[XP] Blizz-ABS

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

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Blizzard

I believe that RoseSkye wanted to make some, but he kinda disappeared.
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Blizzard

Check out Daygames and our games:

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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Kiwa

December 10, 2013, 09:04:25 am #5083 Last Edit: December 11, 2013, 09:36:43 am by Kiwa
@Zexion
Yeah i thought about that actually. but whats curious about it is that it snaps into the correct place after a few frames.

It was suggested by sase that i start it a few frames late but i don't want a sort of emulated visual lag  band aid fix on this issue.

My blizz ABS attacks ARE large panels. when i made the attack panels i framed it all from 'sir lag' i assumed it was how BABS was made.

I haven't had time to play with it lately but i guess i could try to re size the normal walking char sheet to large or vise versa.


***EDIT***

Just an update.
I Did re size the the normal walking char set to be more spread out like the attack and cast sheet.. now it does NOT snap into place it sits around my face all the time lol.

this means i either need to change teh way blizz abs has it programmed or change the attack sheets to be small..but idk if i can do either lol.
i may need space for the art.
and
i may break blizz ABS lol..

What should one do in such a pickle!!?

Zexion

Kiwa pm me both of the graphics that you are using and I'll see if I can fix it. I assume it's babs latest edition?

MarkHest

I'm trying to add Idle animations for my character but I get this error:

QuoteScript 'Blizz-ABS 3' line 1222: NoMethodError occurred.

undefined method `-' for nil_NilClass


I've followed the instructions perfectly :(

The error appears just as the sprite is about to change animation to the idle one.
   

KK20

December 25, 2013, 12:39:33 am #5086 Last Edit: December 25, 2013, 12:42:45 am by KK20
I think something got bugged in the transitioning of character frames from 2.84 to 2.85.
Namely this method:
Spoiler: ShowHide

Code: BABS 2.84

  #----------------------------------------------------------------------------
  # sprite_movement_animation_setup
  #  Sets up movement sprite handling.
  #----------------------------------------------------------------------------
  def sprite_movement_animation_setup
    # if jumping and turned on JUMPING_SPRTES
    if jumping_sprites? && self.jumping?
      # set spriteset name
      @character_name = @character_name_org + BlizzABS::SPRJumping
    # if running and turned on RUNNING_SPRTES
    elsif running_sprites? && (self.moving? || Input.dir8 != 0) &&
        self.running? && self.attacked <= 0
      # set spriteset name
      @character_name = @character_name_org + BlizzABS::SPRRunning
    # if sneaking and turned on SNEAKING_SPRTES
    elsif sneaking_sprites? && (self.moving? || Input.dir8 != 0) &&
        self.sneaking? && self.attacked <= 0
      # set spriteset name
      @character_name = @character_name_org + BlizzABS::SPRSneaking
    # if idle and using idle sprites
    elsif self.idle? && idle_sprites?
      # set spriteset name
      @character_name = @character_name_org + BlizzABS::SPRIdle
    # if charging
    elsif self.charging? && charge_sprites?
      # setup charge sprites
      setup_charge_sprites
    end
  end

Code: BABS 2.85

 #----------------------------------------------------------------------------
 # sprite_movement_animation_setup
 #  Sets up movement sprite handling.
 #----------------------------------------------------------------------------
 def sprite_movement_animation_setup
   # if jumping and turned on JUMPING_SPRTES
   if jumping_sprites? && self.jumping?
     # set spriteset name
     @current_sprite = BlizzABS::SPRJumping #<========================== These have been added now
     @character_name = @character_name_org + @current_sprite
   # if running and turned on RUNNING_SPRTES
   elsif running_sprites? && self.moving? &&
       self.running? && self.attacked <= 0
     # set spriteset name
     @current_sprite = BlizzABS::SPRRunning #<========================== which is causing an error
     @character_name = @character_name_org + @current_sprite
   # if sneaking and turned on SNEAKING_SPRTES
   elsif sneaking_sprites? && (self.moving? || Input.dir8 != 0) &&
       self.sneaking? && self.attacked <= 0
     # set spriteset name
     @current_sprite = BlizzABS::SPRSneaking #<========================== in 2.85 now
     @character_name = @character_name_org + @current_sprite
   # if idle and using idle sprites
   elsif self.idle? && idle_sprites?
     # set spriteset name
     @current_sprite = BlizzABS::SPRIdle #<========================== Not just for idle sprites, but all these
     @character_name = @character_name_org + @current_sprite
   # if charging
   elsif self.charging? && charge_sprites?
     # setup charge sprites
     setup_charge_sprites
   end
 end


Replacing 2.85's method with 2.84's method should do the trick I believe.

