[XP] Blizz-ABS

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

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KK20

April 04, 2012, 07:26:31 pm #4700 Last Edit: April 04, 2012, 07:33:25 pm by KK20
Did my combo order like this:
        case com.aid
        when 1 #Action 1
          return [[COMFreeze, true],
                  [COMSkill, 7],
                  [COMTurn, DIR90Right],
                  [COMCompletion],
                  [COMSkill, 7],
                  [COMTurn, DIR90Right],
                  [COMCompletion],
                  [COMSkill, 7],
                  [COMTurn, DIR90Right],
                  [COMCompletion],
                  [COMSkill, 7],
                  [COMTurn, DIR90Right],
                  [COMCompletion],
                  [COMFreeze, false]]
        end
Looked good for me.

EDIT: lol...Just gave the combo to an enemy, and it spams it like no tomorrow when I walk in range.

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Skwig

Quote from: winkio on April 04, 2012, 07:17:26 pm
What do you mean by "the ID of the player is 1?"  try:

$BlizzABS.actor_force_action(0, ENEMIES, 0, SKILL, 4)


Actor ID of the main character is 1... Tried it with 1 and 0.. nothing he just spins around
Quote from: KK20 on April 04, 2012, 07:26:31 pm
Did my combo order like this:
        case com.aid
        when 1 #Action 1
          return [[COMFreeze, true],
                  [COMSkill, 7],
                  [COMTurn, DIR90Right],
                  [COMCompletion],
                  [COMSkill, 7],
                  [COMTurn, DIR90Right],
                  [COMCompletion],
                  [COMSkill, 7],
                  [COMTurn, DIR90Right],
                  [COMCompletion],
                  [COMSkill, 7],
                  [COMTurn, DIR90Right],
                  [COMCompletion],
                  [COMFreeze, false]]
        end
Looked good for me.

EDIT: lol...Just gave the combo to an enemy, and it spams it like no tomorrow when I walk in range.


Copied this exactly and it still jut made me spin.. i only made it to it casts another spell

something is wrong with my game :S
Could anyone upload a quick demo with the combo working? I must've done something wrong.
Thanks :3

KK20

Cause: When using combos to make an actor cast a spell, the actor must know the spell. In my example, my actor knew Skill ID 7 (Fire). When I removed it from his list of available skills, he just spun around.

Solution: Force the actor to cast the spell, regardless if he knows the spell or not.

How: In an uneditted Blizz ABS, go to line 1176. You should see this:
      when COMSkill # skill [int]
        # use skill
        @ch.use_skill($data_skills[command[1]])
Change it to this:
      when COMSkill # skill [int]
        # use skill
        @ch.use_skill($data_skills[command[1]], true)

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Skwig

Quote from: KK20 on April 05, 2012, 12:56:25 pm
Cause: When using combos to make an actor cast a spell, the actor must know the spell. In my example, my actor knew Skill ID 7 (Fire). When I removed it from his list of available skills, he just spun around.

Solution: Force the actor to cast the spell, regardless if he knows the spell or not.

How: In an uneditted Blizz ABS, go to line 1176. You should see this:
      when COMSkill # skill [int]
        # use skill
        @ch.use_skill($data_skills[command[1]])
Change it to this:
      when COMSkill # skill [int]
        # use skill
        @ch.use_skill($data_skills[command[1]], true)

thanks, works now. Much love

Futendra

Can you put off hotkeys and skills completely? I don't need them in my game...

Boba Fett Link

Just don't give the player any skills, turn off the Hotkey part of the HUD and disable the Hotkey HUD button.

You could also remove the 'Skills' page from the menu.
This post will self-destruct in 30 seconds.

Futendra

Quote from: Boba Fett Link on April 06, 2012, 10:04:26 am
Just don't give the player any skills, turn off the Hotkey part of the HUD and disable the Hotkey HUD button.

You could also remove the 'Skills' page from the menu.


Okay, but then the Pre-Menu loses its function too, any way to remove the Pre-Menu?

