+$game_system.mpit[4].to_s, $game_system, $game_map
    $game_temp.act_text = dev + "  x  " + @map.mpitnm.to_s if @gam.mpit[5] == 1
    $game_temp.act_text = dev + "  x  " + @map.mpwpnm.to_s if @gam.mpit[5] == 2
    $game_temp.act_text = dev + "  x  " + @map.mparnm.to_s if @gam.mpit[5] == 3
    $game_temp.act_text = dev+"  "+$data_system.words.gold if @gam.mpit[5] == 4
    if @gam.mpit[5] != 0 && $game_switches[ACT_SWITCH] && $game_system.mpit[4] > 0
      $game_temp.act_hud[13],$game_temp.act_start = 20,true
      Audio.se_play("Audio/SE/" + ACT_SE , 70, 100) rescue nil
    end
  end
end

if $BlizzABS && BlizzABS::VERSION >= 2.82
class Map_Battler
  include ZetsuDrago
 
  alias use_skill_activeinfo_earlier use_skill
  def use_skill(skill, forced = false)
    result = use_skill_activeinfo_earlier(skill, forced)
    if result && @battler.is_a?(Game_Actor) &&
        $game_switches[ACT_SWITCH]
      draw_skl(skill.name)
    end
    return result
  end
 
  alias use_item_activeinfo_earlier use_item
  def use_item(item, forced = false)
    result = use_item_activeinfo_earlier(item, forced)
    if result && @battler.is_a?(Game_Actor) &&
        $game_switches[ACT_SWITCH]
      draw_item(item.name)
    end
    return result
  end
 
  def draw_skl(value)
    $game_temp.act_text = value
    $game_temp.act_hud[13], $game_temp.act_start = 20, true
  end
   
  def draw_item(value)
    $game_temp.act_text = "Use  "+ value
    $game_temp.act_hud[13], $game_temp.act_start = 20, true
  end
end
end

class Bitmap
  def draw_hemming_text(x, y, w, h, t, a = 0)
    original_color = self.font.color.dup;  self.font.color = Color.new(0,0,0,255)
    self.draw_text(x , y , w, h, t, a);    self.draw_text(x , y+2, w, h, t, a)   
    self.draw_text(x+2, y+2, w, h, t, a);  self.draw_text(x+2, y , w, h, t, a)   
    self.font.color = original_color;      self.draw_text(x+1, y+1, w, h, t, a)
  end
end

class Act < Sprite
  include ZetsuDrago
  def initialize
     @viewport = Viewport.new(0, 0, 640, 480)
     @viewport.z = 99999     
     super(@viewport)   
     @hud1, @hud2, @hud3, @text = Sprite.new, Sprite.new, Sprite.new, Sprite.new
     @hud1.bitmap = RPG::Cache.picture("AF_Lay1")
     @hud2.bitmap = RPG::Cache.picture("AF_Lay2")
     @hud3.bitmap = RPG::Cache.picture("AF_Lay3")
     @text.bitmap = Bitmap.new(120,40); @time = ACT_TIME; hudposition   
     @hud1.z, @hud2.z, @hud3.z, @text.z  = 9000, 9000, 9003, 9002   
     @text.bitmap.font.name, @text.bitmap.font.size = "Georgia", 20
     @text.bitmap.font.bold = @text.bitmap.font.italic = true
     @text.bitmap.font.color.set(250, 250, 250, 220)
   end   
   
  def dispose       
    [@hud1, @hud2, @hud3, @text, @viewport].each {|s| s.dispose if s != nil}
  end
 
  def refresh
     @temp.act_start = false; @text.bitmap.clear
     @xhud[9], @xhud[10], @xhud[11], @xhud[12] = 100, 100, 100, 100
     @xhud[1], @xhud[2], @zoom[1], @xhud[7]  = 100, -100, 1.50, 0
     @text.bitmap.draw_hemming_text(0, 0, 120, 40, @temp.act_text.to_s,1)
     @time -= 1; @time = 0 if @time < 0
  end
   
