[XP] Blizz-ABS

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

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G_G

Quote from: Inca on July 04, 2011, 02:29:33 pm
How to make a monster that can use Heal Skill on itself when in battle it's health decreased to 100 HP? Is it possible?


Go into the database and give the enemy a heal skill.

Quote from: JellalFerd on July 04, 2011, 05:32:11 pm
Doesn't that just have to do with enemy database configuration?


Yes you are correct. :D *levels up*

winkio

You can make an AI that checks if the enemy's health is 100 and if so uses the skill.  Parallell process event, conditional branch, script call, all using stuff in the manual.

Inca

So... i even don't need to set a special Combo in Blizz-ABS Config for this? This feature i can implement with only standart maker's tools?

winkio

yeah.  This might be a good reference: http://forum.chaos-project.com/index.php/topic,8792.0.html.  It doesn't have the exact thing you described, but you can make what you want in exactly the same way (without any combos).

Inca

Thanx, it's really works - it just needs give some time for monster to use this skill.
May be anybody can answer my next questions:
1. How to make item bounce while droping from a monster? Like damage numbers bouces from monster when i hit it. One simple bounce at monster's death position.
2. Can i make this feature: when i hit fire monster with fire arrow it's health grow up and when health reach 400 HP, monster change it's graphic, run from player (2-3 steps) and Disappear?
3. How to make consuming projectile deal damage to monster while the Bow ATK=0? For example, i apply a fire element to Item projectile (in database) and whant to damage monsters with fire-weakness. I tried to do this feature myself but with Bow ATK=0 i can't  deal any damage to monster. Can you give me advise?

RPGManiac3030

Is there a way to make only certain enemies have action sprites? I only want bosses to have action sprites.


Official Gio website:
gioadventures.freehostingcloud.com (under construction)

JellalFerd

July 05, 2011, 04:13:11 pm #4426 Last Edit: July 05, 2011, 04:23:18 pm by JellalFerd
Make a copy of the non-bosses default sprites and rename it to their action sprites?
@Inca
1: I'm not sure I understood that
2: Make the arrow have a state, and the monster's state efficiency F to that state.
3: If I understood you right,  just tweak around with negative values on the Rcvr HP parameter in the item's configuration in the database.
QuoteFrank says:
But obviously they put on that shirt on in the morning.
Hmmm..
Booty shirts are nice.
Depends on the girl.
Jellal says:
booty shirts
lolwut

RPGManiac3030

July 05, 2011, 04:27:46 pm #4427 Last Edit: July 05, 2011, 04:30:06 pm by RPGManiac3030
Quote from: JellalFerd on July 05, 2011, 04:13:11 pm
Make a copy of the non-bosses default sprites and rename it to their action sprites?


That's what I dont' want to do, since that would be a waste of space, since a weapon graphic has to be specified too...But if all else fails, I'll do that.


Official Gio website:
gioadventures.freehostingcloud.com (under construction)

winkio

wait for the next version, where you can configure action, attack, skill, etc. sprites on an individual basis.

RPGManiac3030

Quote from: winkio on July 05, 2011, 05:44:41 pm
wait for the next version, where you can configure action, attack, skill, etc. sprites on an individual basis.


Sounds good :)


Another thing I have a problem with is making an NPC. Do I need to make it an enemy in order for enemies to attack it? If I do, then I can't execute what he/she has to say unless it dies. That and the minimap icons are the only things that are really confusing me now.


Official Gio website:
gioadventures.freehostingcloud.com (under construction)

JellalFerd

No, but you can make it so the NPC alignment group is an enemy of the primary enemy group.
QuoteFrank says:
But obviously they put on that shirt on in the morning.
Hmmm..
Booty shirts are nice.
Depends on the girl.
Jellal says:
booty shirts
lolwut

winkio

you have to make it an enemy, set its alignment group, then set its event code trigger to action button using a comment.  Look at 4.3.8 of the manual for reference.

RPGManiac3030

July 06, 2011, 10:41:59 am #4432 Last Edit: July 07, 2011, 03:24:53 pm by RPGManiac3030
Oh, so that's what all that stuff is for...I feel stupid right now. Thanks a bunch!


EDIT: I still can't get the bomb to show an exploding animation when it goes off. If there are no enemies around it, the bomb just disappears.


Official Gio website:
gioadventures.freehostingcloud.com (under construction)

G_G

Its not setup to be that way. The animation from explosion skills only show up if it hit someone.

RPGManiac3030

That's what I thought.....which is kind of weird to me.

I think this may have come up somewhere before, but there's also a problem with the hotkey menu when using the mouse controller script.


Official Gio website:
gioadventures.freehostingcloud.com (under construction)

bradhawk

well, maybe a stupid question .
im little confused with the combo system . but, how to make the branching combos ?
ex :
if defend pressed
go to action 2
if attack pressed
go to action 3

thnx

winkio

Action 1
Input: ID 0: Keys[Defend] pressed for 40 frames
Input: ID 1: Keys[Attack] pressed for 40 frames
Condtion: Input Window Variable 0 != Input Window Variable 1
Go to Action: ID 2

Action 2
Condtion: Input Window Variable 0 == Constant Variable true
Go to Action: ID 3
Go to Action: ID 4

Action 3

Defend for 8 frames

Action 4

Attack


I'll probably make that easier for the next version.

dnasman

I have a problem with the combo system. :(
I want to make a combo which everytime you pressed an 'Attack' button, the combo will jump into the next action, and each action has it's own sprite.

Is it possible to be done with combo system? :hm:

Thnx.
Sorry for the English XD

For all Indonesian RMers:
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winkio

Action 1
Input: ID 0: Keys[Attack] pressed for 40 frames
Condtion: Input Window Variable 0 == Constant Variable true
Go to Action: ID 2

Action 2
Input: ID 0: Keys[Attack] pressed for 40 frames
Condtion: Input Window Variable 0 == Constant Variable true
Go to Action: ID 3

Action 3
Input: ID 0: Keys[Attack] pressed for 40 frames
Condtion: Input Window Variable 0 == Constant Variable true
Go to Action: ID 4

Action 4

Attack


Just change the sprites for each action in the box that says 'Sprite'.

dnasman

July 09, 2011, 11:30:44 pm #4439 Last Edit: July 09, 2011, 11:38:16 pm by dnasman
Wow, thnx. that works perfectly.
But i still have a problem with the sprite.

I change the sprites for action 1 in the box that says 'Sprite' with '_atk1_1' with an extension checked, and '_atk1_2' for the action 2 and extension is checked also, but the sprite is like showing an animation instead of change the chara's sprite


Thnx
Sorry for the English XD

For all Indonesian RMers:
RPGMakerID
Indonesian RPG Maker Community