[XP] Blizz-ABS

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

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KK20

Quote from: KK20 on December 25, 2013, 12:39:33 am
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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Jamal XVI

WoW you Solved my problem! 8)
Thanks!
Jamal XVI

whitespirits

Hi guys, Just a question, im looking to make a monster transform, I tried adding switches and self switches with small timers that change graphic with no luck, I would prefer transform when monster hp hits 0. thanks

JRUltimate

Hi guys! 


I've searched through this topic to find a solution for my problem but didn't find any... (though someone had the same question, his question never got anwsered :^_^':)
When I touch an event I sometimes stumble upon this error:
Blizz ABS 2 encountered a runtime error on line 1351. Line 1351 is: var=0

I have no Idea why a variable is causing this problem. I think it has something to do with the 'event touch' on my event. Also, i've noticed that when my events' frequency is 6, the error always appears. When it's 5, it doesn't. While I thought changing all the frequencies to 5 would solve my problem, I seem to get the error sometimes nevertheless...

I hope someone can help me fix this problem!

Moshan

 Hello!

Is it possible to modify the minimap size and position? Also is there a way to disable the option of seeing that bigger map?
Thanks in advance!

whitespirits

Hi guys, im still looking for a way to make an enemy transform into different monsters when they die, any idea how this can be done?

KK20

Quote from: whitespirits on January 29, 2014, 05:43:48 am
Hi guys, im still looking for a way to make an enemy transform into different monsters when they die, any idea how this can be done?

Did you even look at the manual? There's a section dedicated to that alone.

Quote from: JRUltimate on January 26, 2014, 07:19:57 am
Hi guys! 


I've searched through this topic to find a solution for my problem but didn't find any... (though someone had the same question, his question never got anwsered :^_^':)
When I touch an event I sometimes stumble upon this error:
Blizz ABS 2 encountered a runtime error on line 1351. Line 1351 is: var=0

I have no Idea why a variable is causing this problem. I think it has something to do with the 'event touch' on my event. Also, i've noticed that when my events' frequency is 6, the error always appears. When it's 5, it doesn't. While I thought changing all the frequencies to 5 would solve my problem, I seem to get the error sometimes nevertheless...

I hope someone can help me fix this problem!

Are you using v2.84? If so, the question that you were referring to has already been solved (it's like 2-3 posts below it). SHIFT + CTRL + F for raise @trigger. Go to that line and delete it.

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chaucer

Hi everyone, was looking for a little info on how exactly blizz ABS re-writes the button inputs for the normal buttons, and is it possible to completely disable this(I know you can disable it in the settings but not exactly what im looking for). The Reason I ask was out of boredom, I decided to mess around with Neko RPG XP player which plays rmxp games on android, it allows  A,B,C, and Z buttons to be used along with a direction pad. and blizz abs works 99% with it, the only problem i found is for some reason, when blizz abs scripts are in the game the Z button is moved to the A button and the A button seems to be gone completely, i tried disabling custom controls and enabling default controls, and tried changing a few lines around but eventually gave up, any ideas or suggestions on why this happens? or where i should look ?

KK20

CTRL + F for module Input in Part 2. Probably need to change this stuff:

  UP = [Key['Arrow Up']]
  LEFT = [Key['Arrow Left']]
  DOWN = [Key['Arrow Down']]
  RIGHT = [Key['Arrow Right']]
  A = [Key['Shift']]
  B = [Key['Esc']]
  C = [Key['Enter']]
  X = []
  Y = []
  Z = []
  L = [Key['Page Down']]
  R = [Key['Page Up']]
  F5 = [Key['F5']]
  F6 = [Key['F6']]
  F7 = [Key['F7']]
  F8 = [Key['F8']]
  F9 = [Key['F9']]
  SHIFT = [Key['Shift']]
  CTRL = [Key['Ctrl']]
  ALT = [Key['Alt']]

