[XP] Blizz-ABS

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

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chaucer

June 16, 2013, 02:14:36 pm #5040 Last Edit: June 17, 2013, 06:09:09 am by chaucer
Hello all i was hoping someone might be able to help me out with a small problem I'm having. I'm using Blizz ABS and MCES together, i had updated PathDir in MCES so it moves in 8 directions (adding up_left lower_left etc.) without blizz abs it works perfectly but when adding blizz abs to the project i get a small problem. when moving diagonally the player moves in a combination of up and left instead of up_left, the last movement will be diagonal though, im guessing it's something to do with the PathDir, TDir, DirOffsets in Blizz abs cache, but not sure i tried editing it myself the past few days but it always ends the same result. thanks in advance  :)

Edit: i just started taking another look into it and i think i have narrowed it down to this bit of code which is causing the issue

Spoiler: ShowHide
def move_diagonal(dx, dy)
    # get offsets depending on directions
    ox, oy = (dx == 4 ? -1 : 1), (dy == 2 ? 1 : -1)
    # get flags for movement
    move, x_move, y_move = get_diagonal_movement_data(dx, dy)
    # if not direction fixed
    unless @direction_fix
      # if moving diagonal
      if move
        # set direction
        @direction = (@direction == 10 - dx ? dx : @direction == 10 - dy ? dy :
            @direction)
      # if moving left
      elsif x_move
        # set direction
        @direction = dx
      # if moving down
      elsif y_move
        # set direction
        @direction = dy
      end
    end
    # if any movement applies
    if move || x_move || y_move
      # set new coordinates if appropriate movement
      @x += ox if move || x_move
      @y += oy if move || y_move
      # increase steps
      increase_steps
      # moved
      return true
    end
    # check touched events
    check_event_trigger_touch(@x + ox, @y + oy)
    # not moved
    return false
  end

not sure what to edit from here but it seems as this is the method for diagonal movement in blizz abs  :^_^':

Magus

holy fuck this updated
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Someone

Hello!
Trigger:Death is acting weird for me.
It will trigger anything below it in an eternal loop.
I tried using switches to stop this, but that won't work.

For Example, a character is supposed to say "noes" when he dies.
The dialogue box will keep popping up forever.

Blizzard

The death trigger is set by default. Have you tried not setting it manually but only putting in all event commands? Also, try adding an "Erase Event" command at the end.
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Someone

July 15, 2013, 01:20:30 pm #5044 Last Edit: July 15, 2013, 01:27:15 pm by Someone
Yeah, but the enemy is supposed to leave behind a corpse that the player can interact with. That'd get erased too.
And "Erase Even" does not actually help. Pressing space still reopens the textbox immediately.
Same happens with everything else. (Including sound. Ouch)

And I still have the issue where enemies decide to just stand competently still and let themselves be mauled.  :^_^':
This happens when they try to get to an enemy that they can't reach.

I'm not using any other scripts btw.

KK20

It sounds like you want to generate an entirely new event over the enemy then. OR rename the enemy event so that it's no longer an enemy (i.e. remove the \e[id]) when it dies.

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Someone

July 16, 2013, 05:02:53 am #5046 Last Edit: July 19, 2013, 09:59:21 am by Someone
Quote from: KK20 on July 15, 2013, 02:08:40 pm
It sounds like you want to generate an entirely new event over the enemy then. OR rename the enemy event so that it's no longer an enemy (i.e. remove the \e[id]) when it dies.


Doing so freezes the game.
I must be doing something wrong, I'm sure I've made an event like this before somewhere.
I'll try to dig that up.

Edit: I copied in the exact same event and it still freezes up.
Double Edit: Attempting to run certain scripts freezes your character as well. This one:
Quote$game_system.defend_button = false


Does Config 2.84 still work with Blizz 8.85? That be might the cause of my first problem. (defend_button = false was always broken in 8.84 though)

Wizered67

I just so your last post so I have no idea about the context of your issue, but there is generally a problem with setting a variable to false on one line in a script command. Try doing
$game_system.defend_button = 
false

Someone

July 20, 2013, 04:59:15 am #5048 Last Edit: July 20, 2013, 05:04:34 am by Someone
Quote from: Wizered67 on July 19, 2013, 08:09:46 pm
I just so your last post so I have no idea about the context of your issue, but there is generally a problem with setting a variable to false on one line in a script command. Try doing
$game_system.defend_button = 
false



Thanks, that worked.
I'll try downgrading to 2.84, maybe that will fix my other issues...

