[XP] Blizz-ABS

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

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Blizzard

Don't ask me, you should ask the maker of the script.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
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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.

Shadonking

Rataime made it.

here is the script

Spoiler: ShowHide
Quote#==============================================================================
# ? Visual_Equipment
# Written by Rataime
#
# Edit below
#
# Note : If you have a custom Window_SaveFile, check the one at the end of the scrîpt,
# add the added lines to yours, and delete the whole Window_SaveFile class here
#==============================================================================
def equip_update(light=false)

$visual_equipment=Array.new
$visual_equipment[0]=light
for i in 0..3
  $visual_equipment[i+1]=[]
end

#===================================================
# ? EDIT HERE !
#===================================================   

#If weapon n°33 is equiped, add the charset tpl_helmet_1.png (I don't have a weapon charset ><)
#add_weapon_sprite(33,"tpl_helmet_1")

#If weapon n°6 is equiped, add the charset tpl_helmet_1.png
add_armor_sprite(6,"tpl_helmet_2")

add_armor_sprite(7,"tpl_helmet_3")
add_armor_sprite(20,"tpl_armor_white")
add_armor_sprite(15,"tpl_armor_blue")
add_armor_sprite(21,"tpl_armor_cape")

#===================================================
# ? Visual_equip functions
#===================================================
   RPG::Cache.clear
   @game_party = $game_party
   @game_party = $game_party2 if $visual_equipment[0]
   for i in 0...@game_party.actors.size
     for img in $visual_equipment[i+1]
      bitmap = RPG::Cache.character(@game_party.actors.character_name, @game_party.actors.character_hue)
      if img!=true and img!=false
        add_equip(bitmap,img,i)
      end
     end
   end
end

  def add_equip(sprite,to_add,character)
  @game_party = $game_party
  @game_party = $game_party2 if $visual_equipment[0]
  bmp = Sprite.new
  bmp.visible =false
  bmp.bitmap = RPG::Cache.character(to_add,@game_party.actors[character].character_hue)
  color = bmp.bitmap.get_pixel(0, 0)
  x=sprite.width
  y=sprite.height
  if $visual_equipment[0]
   x=x/4
   y=y/4
  end
  for i in 0..x
   for j in 0..y
     color_get=bmp.bitmap.get_pixel(i, j)
     if color_get!=color
      sprite.set_pixel(i, j ,color_get)
     end
   end
  end

  bmp=nil

  end

  def add_weapon_sprite(id,sprite)
   @game_party = $game_party
   @game_party = $game_party2 if $visual_equipment[0]
   for i in 0...@game_party.actors.size
     if @game_party.actors.weapon_id==id
      $visual_equipment[i+1].push(sprite)
     end
   end
  end

  def add_armor_sprite(id,sprite)
   @game_party = $game_party
   @game_party = $game_party2 if $visual_equipment[0]
   for i in 0...@game_party.actors.size
     if @game_party.actors.armor1_id==id or @game_party.actors.armor2_id==id or @game_party.actors.armor3_id==id or @game_party.actors.armor4_id==id
      $visual_equipment[i+1].push(sprite)
     end
   end
  end

#===================================================
# ? CLASS Scene_Equip edit
#===================================================

class Scene_Equip

  alias visual_update_right update_right

  def update_right
   if Input.trigger?(Input::B)
     equip_update
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Menu.new(2)
     return
   end
   visual_update_right
  end
      
end

class Interpreter

  alias visual_command_319 command_319

  def command_319
   actor = $game_actors[@parameters[0]]
   if actor != nil
     actor.equip(@parameters[1], @parameters[2])
   end
   equip_update
   return true
  end

end

class Game_Character
  attr_accessor :character_hue
end

class Game_Actor < Game_Battler
alias visual_setup setup
  def setup(actor_id)
   visual_setup(actor_id)
   @character_hue = (@character_hue+1)%256
  end
end

class Scene_Load
  alias visual_read_save_data read_save_data
  alias visual_on_cancel on_cancel