  def update
    hudposition   
    @xhud[13] -= 1 if @xhud[13] > 0   
    if @xhud[13] > 0
      @xhud[9] += 10 if @xhud[9] < 255;       @xhud[10] += 10 if @xhud[9] < 255
      @xhud[11] += 10 if @xhud[9] < 255;      @xhud[12] += 10 if @xhud[9] < 255
      @xhud[1] -= 10 if @xhud[1] > 0;         @xhud[2] += 10 if @xhud[1] > 0
      @xhud[1] = @xhud[2] = 0 if @xhud[1] < 0;@zoom[1] -= 0.1 if @zoom[1] > 1.00
      @zoom[1] = 1.00 if @zoom[1] < 1.00;     @zoom[2] = 1.00 if @zoom[1] < 1.00
      @xhud[4] = 0 if @zoom[1] < 1.00
    else
      if @time == 0
        @xhud[9] -= 10 if @xhud[9] > 0;     @xhud[10] -= 10 if @xhud[9] > 0
        @xhud[11] -= 10 if @xhud[9] > 0;    @xhud[12] -= 10 if @xhud[9] > 0
        @xhud[1] -= 10 if @xhud[1] < 100;   @xhud[2] += 10 if @xhud[1] < 100
        @xhud[1] = @xhud[2] = 100 if @xhud[1] > 100
      end         
    end 
    refresh if @temp.act_start == true
  end 

  def hudposition
    @hud1.ox, @temp  = -ACT_HUD_X + $game_temp.act_hud[1], $game_temp
    @hud1.oy, @xhud = -ACT_HUD_Y + @temp.act_hud[5], $game_temp.act_hud
    @hud2.ox, @zoom = -ACT_HUD_X - 50 + @xhud[2], $game_temp.act_text_zoom       
    @hud2.oy = -ACT_HUD_Y - 20 + @xhud[6]; @hud3.ox = -ACT_HUD_X - 80 + @xhud[3]
    @hud3.oy = -ACT_HUD_Y + 20 + @xhud[7]; @text.ox = -ACT_HUD_X - 50 + @xhud[4]
    @text.oy = -ACT_HUD_Y + 5 + @xhud[8]
    @hud1.opacity, @hud2.opacity = @xhud[9], @xhud[10]
    @hud3.opacity, @text.opacity = @xhud[11], @xhud[12]
    @text.zoom_x, @text.zoom_y = @zoom[1], @zoom[2]   
  end
end

class Mpitem < Window_Base
  def initialize
    super(0, 0, 250, 100)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0; self.contents.clear; refresh
  end
 
  def refresh; draw_mpitem(10,0); @gam.mpit[5] = 0; end
end

class Scene_Map   
  alias_method :drago_act_main, :main
  alias_method :drago25_update, :update
 
  def main 
    @act = Act.new; @mpit = Mpitem.new
    @mpit.visible, @mpit.contents_opacity = true, $game_system.mpit[6]
    drago_act_main;[@act, @mpit].each {|s| s.dispose if s != nil}
    @mpit = @act = nil
  end   
 
  def update
    drago25_update
    @act.update if @act != nil; @mpit.refresh if $ref == true
    @mpit.x, @mpit.y, $ref = 200, 480, false if $ref == true
    $game_system.mpit[1], $game_system.mpit[2]= @mpit.x, @mpit.y
    @mpit.contents_opacity, @mpit.visible= $game_system.mpit[6], true
    @mpit.y -= 8 if @mpit.y > 380; @mpit.y = 380 if @mpit.y >= 380
    $game_system.mpit[6] -= 3
  end
end

MetalRenard

Hey there!
This is some awesome stuff...!

I have a problem, i can't get status changes to work.
This is the error:


What am I doing wrong?

winkio

That was a typo on my part, just change the [i] on that line to [s].

MetalRenard

Hahaha! ^^

Thank you for the quick reply, it's very much appreciated!