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MarkHest

Well, the error disappeared. However, my character isn't animating :wacko:
   

KK20

Section 2.2.6 in the manual :)

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MarkHest

It works now. Thanks a ton! :)
   

Kiwa

December 26, 2013, 02:29:58 am #5090 Last Edit: December 26, 2013, 03:13:08 am by Kiwa
Quote from: Zexion on December 17, 2013, 06:44:37 pm
Kiwa pm me both of the graphics that you are using and I'll see if I can fix it. I assume it's babs latest edition?


Actually it seems im running on .4 not .5 ....but ill use KK20s small spoiler script for the .5 and see how it works...

regardless im uploading the images on to photobucket to PM you. tty soon.


******EDIT*******

Update:

I resided the _skl  and _itm to 128 x 192  and its fine.

I think i can manage all the standard char sets at this size ...so im ok for now lol.

Thanks for the help.

Zex.. i PMed you...but you don't need to putz with it.. but if you need those char sets i made feel free.

Just a note for friends trying the same. do not mix and match the char set sizes.keep your walking animation the same size as your other animation tiles. or else it will cause the snap action i had because the spell animation centers on the image...small image (walking) swapping to big image (skill image) then spell animation shows centering on the big image.. then (skill image) ends and changes back to the small image (walking) size again caused the snap.


Guess i needed some time to rest my brain... it was boiling and i couldn't think.
sorry for the late reply.
Thanks for the love friends.


Metaron

This may sound like a strange request but is there any way to tweak the script so that when a character defends instead of looking up the shield they have equipped for the correct sprite it looks at the weapon they have equipped instead?

So for example I have Arshes_def1.png it'll look up weapon ID 1 instead of looking up a shield with the id of 1.




KK20


class Map_Actor < Map_Battler
  #----------------------------------------------------------------------------
  # use_defend
  #  Processes using a defending action.
  #----------------------------------------------------------------------------
  def use_defend
    # if defend sprites is active
    if BlizzABS::Config::A_DEFEND_SPRITES
      # setup special defend sprite
      setup_sprites(BlizzABS::SPRDefend + battler.weapon_id.to_s)
    else
      # call super class method
      super
    end
  end
end

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Metaron

Cheers very much, it works like a charm!  :)

whitespirits

More trouble with abs, I add the \e[1] to the event and play and nothing happends they just stand there, i cant attack either, any idea what im doing wrong I have rmx-os dcript for abs in aswell

Jamal XVI

Hey this configuration "RUNNING_SPRITES = true" its bugging, can you help me Blizzard?
The character also run, but it wont change their character_name,
Thanks for the help,
Jamal XVI

Moshan

 Jamal...I'm not sure if I get your question, but I think that your problem is that you don't have specific sprites for running action, which also must be named properly. The script does not generate sprites for your character.
I can't understand what's the connection with character_name.

Jamal XVI

Quote from: adytza001 on January 21, 2014, 12:27:51 pm
Jamal...I'm not sure if I get your question, but I think that your problem is that you don't have specific sprites for running action, which also must be named properly. The script does not generate sprites for your character.
I can't understand what's the connection with character_name.

well i already did this, i created another sprite with @character_name+'_run' but it didnt work.

Moshan

January 21, 2014, 12:38:06 pm #5098 Last Edit: January 21, 2014, 12:44:29 pm by adytza001
 You also need to have A_ACTION_SPRITES = true. You can find this on the first page of Blizz-ABS Script.

Jamal XVI

Quote from: adytza001 on January 21, 2014, 12:38:06 pm
You also need to have A_ACTION_SPRITES = true. You can find this on the first page of Blizz-ABS Script.

It has worked.But there's another bug in this line:
@sframes[@sindex] -= 1 #line 1222 Part 3

the index also defined as 0xFFFF and the @sframe is defined as @sframe = [1], what should i do?