Skwig

April 06, 2012, 03:14:18 pm #4707 Last Edit: April 06, 2012, 03:18:02 pm by Skwig
I am trying to make some puzzles and an intro but I can't change the player graphic through events or make him move but the problem is I can't make conditional branches like
>Conditional branch (Button UP pressed)
>Change actor graphic OR Set move route
because the conditional branch for buttons pressed dont work.. Is there a way to make it work? thanks
I set my movement keys to arrows (RMXP default)

also

Quote from: Futendra on April 06, 2012, 10:37:08 am
Quote from: Boba Fett Link on April 06, 2012, 10:04:26 am
Just don't give the player any skills, turn off the Hotkey part of the HUD and disable the Hotkey HUD button.

You could also remove the 'Skills' page from the menu.


Okay, but then the Pre-Menu loses its function too, any way to remove the Pre-Menu?

There's a way somewhere in script. But if you're super lazy and don't like the default menu then just get another one.. It will turn off the pre menu

Stray

Just wondering if no one else has this weird problem... I mean, is this issue known?
QuoteI use the "Hermes script" for the messages.
Explanation: ShowHide

The first time the window appears above the hero. That's how it should be.
But after the first message command, when I use the same message again,
it doesn't work one more time just like before. The game shuts down and this confusing error emerges.

"\p" - "...the containing message will be opened as a speech-bubble-esque pop-up over a defined character"
[ 0 ] means it will appear above the hero.

This issue exists only with the ABS in the script database. That's why I post it here.
I'm very grateful to you all for your great help.

winkio

You didn't post the conflicting script, so there is no way to help you.

Boba Fett Link

@Skwig: getting a different menu script will not disable the Blizz-abs premenu.

Quote from: Futendra on April 06, 2012, 10:37:08 am
Okay, but then the Pre-Menu loses its function too, any way to remove the Pre-Menu?


Use this script. It has the option to remove the premenu.

http://forum.chaos-project.com/index.php?topic=7836.0
This post will self-destruct in 30 seconds.

Zexion

Or if you use a custom menu, if you place it UNDER blizz abs, it will remove the pre-menu.

Bob423

i have some events that show parts of the tileset, so that it looks like a wall. but for some reason, i can walk right over it. i checked all the passability stuff, and everything looks fine.

i think it's this script because it works fine without it. im using version 2.84

Stray

I thought there would be much more people here who know this script. :O.o:
http://rmrk.net/index.php?topic=34922.0
I'm very grateful to you all for your great help.

winkio

Oh goody, the script is split up into 20 different files.  I'm not going to bother looking through everything, but based on the scenario you described, I'm guessing Blizz-ABS overrides the update portion of some part of the script, and some variables related to messages aren't being reset properly.  It should be fixable with a small modification, but it will take a lot of time to figure out what needs to be modified.  That's about all the help I can give.

LiTTleDRAgo

Quote from: Bob423 on April 06, 2012, 08:14:26 pm
i have some events that show parts of the tileset, so that it looks like a wall. but for some reason, i can walk right over it. i checked all the passability stuff, and everything looks fine.

i think it's this script because it works fine without it. im using version 2.84


Look at part 3

Spoiler: ShowHide
Quote
class Map_Battler < Game_Character
  #----------------------------------------------------------------------------
  # passable?
  #  x - x-coordinate
  #  y - y-coordinate
  #  d - direction
  #  Checks the passability. (pixel movement)
  #----------------------------------------------------------------------------
  def passable?(x, y, d)
    # calculate new coordinates
    nx = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    ny = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    # impassable if standing on impassable tile
    return false unless $game_map.self_passable?(x, y, d, self)
    # get pixel movement rate
    pix = $BlizzABS.pixel
    # if impassable in all directions
    unless $game_map.direction_passable?(nx, ny, 10 - d) &&
        $game_map.direction_passable?(nx, ny+pix-1, 10 - d) &&
        $game_map.direction_passable?(nx+pix-1, ny, 10 - d) &&
        $game_map.direction_passable?(nx+pix-1, ny+pix-1, 10 - d)
      # impassable
      return false
    end
    # new real coordinates
    rx, ry = nx * 128 / pix, ny * 128 / pix
    # get all events
    events = $game_map.events_only
    # rectangle
    rect = Rect.new(nx, ny, pix, pix)
    # if any event in the way
    if events.any? {|event|
        !event.through && (event.character_name != '' || event.tile_id >= 0) &&
        $BlizzABS.util.rect_intersection(rect, event.phitbox)}
            #Rect.new(event.x * pix, event.y * pix, pix, pix))}
      # If tiles other than self are consistent with coordinates
      if self == $game_event && event.tile_id >= 0
        # If obstacle bit is set
        if $game_map.passages[event.tile_id] & bit != 0
          # impassable
          return false
        # If obstacle bit is set in all directions
        elsif $game_map.passages[event.tile_id] & 0x0f == 0x0f
          # impassable
          return false
        # If priorities other than that are 0
        elsif $game_map.priorities[event.tile_id] == 0
          # passable
          return true
        end
      else