RoseSkye

@winkio

I asked for it because your last post was so vague. 91-145 could have been anywhere (especially with script edits).

winkio

those line numbers corresponded to the most recent script posted in his topic.  I'm not mad or anything, I'm just saying that's where I got them, and I don't really understand the confusion...

LiTTleDRAgo

Quote from: winkio on January 09, 2011, 10:54:58 am
See, I already tested it with a blank project with just Blizz-ABS and this, so I know it doesn't error.  But here's my edited version of the script anyways

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Active Action Info for Blizz ABS
# Version: 1.27
# Author : LiTTleDRAgo
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

module ZetsuDrago
 
  ACT_HUD_X = 200           # This is for x position
  ACT_HUD_Y = 400           # This is for y position
  ACT_TIME = 2                 
  ACT_SE = "001-System01"       # Sound Effect when receiving an item
  ACT_SWITCH = 8               # Switch to enable Active Action Info
 
end
#==============================================================================
# Config End
#==============================================================================
class Game_Temp 
    attr_accessor :act_hud ; attr_accessor :act_text_zoom
    attr_accessor :act_text; attr_accessor :act_start
    alias_method  :drago_act_initialize, :initialize
   
def initialize   
  drago_act_initialize 
    @act_hud, @act_text_zoom = [], []
    @act_hud[1...13] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
    @act_text_zoom[1], @act_text_zoom[2] = 1.00, 1.00
    @act_text,@act_start = "", false   
end   
end

class Game_System
  attr_accessor :mpit; alias_method  :drago25_init, :initialize
  def initialize;drago25_init; @mpit = []; mpit[1...6] = 0, 0, 1, 1, 0, 0; end
end

class Interpreter

  alias_method :drago25_command126, :command_126
  alias_method :drago25_command127, :command_127
  alias_method :drago25_command128, :command_128
  alias_method :drago25_command125, :command_125

  def command_126; drago25_command126; $game_system.mpit[5] = 1; parsys; end
  def command_127; drago25_command127; $game_system.mpit[5] = 2; parsys; end
  def command_128; drago25_command128; $game_system.mpit[5] = 3; parsys; end
  def command_125; drago25_command125; $game_system.mpit[5] = 4
    $game_system.mpit[4] = operate_value(@parameters[0], @parameters[1], @parameters[2])
  end   
   
  def parsys
   $game_system.mpit[3], @param = @parameters[0], @parameters; $ref = true
   $game_system.mpit[4] = operate_value (@param[1], @param[2], @param[3])
  end
end 

class Game_Map
  attr_reader   :map_id 
 
  def mpitnm
    $mpitnm = load_data("Data/Items.rxdata")
    $mpitnm[$game_system.mpit[3]].name; end; def mpwpnm
    $mpwpnm = load_data("Data/Weapons.rxdata")
    $mpwpnm[$game_system.mpit[3]].name; end; def mparnm
    $mparnm = load_data("Data/Armors.rxdata")
    $mparnm[$game_system.mpit[3]].name
  end 
 
end

class Window_Base < Window 
  include ZetsuDrago
  def draw_mpitem(x,y)   
    dev, @gam, @map = "Got  "+$game_system.mpit[4].to_s, $game_system, $game_map
    $game_temp.act_text = dev + "  x  " + @map.mpitnm.to_s if @gam.mpit[5] == 1
    $game_temp.act_text = dev + "  x  " + @map.mpwpnm.to_s if @gam.mpit[5] == 2
    $game_temp.act_text = dev + "  x  " + @map.mparnm.to_s if @gam.mpit[5] == 3
    $game_temp.act_text = dev+"  "+$data_system.words.gold if @gam.mpit[5] == 4
    if @gam.mpit[5] != 0 && $game_switches[ACT_SWITCH] && $game_system.mpit[4] > 0
      $game_temp.act_hud[13],$game_temp.act_start = 20,true
      Audio.se_play("Audio/SE/" + ACT_SE , 70, 100) rescue nil
    end
  end
end