  def on_cancel
   equip_update
   visual_on_cancel
  end

  def read_save_data(file)
   visual_read_save_data(file)
   equip_update
  end
end

class Scene_Save
  alias visual_on_decision on_decision
  alias visual_on_cancel on_cancel

  def on_cancel
   equip_update
   visual_on_cancel
  end

  def on_decision(file)
   equip_update
   visual_on_decision(file)
  end
end

class Scene_Title
  alias visual_command_new_game command_new_game

  def command_new_game
   visual_command_new_game
   equip_update
  end

end

class Window_SaveFile < Window_Base

  def initialize(file_index, filename)
   super(0, 64 + file_index % 4 * 104, 640, 104)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $fontface
   self.contents.font.size = $fontsize
   @file_index = file_index
   @filename = "Save#{@file_index + 1}.rxdata"
   @time_stamp = Time.at(0)
   @file_exist = FileTest.exist?(@filename)
   if @file_exist
     file = File.open(@filename, "r")
     @time_stamp = file.mtime
     @characters = Marshal.load(file)
     @frame_count = Marshal.load(file)
     @game_system = Marshal.load(file)
     @game_switches = Marshal.load(file)
     @game_variables = Marshal.load(file)
     @self_variables = Marshal.load(file)#added
     @game_screen = Marshal.load(file)#added
     @game_actors = Marshal.load(file)#added
     $game_party2=@game_party= Marshal.load(file)#added
     @total_sec = @frame_count / Graphics.frame_rate
     file.close
   end
   equip_update(true)#added
   refresh
   @selected = false
  end

end


do you know where to find him





Creator Of Music And Games
Spoiler: ShowHide
]

keywords: ShowHide
rmxp rmvx blizz-abs rpg maker xp vx abs cbs cms script tons of addons charsets autotiles HUD


come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

Blizzard

Nope. I think he's hanging out at rmxp.org, though.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.

Shadonking

k, thanks

i'll place a post for him there





Creator Of Music And Games
Spoiler: ShowHide
]

keywords: ShowHide
rmxp rmvx blizz-abs rpg maker xp vx abs cbs cms script tons of addons charsets autotiles HUD


come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

Hellfire Dragon

Hey wasn't there a way to change an events name with the call script with the blizz abs? i can't find anything about it...there's also no search function in the html help manual... :(

Blizzard

I know, I know. I wasn't able to add a search index yet. It's somewhere in chapter 3.2..
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.

Shadonking

i nether spotted that, thaks

that will be really really useful





Creator Of Music And Games
Spoiler: ShowHide
]

keywords: ShowHide
rmxp rmvx blizz-abs rpg maker xp vx abs cbs cms script tons of addons charsets autotiles HUD


come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

Hellfire Dragon

September 08, 2008, 02:23:58 pm #787 Last Edit: September 08, 2008, 03:08:36 pm by Hellfire Dragon
Yay I found it :haha:
$game_map.rename_event(EVENT_ID, 'NEW_NAME')


So where it says EVENT_ID, do you mean the name of the event or it's actual ID? Like if I named an event 'chicken'(it's actual event ID being 001) and wanted to change it to \e[4], would I use 001 (or just 1) or 'chicken'?

EDIT: NVM I got it 8)

Joe Rockhead

Quote$game_map.rename_event(EVENT_ID, 'NEW_NAME')


Would I be correct in assuming that this follows general programming conventions where a string [which is usually used for the letters that make up a name] is always enclosed in single or double quotes while a number variable name is not enclosed in quotes which usually indicates that it represents or stores a numeric value? Thus EVENT_ID can be seen to be a variable name representing a numeric value while 'NEW_NAME' can be seen to be an actual string.

Another question if I am on the right track here. Is the above line of code considered a Function in RGSS? Could the syntax be defined thus: functionName(argument1, argument2)? Is $game_map the class of the object from which the function rename_event inherits certain values to be used by it's predefined methods acting upon whatever is passed to it in parenthesis?