EDIT: YEP.
So on 2.85, the "On Death" trigger will loop indefinitely for me.
In 2.84, the "On Death" trigger will only run once.
Does anyone else have the same issue?

winkio

The bug you are experiencing is a side effect of me fixing a different bug with enemy death.

When I have time I will work on a quick fix that you can apply to 2.85 for the death trigger.

Moshan

 Hello! I was wondering if it's possible to see the map name above the mini-map...Can someone help me with this?

masslr

Hi lately i'm working on a zombie apocalypse game, and i was hoping if i could use guns with Bliss-ABS i hope u can help me with this.

Example:

zombies agro on you and then you can shoot them like a arrow.


WhiteRose

August 02, 2013, 04:21:25 pm #5052 Last Edit: August 02, 2013, 04:25:15 pm by WhiteRose
Quote from: masslr on August 02, 2013, 03:52:37 pm
Hi lately i'm working on a zombie apocalypse game, and i was hoping if i could use guns with Bliss-ABS i hope u can help me with this.

Example:

zombies agro on you and then you can shoot them like a arrow.




Yes, that would definitely be more than doable. You could even implement ammo and reloading without much trouble. In fact, I think there are a few scripts that do this already; I remember using an event system to handle reloading a while ago. I'll see what I can find for you.

EDIT: Here we go: http://forum.chaos-project.com/index.php/topic,8352.0.html

This thread looks like it has some great ideas on the subject. The linked ammo system in that thread also looks very cool, though that might be a little more complicated than what you need. Take a look at that and let me know if that helps to resolve your problems. If not, I'm happy to work with you and help to event something to your needs (if you need a script, you might need to talk with someone else, though.) :)

PhoenixFire

Quote from: masslr on August 02, 2013, 03:52:37 pm
Hi lately i'm working on a zombie apocalypse game, and i was hoping if i could use guns with Bliss-ABS i hope u can help me with this.

Example:

zombies agro on you and then you can shoot them like a arrow.




Yes, that would be doable, and as WR already said, quite easy. You should take a quick look through the script database too, and see if anything pops out at you. Sometimes you can use a script for something other than it's original purpose, by changing just a few things. Or you could always "smash" a few together into one script, if they're suitable. If you need help, there are more than a few capable scripters here =)
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DarkScience

August 06, 2013, 09:13:54 pm #5054 Last Edit: August 06, 2013, 09:16:43 pm by DarkScience
I have increased max party size to 8 via the config tool and pasted the script accordingly.  All changes seem to work other then i can't have my party and larger then 4.  I have tried 'Event > Change Party' and Event > Script. methods.

EDIT: I figured it out, I needed to edit 'Game_Party' and change the '4' to '8'.

aqzswxdec

Having trouble using this in tandem with an Auto Populate Maps script by Charlie Fleed.  It creates a copy/copies of events from a given map to populate the area.  It works on the first call but any other calls cause a crash with the error of:

????? 'Blizz02' ? 1772 ??? NoMethodError ????????
undefined method 'name' for nil:NilClass

Line 1772 of the second part of the script says this:

if event.name.clone.gsub!(/\\lock\[(\d+)\]/) {"#[$1]"}

The summon event call from the Blizz script does not work and I really need this system to work.  Any help please?

winkio

The error is telling me that the map has a nil event, which should never happen in RMXP.  My guess is that whatever script you are using is not changing the IDs of the events it adds, so the second time you add event with ID 5, it actually gets put as ID 12 or something similar, which causes a conflict in RMXP's default scripts.  This problem doesn't seem to have anything to do with Blizz-ABS.

aqzswxdec

That's about what I figured.  The scripts themselves work fine, but functionality is lost when both are used together, as far as naming the spawned events.  I'm trying a few new scripts out, hopefully I'll get one that does what I need.  Thanks.

EdtheBed

Hey, I've just downloaded Blizz ABS and first let me say it looks amazing.  A really top notch job.

I have kind of a basic question though:  For now I am just trying to get a handle on the basics of the script and I've hit a roadblock pretty early.  Namely attacks don't seem to do anything.  I've set up a basic map with one enemy (the default ghost id: 001).  I've managed to get the ai working so the enemy approaches the player, but then it just sort of stands there, and pressing the attack key as the player has no effect on the ghost.  I've been looking at Arshes Goes To Battle Camp and pouring through the manual to try and get a sense for what I need to do to fix this problem but I have yet to find anything.  Anyone have any ideas?

KK20

Did you name your enemy event as
\e[1]

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