[XP] Blizz-ABS

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

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winkio

comments would be "easier" true, but also laggier.  Blizz already went over this before, but believe me, every choice he made in his code he made for a good reason :)

Also, read the manual.  Tons of good stuff in there :)

G_G

January 31, 2009, 09:23:36 pm #1441 Last Edit: February 01, 2009, 01:36:41 pm by game_guy
Well I don't know if anyone could do this. It'd be really helpful and I needed it before I release my demo of my game.

I needed a force push that knocksback the enemy more than one square.

And maybe a force choke. <= This one isn't as necessary as the first one but would still be cool.)

Please anyone who can help would be great.

EDIT:
I have a problem. Exactly what do I need on to see the weapon sprites. I have Chewbacca's crossbow setup but it won't show the projectile. I have the right icon, I have Actor Action Sprites = true, ACtor Weapon Sprites = true. The right weapon is equipped. I have teh right sprites. What am I missing?


I fixed it it I forgot to mark the weapon as bow.

I have another problem still. The AI System isn't calulating his range when he has the weapon BOW. He had a gun but keeps going close to them. Also he had a sword and it worked fine.

Blizzard

I am aware of the range problem. He does calculate the range right, but rather than keeping distance from which he can still hit the player, the enemy moves toward the player.
I'll fix that probably in the next release.
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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.

Daxisheart

I've got a problem. When a character casts a basic direct skill on himself, like cure with a "magic skill" animation on himself and a "hp heal animation 1", it should be that both animations appeared. But only "hp heal 1 " animation appears. When I cast it on another character, both animations appear, one on the caster, one on the target. Any help?

EDIT: Oh shit! I just remembered that only one animation can appear on a character at a time! Damn, that's pretty crappy. Is there some config to fix this?
"Oh hey look godless stuff": ShowHide
What is really, really interesting is that while Abrahamic Christians give so much importance to their own free will, by their very definition of their God they deprive Him of free will.
The concept that He is not human and thus not derive the same morals as us really does not work. If his idea of morality, good or evil, is beyond us, is beyond our comprehension, why should we care? If he judges that not saving a woman from being raped a murdered a moral decision, then we should still trust him?
god i am such an atheist asshole.

I am on such a coolkid atheist rampage this week.

Landith

I think it's built into the RMXP System so I doubt it.
But... You could have separate skill sprites and have it appear to be animating.

But... I could be completely wrong and you could just change a line. I'm not too sure...

G_G

I need a request.
Could someone tell me if its possible to make non-moving enemies that shoot at you when you are in range? If it is possible could someone tell me how please.

Calintz

I don't know much about his script, but that seems EXTREMELY possible...I know it can be done without using his script, so I'm damn near positive that you can do it with his script...

winkio

im gonna have to go with

READ THE GODDAM MANUAL

on this one.

Blizzard

Quote from: winkio on February 03, 2009, 02:14:00 am
im gonna have to go with

READ THE GODDAM MANUAL

on this one.


<3 <3 <3

Quote from: game_guy on February 03, 2009, 12:44:11 am
I need a request.
Could someone tell me if its possible to make non-moving enemies that shoot at you when you are in range? If it is possible could someone tell me how please.


Use \move in its name and it won't be able to move. A good idea would be a custom view/hear range for that enemy. Or a custom moving route that makes the enemy face the player all the time. Maybe custom delay time as well.

That's it.
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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.

G_G

Thanks guys I feel really retarded now. I know I saw it somewhere in the manual I just dont remember. I know its possible to make it without the script but everytime I tried custom movement routes the enym still moved.

Anyways I am using it for turrets in my game that shoots double lasers.

shdwlink1993

Blizz, I think I found a small bug in Blizz-ABS. :o

On line 2316 (or thereabouts), part 2, it says to change the enemy battler's hp. This is in 'enemy_change_sp'. Changing the enemy's hp does change the hp like advertised, so I think change_sp is supposed to change the sp and not the hp. ;)
Stuff I've made:




"Never think you're perfect or else you'll stop improving yourself."

"Some people say the glass is half full... some half empty... I just wanna know who's been drinking my beer."

Blizzard

It's probable that I messed up there. I repeatedly keep messing up that part. xD
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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.

goth1sniper

February 07, 2009, 12:48:52 pm #1452 Last Edit: February 07, 2009, 12:50:20 pm by goth1sniper
 :'(

G_G

February 07, 2009, 07:52:25 pm #1453 Last Edit: February 07, 2009, 08:11:55 pm by game_guy
This is extremely wierd. I have a parallel process setup and when BABS is installed the parallel process isnt working. When I take it out it works just fine.

nevermind the parallel process isnt starting at all

Re-Edit its not working when babs is in it

Blizzard

It's not a problem with Blizz-ABS. Parallel processes work just fine in Star G. Do you have multiple parallel processes? Are their conditions set properly? Have you tried using a message window display so you definitely know that the parallel process is being processed? Maybe it's the parallel process itself that isn't set up right.
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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.

G_G

This what I have. I had an autorun event that set some pictures and variables up. Then I turned Self Switch A on at the end of the Autorun event. The next page has the parallel process and Self Switch A is checked and yes a message is in there but its not working. Then I took the parallel process page that came after the autorun page and put it in a new event and it worked just fine.

Blizzard

Are you deleting the event with the autorun by any chance?
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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.

Tazero

I'm having problems with sprite control.....
it keeps asking for Arianna-02 Weapon-002


If you were a fish...

Kagutsuchi

If I have a parallel process and I can't see the events (spirits) it involves, the parallel process doesn't run.

Blizzard

Quote from: MetaKnight on February 09, 2009, 06:55:03 am
I'm having problems with sprite control.....
it keeps asking for Arianna-02 Weapon-002


Obviously the script is trying to display the weapon sprite of the weapon with icon Weapon-002 for the sprite Arianna-02. If you have read the manual, you would know that.

Quote from: Kagutsuchi on February 09, 2009, 07:15:32 am
If I have a parallel process and I can't see the events (spirits) it involves, the parallel process doesn't run.


The "Autokill" option prevents update of events without sprites. If you have read the manual, you would know that.
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.