if $BlizzABS && BlizzABS::VERSION >= 2.82
class Map_Battler
  include ZetsuDrago
 
  alias use_skill_activeinfo_earlier use_skill
  def use_skill(skill, forced = false)
    result = use_skill_activeinfo_earlier(skill, forced)
    if result && @battler.is_a?(Game_Actor) &&
        $game_switches[ACT_SWITCH]
      draw_skl(skill.name)
    end
    return result
  end
 
  alias use_item_activeinfo_earlier use_item
  def use_item(item, forced = false)
    result = use_item_activeinfo_earlier(item, forced)
    if result && @battler.is_a?(Game_Actor) &&
        $game_switches[ACT_SWITCH]
      draw_item(item.name)
    end
    return result
  end
 
  def draw_skl(value)
    $game_temp.act_text = value
    $game_temp.act_hud[13], $game_temp.act_start = 20, true
  end
   
  def draw_item(value)
    $game_temp.act_text = "Use  "+ value
    $game_temp.act_hud[13], $game_temp.act_start = 20, true
  end
end
end

class Bitmap
  def draw_hemming_text(x, y, w, h, t, a = 0)
    original_color = self.font.color.dup;  self.font.color = Color.new(0,0,0,255)
    self.draw_text(x , y , w, h, t, a);    self.draw_text(x , y+2, w, h, t, a)   
    self.draw_text(x+2, y+2, w, h, t, a);  self.draw_text(x+2, y , w, h, t, a)   
    self.font.color = original_color;      self.draw_text(x+1, y+1, w, h, t, a)
  end
end

class Act < Sprite
  include ZetsuDrago
  def initialize
     @viewport = Viewport.new(0, 0, 640, 480)
     @viewport.z = 99999     
     super(@viewport)   
     @hud1, @hud2, @hud3, @text = Sprite.new, Sprite.new, Sprite.new, Sprite.new
     @hud1.bitmap = RPG::Cache.picture("AF_Lay1")
     @hud2.bitmap = RPG::Cache.picture("AF_Lay2")
     @hud3.bitmap = RPG::Cache.picture("AF_Lay3")
     @text.bitmap = Bitmap.new(120,40); @time = ACT_TIME; hudposition   
     @hud1.z, @hud2.z, @hud3.z, @text.z  = 9000, 9000, 9003, 9002   
     @text.bitmap.font.name, @text.bitmap.font.size = "Georgia", 20
     @text.bitmap.font.bold = @text.bitmap.font.italic = true
     @text.bitmap.font.color.set(250, 250, 250, 220)
   end   
   
  def dispose       
    [@hud1, @hud2, @hud3, @text, @viewport].each {|s| s.dispose if s != nil}
  end
 
  def refresh
     @temp.act_start = false; @text.bitmap.clear
     @xhud[9], @xhud[10], @xhud[11], @xhud[12] = 100, 100, 100, 100
     @xhud[1], @xhud[2], @zoom[1], @xhud[7]  = 100, -100, 1.50, 0
     @text.bitmap.draw_hemming_text(0, 0, 120, 40, @temp.act_text.to_s,1)
     @time -= 1; @time = 0 if @time < 0
  end
   
  def update
    hudposition   
    @xhud[13] -= 1 if @xhud[13] > 0   
    if @xhud[13] > 0
      @xhud[9] += 10 if @xhud[9] < 255;       @xhud[10] += 10 if @xhud[9] < 255
      @xhud[11] += 10 if @xhud[9] < 255;      @xhud[12] += 10 if @xhud[9] < 255
      @xhud[1] -= 10 if @xhud[1] > 0;         @xhud[2] += 10 if @xhud[1] > 0
      @xhud[1] = @xhud[2] = 0 if @xhud[1] < 0;@zoom[1] -= 0.1 if @zoom[1] > 1.00
      @zoom[1] = 1.00 if @zoom[1] < 1.00;     @zoom[2] = 1.00 if @zoom[1] < 1.00
      @xhud[4] = 0 if @zoom[1] < 1.00
    else
      if @time == 0
        @xhud[9] -= 10 if @xhud[9] > 0;     @xhud[10] -= 10 if @xhud[9] > 0
        @xhud[11] -= 10 if @xhud[9] > 0;    @xhud[12] -= 10 if @xhud[9] > 0
        @xhud[1] -= 10 if @xhud[1] < 100;   @xhud[2] += 10 if @xhud[1] < 100
        @xhud[1] = @xhud[2] = 100 if @xhud[1] > 100
      end         
    end 
    refresh if @temp.act_start == true
  end 

