[XP] Blizz-ABS

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

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Pyramid_head

Thats fine, I was just wondering if it could be done. Could you point me to a script that would take care of my ammo troubles for me, or would I have to make a request. Also, when is 3.0 scheduled for release?

Blizzard

Quote from: Pyramid_head on June 28, 2012, 10:56:16 am
"it is possible to create weapons with no power and make the ammunition carry the power effects"


Yes, you set the ammo power by simply setting the "Recover HP" of the item to a negative value and, voila, the items you shoot will do damage. Remember to set up Blizz-ABS so it can use this item type as ammo.
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Scoryth

Two questions.
1 - When I use the ABS config, I can't seem to set the hotkey menu and the minimap menu on. The player has to press the appropriate key. I thought I could have them display by default. I checked the HUD, minimap, and Hotkeys checkboxes before generating and copying the script, and yet they still aren't appearing.

2 - I apologize if this question has been asked before, but is there a way I can turn off the HUD like during cutscenes and then back on during regular gameplay? Is there a script call or something? Thanks.

KK20

Quote5.5.3. HUD Script Reference
$game_system.hud = true/false - turns the HUD on and off.
$game_system.hotkeys = true/false - turns the hotkey display on and off.
$game_system.minimap = 0, 1, 2 - turns the minimap off, in corner, and fullscreen.

Autostart in an event.

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Skwig

July 07, 2012, 09:58:27 am #4804 Last Edit: July 07, 2012, 09:59:43 am by Skwig
Quote from: Skwig on June 26, 2012, 12:33:32 pm
Hello, i have a problem. I can't seem to configure my summon correctly. After the time of summon ends, it just blinks and can't desummon or summon it again.
Spoiler: ShowHide

THanks in advance
Edit: As it turns out, it only happens when Actor skill sprites are turned on.. any idea how to fix this?

So i was trying to do this spell by eventing.. It all goes fine, but the desummon is a pain again...
I get the error on the pic, screens of the events included

#1 is triggered by the spell
#2 is trigerred by the common event, had issues if it was together

KK20

That line occurs under "use_skill". @battler is equal to nil. Are you forcing the use of a skill when a battler is removed from the map (which in this case is most likely your summon/fire orb)?

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Skwig

Quote from: KK20 on July 08, 2012, 03:13:27 pm
That line occurs under "use_skill". @battler is equal to nil. Are you forcing the use of a skill when a battler is removed from the map (which in this case is most likely your summon/fire orb)?

Well..
The orb has a weaspon with max range has this combo

because i couldn't trigger it properly.
So, Once i summon it, it will automatically attack a mob, which will trigger the combo.
The common event keeps track of the duration of the summon, because there's probably a bug in ABS that winkio knows about.

TL;DR: Yes, any ABS way to remove the character without the error?

KK20

I'm guessing the fire orb is removed while it is using its combo. Looking at that combo sequence, there's a LOT of wait commands. Also, looking at the common event, the orb lasts for only 300 frames.

You have tested this on an empty map, right? If there are no enemies for your orb to attack, it should desummon correctly (I assume). As for a fix, I'm not sure yet.

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Skwig

Quote from: KK20 on July 09, 2012, 02:05:30 pm
I'm guessing the fire orb is removed while it is using its combo. Looking at that combo sequence, there's a LOT of wait commands. Also, looking at the common event, the orb lasts for only 300 frames.

You have tested this on an empty map, right? If there are no enemies for your orb to attack, it should desummon correctly (I assume). As for a fix, I'm not sure yet.

Yes, but it is very diffucult, if not impossible to match the duration of summon with the amount of "ticks"
Because the start of the ticking isn't instant. THere is some delay, and therefore. Impossible.
Ex.: The summon could start the combo when there are 5seconds left, or 0,5...