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chaucer

January 30, 2014, 08:10:07 pm #5109 Last Edit: January 30, 2014, 09:09:43 pm by chaucer
this is actually one of the things i tried lol sorry, i should have explained everything i tried  :facepalm: my apolagies. it didnt seem to work maybe i changed the keys wrong i got them from http://www.rpg-maker.fr/dl/monos/aide/xp/index.html?page=source%2Frpgxp%2Fcontrol.html? here's what i changed it to this.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 UP = [Key['Arrow Up']]
 LEFT = [Key['Arrow Left']]
 DOWN = [Key['Arrow Down']]
 RIGHT = [Key['Arrow Right']]
 A = [Key['Shift']]
 B = [Key['Esc']]
 C = [Key['Enter']]
 X = [Key['A']]
 Y = [Key['S']]
 Z = [Key['D']]
 L = [Key['Page Down']]
 R = [Key['Page Up']]
 F5 = [Key['F5']]
 F6 = [Key['F6']]
 F7 = [Key['F7']]
 F8 = [Key['F8']]
 F9 = [Key['F9']]
 SHIFT = [Key['Shift']]
 CTRL = [Key['Ctrl']]
 ALT = [Key['Alt']]


Edit: I've also tried setting up a conditional branch to show the value of each button that is pressed, i figured since it changed the A key to Z it might have assigned a different key to this spot, however it seems the last button has no assigned value. Also noticed the L button and R buttons in RMXP are also set to CTRL, and ALT? the buttons themself not the functions they perform.

LemonDave

My actor don't get experience anymore if he kills a enemy. Somebody have a solution?

KK20

Care to explain that problem a bit more in detail? When does it happen? Did you put any other scripts into your project? You sure you just didn't make a small database mistake somewhere?

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LemonDave

Quote from: KK20 on February 01, 2014, 03:50:11 pm
Care to explain that problem a bit more in detail? When does it happen? Did you put any other scripts into your project? You sure you just didn't make a small database mistake somewhere?


Uhhh, I added today Xp Hud for Blizz-ABS script..

KK20

That should have no impact on your problem. Is there anything else you can tell me? You say "don't get experience anymore" as in it was working before but now it isn't. Elaborate by what happened.

A script, especially this one, doesn't just decide to say "Oh, I don't feel like working anymore. I'm gonna turn myself off for no reason."

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LemonDave

Maybe it is my database. I'll  check tomorrow, have a party about 1 hour. :beer:

Kiwa

You sure you didn't accidentally set the exp to 0 in the database? also if you go into your menu can you see some gained exp? if so then maybe you just shut off the bouncing exp in BABS.

Also i have an odd question. i was interested if anyone else has encountered.
I'm making a cinematic between events in the game. I'd like to hide the UI to make it more clean.
if i set "$game_system.hud = false " when evening, using the script option, everything stops.. not just the UI.

so..
if the next step is screen fading...no good.
if the next step is a text display box....no good.
if the next step is an animation....no good.
if the next step is a 'move char'.....no good.

I think you get the point.

I'm not sure why it happens. i thought it could perhaps be an oversight but i cant find it.
Has anyone else run into this issue?

chaucer

use this instead
$game_system.hud = nil

Kiwa

Quote from: chaucer on February 09, 2014, 03:40:14 am
use this instead
$game_system.hud = nil




Thanks chaucer,
I thought I remember trying  = nil... but i think i did that with a .hotkeys......anyway, it worked thanks for that :D

StorocnekXx

Hello everyone :)
I'd really like to use this battle system in my game and it does work so far.
However, I have a question about it, i would like to ask.

I want to use the questlog-script from game_guy, which is originally opened by pressing a button.
however, i can not open it anymore when using blizzabs when pressing that specific button (i think it was 'q', but i can't remember right now).
My question is: What do i have to do to be able to open that questlog? do i have to change something in the script(s)? if so, what do i have to change? i have absolutly no idea about scripting and i have no clue how to change that.
and furthermore, what conditional branches do i have to set up if i want to ask for a specific button to be pressed?
they original coniditonal branches "if key => a is pressed" don't seem to work for me anymore.

if someone would be able to answer me, it would be very nice.
thanks a lot even for reading this!

greetings. :)
I may have a lot of ideas to use, but I have no idea how to use them.

G_G

The manual points it out. You have to use Script Conditional Branches and put:
Input.trigger?(Input::Key['A'])


And as for my quest log, I don't remember implementing a "Press Button" feature to open the quest log, unless you implemented it yourself. If that's the case:
Input.trigger?(Input::Key['Q'])

Then you can use a script call to call my scene.