[XP] Blizz-ABS

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

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Midako

Hello KK20 maybe u can help me.

i do use Blizz-ABS with RMX-OS
but when i do logout he don't send any position to the Server so there is just a database entry with 0,0 for the x,y position.

i did test it without Blizz-ABS no problem he do send my position to the server.
but with Blizz-ABS it don't work :S

maybe u can help me ?

with Regrads
Midako

rgangsta

February 24, 2013, 10:50:47 am #4961 Last Edit: February 24, 2013, 10:52:56 am by rgangsta
Quote from: adytza001 on February 22, 2013, 02:53:20 pm
Oh...Maybe someone will try it...Thanks for replying!


There are other ABS for ACE that you can use.

There's RE Shooting System I and II, Royal ABS, Falcao Pearl ABS, Imperial Action System I and II, Bullpup Shooting Engine, Blasphemia ABS, Sapphire Action System IV, and XAS ACE.

If you're interested in any of these, I can provide you with a download link of the demo. If not, disregard this post.

KK20

Quote from: Midako on February 24, 2013, 07:40:15 am
i do use Blizz-ABS with RMX-OS
but when i do logout he don't send any position to the Server so there is just a database entry with 0,0 for the x,y position.

i did test it without Blizz-ABS no problem he do send my position to the server.
but with Blizz-ABS it don't work :S

I haven't worked with RMX-OS in a couple years (and that was when I was still learning RGSS basics). You have the BlizzABS Controller, yes?

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Grim

It appears I'm getting a error when I try
$BlizzABS.utils.reset_alignment_group
(5)


with the script http://forum.chaos-project.com/index.php/topic,938.0.html.

Error:
QuoteNoMethodError occurred while running script.

undefined method 'utils' for #<BlizzABS::Processor:0x8fa4f60>

winkio

it should be 'util' not 'utils'

Someone

March 08, 2013, 08:06:36 am #4965 Last Edit: March 09, 2013, 09:00:53 am by Someone
1-Is there perhaps a way to make enemies smarter?
As of now, you can just push some of em into a corner and keep whacking your melee weapon. They'll give little/no resistance.

2-Some enemies use the "actions" AI, but this doesn't help much. (They just fly around randomly and seem to hit the player even less, if anything)

3-Also, some monsters I use NEVER seem to use their skills? (Unless it's their only attack)

4-Is there a way to make "Defend" less effective or disable it entirely?

KK20

1. You can script your own. Otherwise, you can define their movement and give them specific actions all through eventing.

2. Not sure what is being asked (probably just an extension of the above question)

3. Forgot what the reason behind this was.

4. All explained in the configuration and manual.

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Someone

Let me rephrase that:
Sometimes, enemies will stop moving and do absolutely nothing making them very easy to kill.
Characters in my part might do this too.

Kiwa

Hey guys. i had a question about the defend option in BABS.

I'm not using full defend. i want people to take damage from defending.
but i also want to work on whats in the off hand.

Example:
Sword and shield = High reduction (75% ish)
Sword and Sword = Medium reduction (50% ish)
dagger or bare hand =  Low reduction ( 10% ish)

to me it just kinda makes sense that if i block with a shield the impact isnt as bad and i don't get cut.
i block with 2 swords i still may get hit hard or cut but reduces the blow a lot.
i block with my bare arms it hurts A LOT..but my head didn't get smashed in.
thats kinda the idea behind my thinking. lol
is there any script that i can use to change the values upon equipping an item?

Also if possible is there a script or option that i over looked to create a wep that requires say both hands and makes the 2nd hand slot unusable?
Currently i have a limitation on weps and classes that wont allow them to cross equip but i would kinda like to over ride that to have more "theory crafting" or "bad" choices.


KK20

First one will have to be scripted.

As for the second, there's a script by Guillaume777 that does this: Multi-Slot Equipments

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Someone

Is there a way to allow the player & enemies to move while attacking?

KK20

Combos.

Unless I'm not understanding the question clearly.

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Someone

No, I ment moving freely.
So players/enemies can attack and dodge at the same time.

Kiwa

Thanks KK20.
It wasn't in the data base that i could find a but a quick search brought it to me.
gonna have to read it over 2 or 3 times.. cuz my quick check and mod had saw no change lol.

As for the attack and move option.
if its skills just make sure there is no "charge" time. for regular attack i haven't putzed with it but maybe you can change the "penalty" to 0 on the wep to effect that.
the "penalty" is the option that tells how many frames have to pass before you can move or attack again.

Vexus

Hi there.

Anyone can help me in telling me how to turn a normal event into an enemy? (Tried checking the)

To clarify:

I have a door and when I choose the option "Barricade" I'd like the event to turn from a normal event into an enemy maybe on 2nd page or something. (I don't want it to be always an object because the enemy has said group as kill on sight.)

So if anyone could help me I'd like to have a normal door event turned into an object enemy through an option when you interact with it.

Thanks.
Current Project/s:

KK20

$game_map.rename_event(EVENT_ID, 'NEW_NAME')

Rename the event using the same syntax to create an enemy.

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Vexus

Thanks that worked I think though the enemies won't attack the event for some reason unless I am inside the event with ctrl of course.

Any idea why? (I could provide a demo if needed)

Thanks
Current Project/s:

Vexus

Bump regarding previous post of mine plus another question.

Say, is it possible so enemies that follow you don't go back to their starting position when you outrun them but remain where they lose sight of you and wander there? I think this could solve the previous issue where the enemies are not attacking the door.

Thanks for the help.
Current Project/s:

KK20

Are your alignment groups set up correctly? It was looking fine on my end.

Not sure about the other question since my enemies do not return to their original starting point (and a quick look through the code doesn't show any signs of events returning to their starting point).


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Vexus

Quote from: KK20 on April 07, 2013, 02:19:22 pm
Are your alignment groups set up correctly? It was looking fine on my end.

Not sure about the other question since my enemies do not return to their original starting point (and a quick look through the code doesn't show any signs of events returning to their starting point).



Alignments are set correctly my assumption is if there is some priority over which enemy they focus on.

The event call you suggested works fine just to be clear it's just the enemy doesn't recognise it instantly that it has changed from a simple event into an enemy.

The enemies don't go back to their starting position but once they lose sight of you they go back a few tiles then start wandering there. Usually they always go out of the screen area when they move back.

--

Best way to examine the issue is by making a demo but not sure if any of you could help in checking it out from there.
Current Project/s: