[XP] Blizz-ABS

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

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tSwitch

nonononono
he'll use his skills

he'll just get into melee range to use them
every
single
time.

it's like he doesn't know he has any range at all.

Turning off/on Actions in the enemy AI doesn't do anything either.


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winkio

Yes, I've noticed that too.  I put in a temporary fix by just giving them the same attack range as their largest skill range, but yes, this is a real bug/problem.

tSwitch

Quote from: winkio on January 01, 2009, 03:32:32 pm
Yes, I've noticed that too.  I put in a temporary fix by just giving them the same attack range as their largest skill range, but yes, this is a real bug/problem.


even that doesn't seem to do too much :/


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Shadonking

mine is doing that to, i just havent made enemies with projectiles before but i thought i would try to see if i have the same prob as you and you are correct.

what a shame, i had some cool ideas with projectiles.





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tSwitch

can enemies not use summon skills?
I can't find any details on it in the manual.


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Tazero

Yeah the manual doesn't give much info on bosses, How to make things happen after enemy death....Ect.


If you were a fish...

Blizzard

I noticed that myself in v2.x versions repeatedly already. I just keep forgetting to fix it for good. It's because either the can_execute method isn't executed right or it's not executed at the right times.
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tSwitch

ok so I'm not crazy then.


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legacyblade

January 02, 2009, 12:47:25 pm #1368 Last Edit: January 02, 2009, 04:26:36 pm by legacyblade
Oh, there's still a bug with the config application. It seems to have a fettish for adding a bunch of threes. I spent awhile going through all my items, sklls, and enemies, and taking out the 4 extra 3's added into the "animation frames" section. I generated a script, and it ignored the fact that I'd taken out the threes, and put them in the script anyways. And after I saved the configuration, closed the application, and reopened it, all the threes were back in the configuration. This happens for items, skills, enemies, and I think maybe even charge frames (haven't tested those). Not sure if someone else pointed that out, just thought I'd tell ya.

--edit

I'm not sure if I pointed this error out before, but when you kill an enemy, it moves around for a few frames while it fades. it can even attack you during those frames. It's very annoying, as sometimes you're low on health, then defeat the boss, then as it fades away, it kills you.

Blizzard

I thought I prevented that moving around while dying. ._. Looks like a bug returned...
The problem in the config app was solved, but your configs are corrupt so you probably want to reset them. >.< It happens to both of them, animation frames and charge frames for all four of them, weapons, skills, items and enemies. As I said, I fixed it, but you will have to reset the configs or fix them manually. Or you can just use an older config file if you have an old backup.
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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.

legacyblade

January 03, 2009, 12:26:21 pm #1370 Last Edit: January 03, 2009, 02:28:20 pm by legacyblade
I figured the config would be corrupt. That's why I made a new one with the same settings (as in I opened two instances of the config, and set the controls and other settings the same). I'll try doing that again, maybe I accidentally saved it with the wrong version of the config, XD

-edit, hey I tried editing the script, but I couldn't get what I wanted. When switch two is active, I want it to turn switch 3 on rather than calling a game over when the character dies. I couldn't get any of my edits to work. How would I go about getting that to work?

Blizzard

January 03, 2009, 02:43:55 pm #1371 Last Edit: January 08, 2009, 05:48:30 am by Blizzard
Part 3, line 6108 has the method "setup_gameover". Just mess with it.

EDIT: v2.22 is out. :3

Now the config app features a new save file format (.sbc) for the configuration application, but it can still read the old .cfg format. I will keep this compatibility for some while for convenience. Probably v2.3 or v2.4 won't have it anymore. In case somebody has still the old file format and the current app (in future versions obviously) doesn't support the old format, here is the app v2.22 separately. I will keep it on the server for a while.

http://downloads.chaos-project.com/v2.22%20converter.zip
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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.

winkio

Blizz, now that I have actually started making custom weapon sprites, I truly appreciate the awesomeness of your new system, so this is just a huge
THANK YOU
For being so awesome with that.  It really adds a lot to my game, and I never really tried doing it custom before, hence why this is so late.  Seriously, if any of you haven't seen what the new animation engine is capable of, you are missing out!

Blizzard

You're welcome. ^_^ Yes, the improved animation engine plus animation frame capability is awesome. I won't have to improve the graphics in CoSLAL EXA a lot, but I'll still be able to get way better animations by just using the animation frames. :D
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.

Sin86

January 10, 2009, 11:30:45 pm #1374 Last Edit: January 11, 2009, 12:01:16 am by Sin86
I got a problem with the enemy_recover_all command. I use the one in the latest version that is used the way the manual says and yet it isn't working anymore. Any enemy/boss that loses it's health with that code doesn't refill itself but rather instead dies. Is this something in the script or am I putting it in the wrong order? I have transformation go first and recover all go second. I even use a switch and it still isn't working. Even when it says "@SELF".

Blizzard

Using @SELF is pretty much the only way. When I put an enemy_transform and enemy_recover in an enemy event it works fine. Even this here to prevent a second transformation and healing is no problem:

Code: event code
if switch X off:
  script: enemy_transform(@SELF, new_id)
  script: enemy_recover(@SELF)
  turn switch X: on
end
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
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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.

Sin86

January 11, 2009, 12:08:57 pm #1376 Last Edit: January 11, 2009, 12:38:50 pm by Sin86
On previous scripts I had it like this.

Transform switch
$BlizzABS.enemy_transform(@SELF, 27)
$BlizzABS.enemy_recover_all(@SELF)

I put in the whole code and it still don't work anymore. I also did it like you said by putting the codes first and switch last and nothing worked. I think there might be something in the script that won't execute it right. Enemy_recover_all is not working like it used to and I think it was working well with version 2.15. I never did it with version 2.2 through 2.22 until I got 2.22 and I noticed that the code in script 2 is different for enemy_recover_all.

Blizzard

I'll look into it then.
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.

Reno-s--Joker

Hey um... not sure if you're already aware of this but by when assigning hot key slots to a particular character you can use the cycle through characters button (default 'O') to assign another character's skills to that character. When you try to use the skill, nothing happens. Which is good - because you shouldn't be able to use someone else's skills but it's bad that it was there in the first place... D:

I have downloaded version 2.22 of the script.
... is this supposed to happen?

Aqua

I don't see why it /shouldn't/ happen... lol

If Char A & Char B share some skills and Char A has a biiiiiiig skill list, but Char B only has 3, then it is easier to go to Char B's skill list to set Char A's hotkey to those 3 shared skills.

I hope that made sense... o.o