[XP] Blizz-ABS

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

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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.

Unclellama

So, sorry if I'm being a bit thick... but how would I make an enemy that dies 'for good' (i.e. does not come back alive upon reloading the map)?

Apidcloud

Well, I'm not sure if Blizz Abs uses local switches to make enemies die, and when loading the map, all that local switches are set off, so they respawn.

If so, You'd need to delete that off the code xD
Instead of wanting to be somebody else, rather become somebody else



"I will treasure the knowledge like a squirrel treasures acorns."


Gibbo Glast 2D Engine - The sky is no longer a limit

G_G

Just turn a self switch on o a new page that doesn't have a graphic. Thats how.

Apidcloud

Quote from: game_guy on August 20, 2011, 11:11:54 am
Just turn a self switch on o a new page that doesn't have a graphic. Thats how.


I forgot to mention that in case of blizz abs not using the 'respawn' of local switches :P
lol'd
Instead of wanting to be somebody else, rather become somebody else



"I will treasure the knowledge like a squirrel treasures acorns."


Gibbo Glast 2D Engine - The sky is no longer a limit

Unclellama

Thanks for your help guys :)

The mistake was having a 'corpse' graphic on the self-switch event page, with no graphic it works perfectly.

Awesome ABS!

Apidcloud

why doesn't it accept graphic? -.-
Instead of wanting to be somebody else, rather become somebody else



"I will treasure the knowledge like a squirrel treasures acorns."


Gibbo Glast 2D Engine - The sky is no longer a limit

winkio

if there is a graphic it will make an enemy.  pretty obvious I think.

Apidcloud

lol? by simple using a character, it will be an enemy?
Instead of wanting to be somebody else, rather become somebody else



"I will treasure the knowledge like a squirrel treasures acorns."


Gibbo Glast 2D Engine - The sky is no longer a limit

G_G

Its because of the event name. If the event's name has \e[1] in it. It will be in enemy if it has a graphic. If it doesn't have a graphic then it won't be created as an enemy. Thats why if you want an enemy permanently dead, you create a 2nd page with no graphic.

Yourleftsock

Im trying to use Blizz Abs and Hermes message system together but now all my messages appear on the top of the page and I have no idea how to fix it. Help would be nice...

G_G

Try placing Hermes below Blizz-ABS.

Yourleftsock

well, hermes changes a couple of the default scripts which may lead to the problem. And I don't really know how it can be changed. Maybe ill just switch to a different message system...thank you for the idea tho.

Stray

I don't have hermes and want my box at the bottom of the screen. Dunno how to fix it, too.

By the way:
I need something, that switches off the whole Battlesystem. But only the abs itself.
I'm very grateful to you all for your great help.

RPGManiac3030

I think it's just on the event command list on the first page...the one that says "Change Text Options"

For your other thing...it's in the manual  ;)


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LivingstoneIPresume

Not to offend, but is this possible?

Quote from: LivingstoneIPresume on August 12, 2011, 02:13:25 pm
I'm working on scripting in a few modifications to the script, but I'm running into a few problems.
Firstly I'm setting up a feature to change the actor's alignment. I know that changing a constant is bad, so I set up a new variable to refer to.
I've created two parts:

This one, which allows the use of the command AlignmentSet.new(alignment).
class AlignmentSet
  def initialize(alignment)
    @Group_Switched = 1
    @Actor_Alignment = alignment
  end
end

And this one, which sets @Actor_Alignment to 9 until the command is run.
  unless @Group_Switched == 1
    @Actor_Alignment = 9
  end

I've replaced all instances of ACTOR_GROUP, but for some reason it doesn't work.  :(

Secondly, I'm working on a modification which lets one event function as both an event and a battler, depending on whether their is an enemy nearby.
I used this code to disable replacing an event when the group was 6 or 8, my two npc groups. I will eventually add something to run it anyway if there is an enemy on the map.

if group != 6 or 8
         
          # set move flag if moving disabled
          move = true if event.name.clone.gsub!('\\move') {''}
...<Unnesesary parts ommitted>...
          # replace the real event with the new enemy
          $game_map.events[event_id] = Map_Enemy.new($game_map.map_id, event,
          id, group, attr, move, immortal, full_passable, custom, delay,
          view, hear)               
...<Unnesesary parts ommitted>...
          end

This doesn't accomplish anything...

I realize, as I am a new scripter, that I've probably made some stupid mistake or forgotten to do something important, but can anyone give me any insight as to what it is? :)

Thanks,
Livingstone

RPGManiac3030

August 28, 2011, 08:46:54 am #4496 Last Edit: August 28, 2011, 08:49:17 am by RPGManiac3030
@ LivingsoneIPresume,

Not sure about the first thing, but shouldn't it be ('\move') in the second one? And can't you just use $game_map.battlers_group(GROUP).size to check for an enemy group on the map, then (if greater than 0) use $game_map.rename_event(EVENT_ID, 'NEW_NAME') to rename the event so it becomes a battler? Or something to that effect?


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

Blizzard

I just wanted to point out this one more time.

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
Drinking Game for iOS      Never have I ever for iOS


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.

Stray

August 30, 2011, 08:19:53 pm #4498 Last Edit: August 30, 2011, 08:23:10 pm by Stray
My problem in one pic:


And also:
I need something to switch off the COMPLETE ABS for some maps, so that no character-animations of the hero can be changed!
In these situations only the script for the custom message boxes has to be switched on.
I'm very grateful to you all for your great help.

mroedesigns

Something in the common event you're calling must be changing it to display on the top again.