Shadonking

is it coming up with any error message





Creator Of Music And Games
Spoiler: ShowHide
]

keywords: ShowHide
rmxp rmvx blizz-abs rpg maker xp vx abs cbs cms script tons of addons charsets autotiles HUD


come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

Hellfire Dragon

Nope, it just simly does nothing, but the delay after attacking skill seems to be taking affect :uhm:

Shadonking

that is odd, looks like blizz will have to help you here





Creator Of Music And Games
Spoiler: ShowHide
]

keywords: ShowHide
rmxp rmvx blizz-abs rpg maker xp vx abs cbs cms script tons of addons charsets autotiles HUD


come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

Aqua

Do you have action/weapon sprites enabled?

Animations != weapon/skill/action sprites...

Blizzard

Just like Aqua said. You need to turn on Actor Action Sprites so sprites are even used and Weapon Srpites to use the same unique extra sprites like CoSLAL does.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.

Hellfire Dragon

Isn't there a way to do it so that you don't need to have guy_atk1 etc? I just want the charset for the weapon to shoot out, not to animate the charset. I would if I could sprite or had someone who was wiling to do them for me cause I really don't have time or the ability to do it, well no time to learn to do it anyway...yeah, so is it possible?

Blizzard

Obviously turn off the option for Actor Action Sprites. :P
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.

Hellfire Dragon

September 11, 2008, 12:47:09 pm #796 Last Edit: September 11, 2008, 12:48:09 pm by Hellfire Dragon
In the abs config it doesn't let you use weapons sprites unless you have actor action animations enabled :huh: Well I guess I'm going manual config then :haha:

EDIT: Still not working...

Makasu

I have a question about setting up a Critter's AI system. I have read the manual tons of times but I need help setting up this scenario:

Joe is a Critter
The Bear is an Enemy
Billy is our actor

I would like to have Joe mess with the Bear and only the Bear.
But when Billy comes to help Joe as long as Billy doesn't not hurt Joe. Then Joe will not attack Billy but only the Bear. Finally once Billy and/or Joe defeat the Bear, Joe goes back to a neutral state, and leaves Billy alone. How would I go about setting this up?

Joe is set up like this.

Joe\c[4]\[10000000]
The Bear works fine it's just Joe's crazy ass.

Also is there a way to remove the name, hp bar, and sp bar from the HUD? I only want to see the current item and skill equipped because I'm using another HUD. Thanks in advance.
Dead on Arrival is the name of my project. Topic thread coming sooner or later.

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Blizzard

September 11, 2008, 01:40:57 pm #798 Last Edit: September 11, 2008, 01:43:12 pm by Blizzard
By default, you as player can attack enemies and critters. Line 236 in Part 2 should be:
PlayerNegative = [2, 3, 4, 5]

Change it to:
PlayerNegative = [2, 4, 5]

Now the player shouldn't be able to attack passive critters.

I suggest that you rather edit your custom HUD as it would unconsistent if you were using two HUDs. Best is you ask somebody to add the hotkey information to your HUD.

@HD: Obviously you can't use Weapon Sprites if you have no Action Sprites. What do you want?! Weapons that swing around while the actor doesn't move at all?! Well, that won't work.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.

Makasu

September 11, 2008, 01:43:27 pm #799 Last Edit: September 11, 2008, 01:46:49 pm by Makasu
While thats greatly appreciated [[thank you!]] I would like for passive critters to not attack the player unless the player attacks them first.

Is there a way to not have the critter go all crazy? Because it switches to attack mode whenever I'm even near it. I just want to talk to it and its like, "Grahhh you're an enemy DIE!" not really but you get what I'm saying?

Oh and at the HUD is there a way that I could simply just move the location of that part?
I'll have to look into it and see. I'm not a scripter though. :[
Dead on Arrival is the name of my project. Topic thread coming sooner or later.

Me on deviantart.com
My talents: ShowHide

  • Spriting
  • drawing
  • html coding
  • website design
  • skating
             PM now for a personal quote!
[[Will draw character art for you for $$$ or scripts!]]