  def hudposition
    @hud1.ox, @temp  = -ACT_HUD_X + $game_temp.act_hud[1], $game_temp
    @hud1.oy, @xhud = -ACT_HUD_Y + @temp.act_hud[5], $game_temp.act_hud
    @hud2.ox, @zoom = -ACT_HUD_X - 50 + @xhud[2], $game_temp.act_text_zoom       
    @hud2.oy = -ACT_HUD_Y - 20 + @xhud[6]; @hud3.ox = -ACT_HUD_X - 80 + @xhud[3]
    @hud3.oy = -ACT_HUD_Y + 20 + @xhud[7]; @text.ox = -ACT_HUD_X - 50 + @xhud[4]
    @text.oy = -ACT_HUD_Y + 5 + @xhud[8]
    @hud1.opacity, @hud2.opacity = @xhud[9], @xhud[10]
    @hud3.opacity, @text.opacity = @xhud[11], @xhud[12]
    @text.zoom_x, @text.zoom_y = @zoom[1], @zoom[2]   
  end
end

class Mpitem < Window_Base
  def initialize
    super(0, 0, 250, 100)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0; self.contents.clear; refresh
  end
 
  def refresh; draw_mpitem(10,0); @gam.mpit[5] = 0; end
end

class Scene_Map   
  alias_method :drago_act_main, :main
  alias_method :drago25_update, :update
 
  def main 
    @act = Act.new; @mpit = Mpitem.new
    @mpit.visible, @mpit.contents_opacity = true, $game_system.mpit[6]
    drago_act_main;[@act, @mpit].each {|s| s.dispose if s != nil}
    @mpit = @act = nil
  end   
 
  def update
    drago25_update
    @act.update if @act != nil; @mpit.refresh if $ref == true
    @mpit.x, @mpit.y, $ref = 200, 480, false if $ref == true
    $game_system.mpit[1], $game_system.mpit[2]= @mpit.x, @mpit.y
    @mpit.contents_opacity, @mpit.visible= $game_system.mpit[6], true
    @mpit.y -= 8 if @mpit.y > 380; @mpit.y = 380 if @mpit.y >= 380
    $game_system.mpit[6] -= 3
  end
end



probably because my other scripts  :???:
oh well I'll check that later,
anyways I'll update my script with yours, thanks winkio

RoseSkye

January 09, 2011, 09:38:40 pm #4028 Last Edit: January 09, 2011, 09:39:42 pm by RoseSkye
When using items that heals + gives positive status effects (or status effects in general) I get this error;

'BlizzABS pt. 3' Line 954: NameError occured
undefined local variable for method `_battler' for #<Game_Player:0xa48e620>

winkio

argh.  So while I was making 2.81, I had a soft crash, and lost all my progress, but I thought I got everything back.  Apparently not.  Just comment out lines 954-959 for now.

Jaar

Hey,

I'm encountering a slight inconvenience rather then an error, and I was wondering if there was a way around it.

I'm trying to modify the battle system (With events, not scripts) so that when you encounter an enemy, it takes you to a new map for use as a battle ground. There, your allies appear and you proceed with the battle. Kind of like Star Ocean, if you've ever played it. I've gotten pretty much all the basic functions down, and it works like a charm. Blizz ABS definitely is the most customizable ABS I've ever seen.

However, my problem occurs with the caterpillar system. I want the allies to completely disappear when outside of the "Battle maps." I've used the script call function to turn it off, which makes them stop following you, but instead they just freeze in a big lump of character sprites.


