[XP] Blizz-ABS

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

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winkio

Sorry, try this

$game_player.move_speed = BlizzABS::Config::RUN_SPEED

Stray

Ok, there's no error anymore, but the character still isn't running. Nothing happens.
I'm very grateful to you all for your great help.

winkio

As I said, it gets reset every frame.  You need to either put it in a parallel process or a custom script.

Stray

I tried to make it with a simple parallel process with only the script call inside it, it doesn't work.
I'm very grateful to you all for your great help.

KK20

Looks like movement is processed before the common event changes the move speed.
QuoteOpen Part 2 of BlizzABS. Locate 'def update_control' (Line 3592). A few lines below, find 'player.move_speed = player.normal_speed' (Line 3596) and replace it with
player.move_speed = player.normal_speed unless $game_switches[id]
Replace 'id' with whatever switch you want to be on in order to run your parallel process event.
Go down a bit and find 'player.move_speed = Config::RUN_SPEED' (Line 3605) and replace it with
player.move_speed = Config::RUN_SPEED unless $game_switches[id]
Again, replacing 'id' with the switch you want.

Try that out. Once 3.0 comes out, this will be a thing of the past.

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Stray

It works perfectly in 2.84(!). But now, I've updated to 2.85... :roll:

Since the 2.85 update, running won't work generally. I get this error only if I try to use the running button:
Spoiler: ShowHide


And with the running fixes you gave me, this happens in 2.85:
Spoiler: ShowHide
I'm very grateful to you all for your great help.

KK20

Action Sprites must be causing it because the edit I provided works fine in 2.85. I tried backtracking your error, comparing 2.84 and 2.85 side-by-side, but couldn't find any changes in the code. I can't figure it out without a demo at this point.

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winkio

It looks like that second spoiler has a syntax error.  Perhaps you made a coding error when following KK20's instructions?

Stray

May 18, 2013, 09:41:03 am #5008 Last Edit: May 18, 2013, 09:47:44 am by Stray


Thanks.
I'm very grateful to you all for your great help.

KK20

winkio was right about you not properly setting the syntax correctly in my edit (which is odd because you got it working in 2.84). And I was right about the action sprites being weird. The trouble occurs in sprite_movement_animation_setup. The difference between 2.84 and 2.85 is assigning @current_sprite a value. When I added '@current_sprite = BlizzABS::SPRRunning' into 2.84, I was receiving the same error: undefined method '-' for NilClass.

Under sprite_animation_setup, I used a print to see that @sframes = [1] and @sindex = 65535. But I don't know where to go from there at this moment because I don't know how those variables work yet.

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Stray

May 18, 2013, 08:48:09 pm #5010 Last Edit: May 18, 2013, 09:10:48 pm by Stray
I assumed the changes to get rid of the syntax error (you were right, my bad...).
So, do I have to change something in the sprite_animation_setup? Still no knowhow with scripting. Or at least hardly any.
I'm very grateful to you all for your great help.

KK20

May 18, 2013, 09:36:03 pm #5011 Last Edit: May 18, 2013, 09:53:09 pm by KK20
We just need a new workaround. I believe if you were to delete '@current_sprite = BlizzABS::SPRRunning' in Part 3 under def sprite_movement_animation_setup, you won't get the error anymore. However, I have realized that there is a slight flicker of changed player graphics between running and idling. This was because of that fix I suggested.

I've got to leave for work soon, so I can't dig into it yet.

EDIT: Nevermind, it was easy:

    elsif running_sprites? && (self.moving? || passable?(@x,@y,Input.dir8)) &&
        self.running? && self.attacked <= 0
      # set spriteset name
      #@current_sprite = BlizzABS::SPRRunning
      @character_name = @character_name_org + BlizzABS::SPRRunning

Make that change in def sprite_movement_animation_setup.

Still not sure about what to do with @current_sprite though...

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Stray

May 18, 2013, 10:12:03 pm #5012 Last Edit: May 18, 2013, 10:15:44 pm by Stray
That's very good for now. Thank you.
It would be just awesome, if you'd find out this soon,
I'm very grateful to you all for your great help.

Bob423

I'm going to assume no one saw my post. Here it is again.
And I sincerely hope that's the case, because if not, this isn't the first time I've had a question ignored on this site.

Quote from: Bob423 on May 09, 2013, 07:59:11 pm
I'm making a sequel to a game of mine that uses this script, and the sequel doesnt use it. I'm trying to make a way to convert an old save file from the first game to work in the second game so that players can unlock secret stuff. the only problem is that, when i select "continue" while an old save is in the new project folder, i get an error that said it needed the class or module "BlizzABS" I made a dummy class, and it sort of worked. I got a new error that said it was looking for the class "BlizzABS::AlignmentData" or something. I did the same thing, but now it gives me an error that says "dump format error" And I have no idea how to fix it.

in short, is there a way to make save files made with a project that uses BlizzABS work in a project that doesn't?

KK20

I ignored it because I thought it was an obvious answer. When you are trying to load a save file with BlizzABS data in it, the program wants to find all the associated classes in your project. If you do not provide these classes, it will error out, as you have discovered. In short, your best way is to add BlizzABS but disable it.

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Stray

@KK20:
How long do you think it will take until you can find a fix for the sprite thing? Is it hard to find?
Should I use 2.84 at the moment?
I'm very grateful to you all for your great help.

KK20

I'm not sure exactly. I'm confused as to why '@current_sprite' was added to sprite_movement_animation_setup when it wasn't there in 2.84 (where everything seemed fine to me). I'll need to look at the conditional statements sometime and see if anything is amiss.

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Bob423

May 19, 2013, 03:05:24 pm #5017 Last Edit: May 19, 2013, 03:06:32 pm by Bob423
Quote from: KK20 on May 19, 2013, 02:28:06 am
I ignored it because I thought it was an obvious answer. When you are trying to load a save file with BlizzABS data in it, the program wants to find all the associated classes in your project. If you do not provide these classes, it will error out, as you have discovered. In short, your best way is to add BlizzABS but disable it.


That sounds like it will cause a lot of problems since I know for a fact that Blizz-ABS makes some things that used to be possible, impossible.
By disabling it, do you mean putting it below main? And will disabling it make everything ignore it except when loading a save file?

And for future reference, assume nothing is an obvious answer when dealing with coding.

LiTTleDRAgo

Quote from: Bob423 on May 19, 2013, 03:05:24 pm
Quote from: KK20 on May 19, 2013, 02:28:06 am
I ignored it because I thought it was an obvious answer. When you are trying to load a save file with BlizzABS data in it, the program wants to find all the associated classes in your project. If you do not provide these classes, it will error out, as you have discovered. In short, your best way is to add BlizzABS but disable it.


That sounds like it will cause a lot of problems since I know for a fact that Blizz-ABS makes some things that used to be possible, impossible.
By disabling it, do you mean putting it below main? And will disabling it make everything ignore it except when loading a save file?

And for future reference, assume nothing is an obvious answer when dealing with coding.


by placing it below main is the same as you don't insert that script at all

you can probably try to load only $game_actors, $game_party, $game_switches and $game_variables without loading the rest ($game_system, $game_map, or other possibly related to BlizzABS)

although I don't know how to do it (probably if you can crack save.rxdata into readable string and load it without using Marshal.load)

KK20

Disable as in remove all the on-screen stuff. Disable the HUD, hotkeys, and minimap. Disable the BlizzABS controls. Don't name your events \e[id].

An alternate suggestion is to "manipulate" the save file in your first game. Once the player beats it, the game will create a save file that removes all the BlizzABS variables.

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