        # impassable
        return false
      end
    end
    # if any battler that is not self or an event in the way
    if ($game_map.events.values - [self] - events).any? {|battler|
        !battler.through && battler.character_name != '' &&
        $BlizzABS.util.rect_intersection(rect, battler.phitbox)}
            #Rect.new(battler.x, battler.y, pix, pix))}
      # impassable
      return false
    end
    # passable so far
    return true
  end
end

Bob423

...that doesnt help...im not a scripter, although i'd like to be.

LiTTleDRAgo

try insert that piece of crap code below blizz abs part 3

Bob423

April 07, 2012, 12:10:51 pm #4718 Last Edit: April 07, 2012, 02:22:08 pm by Bob423
oh thanks  :^_^':

edit:  2 new problems
1. that script makes ALL events impassable unless i check "through" that will take a TON of work to fix myself. is there a way to set it to only do that if the event has a graphic specified?

2. i used the "$game_system.minimap = 0" and "$game_system.minimap_button = false" the minimap disappears like it's supposed to, but the game freezes after that.

ToxicTrevor

Hi, im using the newest 2.84 version of this and I keep encountering the same error.

"SyntaxError occurred while running script." -- No lines are specified or anything, and the reason I get this error is because I am using the "Generated Configuration Script" program (version 2.84) in place of part 1 of this script, just like it specifies too, also when I manually re script the original part 1
script it works fine, this makes me think that the problem is in the generator itself but I cant find whats wrong in the new script, I will post both of the scripts any help would be appreciated, thanks.


Original Unedited Blizz ABS part 1
Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-ABS by Blizzard and winkio
# Version: 2.84
# Auto-Generated Configuration Script
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                                    PART 1
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Copy-paste this auto-generated script into the script slot instead of Part 1
# of the default Blizz-ABS script.
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# BlizzABS
#------------------------------------------------------------------------------
#  This is the master control, configuration, utility and battle process
#  module for Blizz-ABS.
#==============================================================================

module BlizzABS
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Control
  #----------------------------------------------------------------------------
  #  This module provides in-game control configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Control
   
    CUSTOM_CONTROLS = false
    DISABLE_DEFAULT = true
    UP = "Key['W']"
    LEFT = "Key['A']"
    DOWN = "Key['S']"
    RIGHT = "Key['D']"
    PREVPAGE = "Key['Q']"
    NEXTPAGE = "Key['E']"
    CONFIRM = "Key['H']"
    CANCEL = "Key['F']"
    ATTACK = "Key['K']"
    DEFEND = "Key['L']"
    SKILL = "Key['J']"
    ITEM = "Key['I']"
    SELECT = "Key['O']"
    HUD = "Key['Z']"
    HOTKEY = "Key['X']"
    MINIMAP = "Key['C']"
    RUN = "Key['M']"
    SNEAK = "Key['.']"
    JUMP = "Key[',']"
    TURN = "Key['U']"
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Config
  #----------------------------------------------------------------------------
  #  This module provides Blizz-ABS configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Config
   
    # 2.1. # Basic Configuration
    MAX_PARTY = 4
    MAX_PETS = 1
    MAX_MONSTERS = 1
    MAX_SUMMONS = 1
    CATERPILLAR = false
    CORPSES = false
    EMPTY_CORPSES = false
    RECOVER_ON_LEVEL_UP = true
    FULL_DEFEND = true
    DIRECT_HOTKEYS = false
    AUTO_GAMEOVER = true
    DROP_AMMO = true
    MENU_COLOR_TINT = 0
    DISABLE_ABS_MODE = 0
    ITEM_DROP = true
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 80, 100)
    GOLD_DROP = ''
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
    DROP_TIME = 30
    EVENT_LOCK = 40
    ANIMATED_IDS = []
   
    # 2.2. # Movement Configuration
    PIXEL_MOVEMENT_RATE = 0
    REPAIR_MOVEMENT = true
    EIGHT_WAY_MOVEMENT = false
    SNEAK_ON_CHARGE = false
    NORMAL_SPEED = 4
    RUN_SPEED = 5
    SNEAK_SPEED = 3
    JUMPING = 2
    NO_JUMP_TAGS = []
    ALLOW_JUMP_TAGS = []
    NO_FLOOR_TAGS = []
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILITY = false
    ABSEAL_AUTOKILL = true
    ABSEAL_FACTOR = 4
    DISABLE_ANTILAG_IDS = []
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = true
    HUD_POSITION = 0
    HUD_TYPE = 0
    MINIMAP = true
    HOTKEYS = true
    ENEMY_HEALTH_BARS = 0
    ENEMY_HEALTH_BARS_MATCH_WIDTH = false
    BOUNCING_DAMAGE = false
    WEAPON_DATA_MODE = [0, 0]
    SKILL_DATA_MODE = [0, 0, 0]
    ITEM_DATA_MODE = [0, 0, 0]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '00000000'
    AI_DELAY_TIME = 40
    VIEW_RANGE = 5
    HEARING_RANGE_RATIO = 40
    RESPAWN_TIME = 0
    WALL_TAGS = []
    NO_ENEMY_TAGS = []
    EXP_MODE = 1
    KNOCKBACK_MODE = 2
   
    # 2.6. # Animation Configuration
    ANIMATIONS = true
    SMALL_ANIMATIONS = true
    DISPLAY_LEVEL_UP = true
    LEVEL_UP_ANIMATION_ID = 0
    FLEE_ANIMATION_ID = 0
    CALL_HELP_ANIMATION_ID = 0
    DEFEND_ANIMATION_ID = 0
    UNSUMMON_ANIMATION_ID = 0
   
    # 2.7. # Sprite Control Configuration
    A_ACTION_SPRITES = false
    A_WEAPON_SPRITES = false
    A_DEFEND_SPRITES = false
    A_SKILL_SPRITES = false
    A_ITEM_SPRITES = false
    A_IDLE_SPRITES = false
    A_CHARGE_SPRITES = false
    A_CHARGE_WEAPON_SPRITES = false
    A_CHARGE_SKILL_SPRITES = false
    A_CHARGE_ITEM_SPRITES = false
    E_ACTION_SPRITES = false
    E_SKILL_SPRITES = false
    E_IDLE_SPRITES = false
    E_CHARGE_SPRITES = false
    E_CHARGE_SKILL_SPRITES = false
    RUNNING_SPRITES = false
    SNEAKING_SPRITES = false
    JUMPING_SPRITES = false
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Alignments
  #----------------------------------------------------------------------------
  #  This module provides alignment configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Alignments
   
    GROUPS = [1, 2, 3, 4, 5, 6]
    LIFELESS_GROUPS = [4]
    LINKED_GROUPS = [5, 6]
    PERMANENT_GROUPS = [5, 6]
    ACTOR_GROUP = 1
    ENEMY_GROUP = 2
   
    def self.enemies(id)
      case id
      when 1 then return [2]
      when 2 then return [1, 3, 5, 6]
      when 5 then return [2]
      end
      return []
    end
   
    def self.allies(id)
      case id
      when 1 then return [1]
      when 2 then return [2]
      when 5 then return [5, 6]
      when 6 then return [5, 6]
      end
      return []
    end
   
    def self.neutral(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Weapons
  #----------------------------------------------------------------------------
  #  This module provides weapon configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Weapons
   
    def self.type(id)
      return SWORD
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.consume(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Skills
  #----------------------------------------------------------------------------
  #  This module provides skill configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Skills
   