KK20

Just for the heck of it, try adding this below the BABS scripts
class Map_Battler < Game_Character
  alias battler_wasnt_nil_use_skill use_skill
  def use_skill(skill, forced = false)
    return if @battler.nil?
    battler_wasnt_nil_use_skill(skill, forced)
  end
end

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Skwig

July 10, 2012, 06:04:28 am #4810 Last Edit: July 10, 2012, 02:30:56 pm by Skwig
Quote from: KK20 on July 09, 2012, 02:48:27 pm
Just for the heck of it, try adding this below the BABS scripts
class Map_Battler < Game_Character
 alias battler_wasnt_nil_use_skill use_skill
 def use_skill(skill, forced = false)
   return if @battler.nil?
   battler_wasnt_nil_use_skill(skill, forced)
 end
end


That..actually works :O
Thank you so much, I tried to make this work for ages and now it does.
Here, have some more karma, and thanks (once again)

Also, is there an option to keep projectiles from passing unpassable tiles, or something with tags? i have a feeling i've seen something like that in the manual, but can't seem to find it now.
Thanks

KK20

That would be a "Wall Tag". It can be found in the configuration under "Enemy Behavior".

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Skwig

Quote from: KK20 on July 10, 2012, 04:56:37 pm
That would be a "Wall Tag". It can be found in the configuration under "Enemy Behavior".

If you mean this:
Spoiler: ShowHide
This option allows you to select terrain tags (in the tileset database) will be treated as walls. Enemies can't see opponents through walls. If there is a wall between an enemy and the player, the enemy won't be able to see the player. Note that he can still be heard, though.

Then that doesn't stop the projectiles from passing

KK20

This is where a wall and a projectile are processed (located in Part 3 of BABS):
  #----------------------------------------------------------------------------
  # update_projectile
  #  Updates additional projectile behavior.
  #----------------------------------------------------------------------------
  def update_projectile
    # if not moving or out of screen or non-homing projectile hitting a wall
    if !moving? || out_of_screen?(128) ||
        !BlizzABS::REMHomingBase.include?(@type) &&
        BlizzABS::Config::WALL_TAGS.include?(self.terrain_tag)
I even went and tested it and the projectile disappeared as soon as it touched the wall. As long as your skill is non-homing, it should be working.

Are you sure you configured everything correctly?

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Skwig

Okay, as it seems i made a little mistake with the tags..
Now,is there a way to make the explosion trigger (end, contact, both) apply to the walls, too?
Ex.: Spell has a range of 8, explosion on end only. The spell goes through enemies and will explode at the end, or when it touches a wall..
Would be very helpful

KK20

1.) CTRL + F to find the line "def update_projectile" in Part 3 of BABS.
2.) Within this chunk of code, scroll down until you find "else" all by itself (line 4370 I think)
3.) Right below it, on the next line, paste this
check_explosion(self) if @explode_id
so that it looks like
#There's code up there...
      else
        check_explosion(self) if @explode_id
        # set termination flag
        @terminate = true
#The rest of the code following below...

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Boba Fett Link

This is nice, KK20. Winkio should add it to the real thing.
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DevilHuntress

Blizzard, sir, I have to thank you for creating this amazing script, I never expected something so complex to be so easy to use.
But I have a small question, from what I experienced until now I nnoticed a small delay between the attacks, is there some kind of turbo function to make the game more hack&slash or something like in those bullet-hell shm-ups?
Also, I am extremely sorry if this question was asked before.

KK20

Derped a bit on my last post. What I meant to put was this:
check_explosion(self) if (@explode_id and BlizzABS::Config::WALL_TAGS.include?(self.terrain_tag))
With this, if a projectile goes off screen it won't explode. My previous post's code does not do that. The location of where to put the code is still the same.

lol thanks Boba. Even if it was only one little line :P But yeah, this is a pretty interesting feature. There should be a collab of small BABS script edits (mainly because I've made a lot). But with the next update coming soon, it probably wouldn't work too well (unless the script maintains a lot of the default code)...

As for your question DH, I think that would be the attack delay you are referencing to (AKA penalty). That can be edited within the configuration for each individual weapon/skill/enemy.

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Skwig

July 12, 2012, 08:19:35 pm #4819 Last Edit: July 12, 2012, 08:21:20 pm by Skwig
Thanks KK20, that works just as I need
I have an issue, thouh (not sure if it's because of your scriptlet)
The animation (like target animation) won't play after the spell reaches the maximum distance or touches a wall.
Not sure if this is an issue with the newer version of your add-on, because I only tried the first one and I'm not on the PC.
Thanks, in advance.
Also thanks for not losing your mind with my problems :)