So yeah. Basically, is there an option that completely disables the caterpillar system, sprite train and all, for the maps I choose? Am I simply overlooking something- I've read through the manual and all. Or am I just retarded?  :^_^':

That being said, I have to congratulate you and Blizzard for making this system. I've never seen a battle system- ABS or CBS- that allows such customization. I can literally make any battle system I want with this. Though it isn't as flashy as the other ABSs, like XAS, it defiantly makes up for it in functionality and ease of use. So yeah. Thumbs up man ^^.

'Tis all! Hope this isn't a tl;dr lol.

winkio

I'm pretty sure if you turn the caterpillar off before you enter the map, everything will be disabled.  But I'll make some script calls for the next version that enable/disable it instantly.

Jaar

Naw...didn't seem to work... ah well. I'll just make due and wait for the next update ^^. Thanks for tryin' to help, though!

Relogas

This script is amazing! I've used it since blizzard made the last updates to it and now I've rediscovered it. I've used it for many porjects before but I want to create a game with many puzzles... but for that I need thinks like: moving platforms, carrying items, tools like bombs, hooks that can move you across cliffs... thinks that http://xasabs.wordpress.com/ do feature but kind of lack in Blizz-abs I know that this is a Action Battle System and no Action Puzzle/Adventure system but wouldn't it be cool if we had something like that?

WhiteRose

Quote from: Relogas on January 10, 2011, 02:27:13 pm
This script is amazing! I've used it since blizzard made the last updates to it and now I've rediscovered it. I've used it for many porjects before but I want to create a game with many puzzles... but for that I need thinks like: moving platforms, carrying items, tools like bombs, hooks that can move you across cliffs... thinks that http://xasabs.wordpress.com/ do feature but kind of lack in Blizz-abs I know that this is a Action Battle System and no Action Puzzle/Adventure system but wouldn't it be cool if we had something like that?


Creating features like that would be perfectly doable, even with Blizz-ABS in its current state. You'd just have to be a little creative with your eventing. The only exception would be carrying items, which I don't think is possible without a plug-in.

winkio

Quote from: Relogas on January 10, 2011, 02:27:13 pm
This script is amazing! I've used it since blizzard made the last updates to it and now I've rediscovered it. I've used it for many porjects before but I want to create a game with many puzzles... but for that I need thinks like: moving platforms, carrying items, tools like bombs, hooks that can move you across cliffs... thinks that http://xasabs.wordpress.com/ do feature but kind of lack in Blizz-abs I know that this is a Action Battle System and no Action Puzzle/Adventure system but wouldn't it be cool if we had something like that?


What you want is not the moving platforms, or the bombs, or the hookshot.  What you want is a premade template that you can just fill in the details and stamp your name on.  XAS offers that template, as well as the framework needed to create your own content.  Blizz-ABS offers no such template, and never will.  The tools that Blizz-ABS offers to create your own content, however, are far superior.

G_G

Can you release the source for the config again? Unless I'm passing over and over it again.

winkio

I was kinda putting that off until I redid the animation engine and added in the extra skill and item sprites.

megaman30796

the new update don't work????


the scripts r bugged and it has some chinese words in the script that causes it 2 crash...
"You know the world is going crazy," Chris Rock declared in 2003, "when the best rapper [Eminem] is a white guy, the best golfer [Tiger Woods] is a black guy, the tallest guy in the NBA [Yao Ming] is Chinese, the Swiss hold the America's Cup, France is accusing the U.S. of arrogance, Germany doesn't want to go to war, and the three most powerful men in America are named 'Bush,' 'Dick,' and 'Colon.' Need I say more?"

WhiteRose

Quote from: megaman30796 on January 10, 2011, 10:25:50 pm
the new update don't work????


the scripts r bugged and it has some chinese words in the script that causes it 2 crash...


Are you sure? As neither Blizz nor winkio speak Chinese, at least to my knowledge, and even if they did, I find it highly doubtful that there would be any Chinese in Blizz-ABS at all. Are you sure it's not a different script that's causing trouble?