    def self.type(id)
      return [DIRECT, EXPLNone]
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.0
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONPet, 0, 0]
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Items
  #----------------------------------------------------------------------------
  #  This module provides item configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Items
   
    def self.type(id)
      return [DIRECT, EXPLNone]
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 5.5
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONPet, 0, 0]
    end
   
    def self.drop_sprite(id)
      return false
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Enemies
  #----------------------------------------------------------------------------
  #  This module provides enemy configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Enemies
   
    def self.type(id)
      return SWORD
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.delay(id)
      return nil
    end
   
    def self.perception(id)
      return nil
    end
   
    def self.ai(id)
      return nil
    end
   
    def self.destruct(id)
      return 0
    end
   
    def self.respawn(id)
      return 0
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Combos
  #----------------------------------------------------------------------------
  #  This module provides combo configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Combos
   
    def self.total_actions(com)
      return 1
    end
   
    def self.commands(com)
      return []
    end
   
    def self.anim_data(com)
      return [0, [3, 3, 3, 3], '', false]
    end
   
  end
 
end



The code the generator created for me (Only edited simple controls)
Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-ABS by Blizzard and winkio
# Version: 2.84
# Auto-Generated Configuration Script
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                                    PART 1
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Copy-paste this auto-generated script into the script slot instead of Part 1
# of the default Blizz-ABS script.
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# BlizzABS
#------------------------------------------------------------------------------
#  This is the master control, configuration, utility and battle process
#  module for Blizz-ABS.
#==============================================================================

module BlizzABS
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Control
  #----------------------------------------------------------------------------
  #  This module provides in-game control configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Control
   
    CUSTOM_CONTROLS = true
    DISABLE_DEFAULT = true
    UP = "Key['Arrow Up']"
    LEFT = "Key['Arrow Left']"
    DOWN = "Key['Arrow Down']"
    RIGHT = "Key['Arrow Right']"
    PREVPAGE = "Key['Q']"
    NEXTPAGE = "Key['E']"
    CONFIRM = "Key['A']"
    CANCEL = "Key['Backspace']"
    ATTACK = "Key['A']"
    DEFEND = "Key['L']"
    SKILL = "Key['J']"
    ITEM = "Key['I']"
    SELECT = "Key['O']"
    HUD = "Key['.']"
    HOTKEY = "Key['X']"
    MINIMAP = "Key['C']"
    RUN = "Key['S']"
    SNEAK = "Key[''']"
    JUMP = "Key['Z']"
    TURN = "Key['U']"
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Config
  #----------------------------------------------------------------------------
  #  This module provides Blizz-ABS configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Config
   
    # 2.1. # Basic Configuration
    MAX_PARTY = 4
    MAX_PETS = 1
    MAX_MONSTERS = 1
    MAX_SUMMONS = 1
    CATERPILLAR = false
    CORPSES = false
    EMPTY_CORPSES = false
    RECOVER_ON_LEVEL_UP = true
    FULL_DEFEND = true
    DIRECT_HOTKEYS = false
    AUTO_GAMEOVER = true
    DROP_AMMO = true
    MENU_COLOR_TINT = 0
    DISABLE_ABS_MODE = 0
    ITEM_DROP = true
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 80, 100)
    GOLD_DROP = ''
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
    DROP_TIME = 30
    EVENT_LOCK = 40
    ANIMATED_IDS = []
   
    # 2.2. # Movement Configuration
    PIXEL_MOVEMENT_RATE = 0
    REPAIR_MOVEMENT = true
    EIGHT_WAY_MOVEMENT = false
    SNEAK_ON_CHARGE = false
    NORMAL_SPEED = 4
    RUN_SPEED = 5
    SNEAK_SPEED = 3
    JUMPING = 2
    NO_JUMP_TAGS = []
    ALLOW_JUMP_TAGS = []
    NO_FLOOR_TAGS = []
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILITY = false
    ABSEAL_AUTOKILL = true
    ABSEAL_FACTOR = 4
    DISABLE_ANTILAG_IDS = []
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = true
    HUD_POSITION = 0
    HUD_TYPE = 0
    MINIMAP = true
    HOTKEYS = true
    ENEMY_HEALTH_BARS = 0
    ENEMY_HEALTH_BARS_MATCH_WIDTH = false
    BOUNCING_DAMAGE = false
    WEAPON_DATA_MODE = [0, 0]
    SKILL_DATA_MODE = [0, 0, 0]
    ITEM_DATA_MODE = [0, 0, 0]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '00000000'
    AI_DELAY_TIME = 40
    VIEW_RANGE = 5
    HEARING_RANGE_RATIO = 40
    RESPAWN_TIME = 0
    WALL_TAGS = []
    NO_ENEMY_TAGS = []
    EXP_MODE = 1
    KNOCKBACK_MODE = 2
   
