Blizz-ABS Bug and Suggestion Compilation

Started by winkio, April 21, 2010, 03:40:33 am

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megaman30796

any ways 2 make the multi bodies 2 follow the main?

the bodies just move around randomly!
"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?"

winkio

Quote from: The Niche on January 20, 2011, 05:31:50 am
Will throwable objects have their own editor tab or will it just use the items tab?


events and tags in the name.

Quote from: megaman30796 on January 20, 2011, 08:41:40 am
any ways 2 make the multi bodies 2 follow the main?

the bodies just move around randomly!


eventing.  duh.

megaman30796

"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?"

fjurio

January 31, 2011, 08:54:22 am #383 Last Edit: January 31, 2011, 09:03:06 am by fjurio
I have suggestion:

It would be great if you could set the ally AI like you can do with the AI Triggers but not ingame.
The idea is to have partymember that have a fixed order of skills and behavior. The espers in FF XII are an example of what i mean. They have fixed gambits that you can´t change (AI Behavior and AI Triggers had to be disable and preset).

EDIT:

I just wonder if i can´t find it or there isn´t a skill type "normal attack". I would like to have a skill that is a normal attack with a greater hitrate/strengh...

Blizzard

I think winkio already planned to make an editor where you can preset the AI Triggers for each actor if you want.
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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.

fjurio

Cool. I just read it.

Is the combat system allready finished? It dosn´t work right. For example it ignores move, jump and speedchange commands.
Here is an example:
http://www.mediafire.com/?rw98rdyddu9zv2e

Taiine

Suggestion: An added \ tag for events that will cause enemies to repel away from that event.

For example:
I have an event that acts as a respawn point for enemies that is made to look like a cave opening. However when they spawn, they may linger in that area for a bit, if not walk back into it.

With a \ to make them repel away from the spawn point will help keep them from walking back into it.

And one I made before but think got over looked:
Option to have enemy HP bars hidden (not show) until that enemy is attacked, then show the HP bar.

Blizzard

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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.

G_G

February 19, 2011, 10:30:58 am #388 Last Edit: February 19, 2011, 10:40:22 am by game_guy
I want to has sexy orgasms with you. I almost want CW7 to see the inferiorness of XAS now.

EDIT: Is there anyway you can include a dieing animation for enemies? Like an actual animation from the database. I have some really cool ideas if this could happen.

EDIT: Found it nevermind >.<

winkio

Quote from: Blizzard on February 19, 2011, 04:29:42 am
wink, I messed up: http://forum.chaos-project.com/index.php/topic,8560.0


You wish you could take credit for that.  It was all me :P

Quote from: Blizzard on February 19, 2011, 04:29:42 am
BTW, shouldn't this topic be unsticked?


Why?  I don't really care if it does get unstickied, I just think that the amount of activity in it is large enough for it to stay stickied.

Blizzard

Quote from: winkio on February 19, 2011, 02:58:06 pm
Quote from: Blizzard on February 19, 2011, 04:29:42 am
wink, I messed up: http://forum.chaos-project.com/index.php/topic,8560.0


You wish you could take credit for that.  It was all me :P


>8U

Quote from: winkio on February 19, 2011, 02:58:06 pm
Quote from: Blizzard on February 19, 2011, 04:29:42 am
BTW, shouldn't this topic be unsticked?


Why?  I don't really care if it does get unstickied, I just think that the amount of activity in it is large enough for it to stay stickied.


I guess you're right. Let's leave it here then.
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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.

Subsonic_Noise

I thibk there should be a function for many enemy body parts sharing one AI / using that of another event. Things would get complicated as fuck if you want to use many multi-part enemies.

Zexion

I just want to point out something.
The 'set move route' 'change player graphic' on players still doesn't work. I don't know if you mean it's fixed in the next release, but currently mine doesn't work. It works perfectly on events, but not players.
I can wait till it's fixed, it's just really annoying lol, it kinda messes up my cutscenes  :(
If you have a fix for it can you pm or tell me. I tend to slack off when there is a bug in my game lol.

Blizzard

Why don't you simply hide the player and use an event? :/
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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.

Zexion

Hmm... while i was responding to your post, I thought of a way to do it lol. I could just duplicate the map, hide the char on that map, teleport to it, play the scene, and teleport back.... lol brainstorming :)

ForeverZer0

Not a good idea.
There is no point in creating a whole new map, which will only result in large filesize, when there are other, simpler ways to do it.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Blizzard

You could achieve the same effect with an event instead of the player.
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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.

Mixxth

February 21, 2011, 01:43:05 pm #397 Last Edit: February 21, 2011, 01:47:09 pm by Mixxth
Not sure if this helps, but yes move route does not work to *hide* your player in a cut-scene atm, which sucks but its so minor that the very fact that it came up in a topic baffles me. :P see... an easy way to *hide* your character is; before the transfer to the cut-scene map simply change your actors graphic to nothing via event command "Page 3, first column, choice 15" set it to "actor, none, none" it will look similar
to: "Change Actor Graphic: Mixxth,,0,,0" hope this helps :P
Donald Knuth: "I can't go to a restaurant and order food because I keep looking at the fonts on the menu. Five minutes later I realize that it's also talking about food."

Blizzard

Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
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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.

Mixxth

Quote from: Blizzard on February 21, 2011, 01:47:35 pm
I thought that was obvious.


Me to, but the specification on "set move route" made me think otherwise, tbh I wan't even sure if I was actually answering his question or not heh, either way hope it helps.
Donald Knuth: "I can't go to a restaurant and order food because I keep looking at the fonts on the menu. Five minutes later I realize that it's also talking about food."