    # 2.6. # Animation Configuration
    ANIMATIONS = true
    SMALL_ANIMATIONS = true
    DISPLAY_LEVEL_UP = true
    LEVEL_UP_ANIMATION_ID = 0
    FLEE_ANIMATION_ID = 0
    CALL_HELP_ANIMATION_ID = 0
    DEFEND_ANIMATION_ID = 0
    UNSUMMON_ANIMATION_ID = 0
   
    # 2.7. # Sprite Control Configuration
    A_ACTION_SPRITES = false
    A_WEAPON_SPRITES = false
    A_DEFEND_SPRITES = false
    A_SKILL_SPRITES = false
    A_ITEM_SPRITES = false
    A_IDLE_SPRITES = false
    A_CHARGE_SPRITES = false
    A_CHARGE_WEAPON_SPRITES = false
    A_CHARGE_SKILL_SPRITES = false
    A_CHARGE_ITEM_SPRITES = false
    E_ACTION_SPRITES = false
    E_SKILL_SPRITES = false
    E_IDLE_SPRITES = false
    E_CHARGE_SPRITES = false
    E_CHARGE_SKILL_SPRITES = false
    RUNNING_SPRITES = false
    SNEAKING_SPRITES = false
    JUMPING_SPRITES = false
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Alignments
  #----------------------------------------------------------------------------
  #  This module provides alignment configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Alignments
   
    GROUPS = [1, 2, 3, 4, 5, 6]
    LIFELESS_GROUPS = [4]
    LINKED_GROUPS = [5, 6]
    PERMANENT_GROUPS = [5, 6]
    ACTOR_GROUP = 1
    ENEMY_GROUP = 2
   
    def self.enemies(id)
      case id
      when 1 then return [2]
      when 2 then return [1, 3, 5, 6]
      when 5 then return [2]
      end
      return []
    end
   
    def self.allies(id)
      case id
      when 1 then return [1]
      when 2 then return [2]
      when 5 then return [5, 6]
      when 6 then return [5, 6]
      end
      return []
    end
   
    def self.neutral(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Weapons
  #----------------------------------------------------------------------------
  #  This module provides weapon configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Weapons
   
    def self.type(id)
      return SWORD
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.consume(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Skills
  #----------------------------------------------------------------------------
  #  This module provides skill configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Skills
   
    def self.type(id)
      return [DIRECT, EXPLNone]
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.0
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONPet, 0, 0]
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Items
  #----------------------------------------------------------------------------
  #  This module provides item configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Items
   
    def self.type(id)
      return [DIRECT, EXPLNone]
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 5.5
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONPet, 0, 0]
    end
   
    def self.drop_sprite(id)
      return false
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Enemies
  #----------------------------------------------------------------------------
  #  This module provides enemy configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Enemies
   
    def self.type(id)
      return SWORD
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.delay(id)
      return nil
    end
   
    def self.perception(id)
      return nil
    end
   
    def self.ai(id)
      return nil
    end
   
    def self.destruct(id)
      return 0
    end
   
    def self.respawn(id)
      return 0
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Combos
  #----------------------------------------------------------------------------
  #  This module provides combo configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Combos
   
    def self.total_actions(com)
      return 1
    end
   
    def self.commands(com)
      return []
    end
   
    def self.anim_data(com)
      return [0, [3, 3, 3, 3], '', false]
    end
   
  end
 
end



(NOTE: I am only changing simple controls for movement, I can't manually re script this entire project myself so please don't suggest this.)