[XP] Blizz-ABS

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

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Shadonking

February 11, 2009, 05:39:47 pm #1480 Last Edit: February 11, 2009, 05:51:19 pm by Shadonking
the newest config uses a new type of save from from 2.23. also have you changed the attack sprites to the new format. they are no longer positioned the same it the sprites.

this might be a helpful bit of info for the config

QuoteNow 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


and if you havent set the sprites up correctly this will give an idea of how they are supose to be now http://downloads.chaos-project.com/BlizzABSCharacters.zip





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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

ALiCES_EMOTiON

February 12, 2009, 03:40:21 am #1481 Last Edit: February 12, 2009, 03:45:06 am by ALiCES_EMOTiON
Quote from: Blizzard on February 11, 2009, 02:03:03 pm
It should mod the basic script to allow repeated use of the skill/item when you hold the button. Did you set the penalty to 1? Also, "Bow & Arrow" requires items which are used as ammo, "Bow" doesn't.


Ok, I have sorted that, but the projectiles still don't shoot as fast as those in your star g demo. Also, how can I move whilst shooting? My character stands in one place and constantly shoots, rather than me being able to move around and shoot.

Blizzard

Quote from: Kagutsuchi on February 11, 2009, 04:38:17 pm
Blizz ABS 2.23 config cannot open a config file from blizz abs 2.21. (I cannot even see the file, when trying to find it with the blizz abs 2.23 config.) If this isn't fixed I am never going to update to a new version of the blizz abs, because I got so much info stored there that transfering it to a new config will take me hours.


I'm not sure why 2.23 doesn't want to open it, I haven't changed the config app. :/ Try v2.22 of the config just to be able to convert the file: http://downloads.chaos-project.com/v2.22%20converter.zip

Quote from: Kagutsuchi on February 11, 2009, 04:38:17 pm
Also, this is a bug in 2.21, because for reasons metioned above I cannot upgrade to 2.23. I am currently creating animated battle actors for my game. I have one called 016-Thief01_atk1 (character spirit) and one called 016-Thief01_wpn1, like explained in the help documet. However when I try to attack I get the error message that 016-Thief01_01 is missing. And when I try to save the character spirit as 016-Thief01_01 aswell, the character just appears to have been cut in two o.o


What Calintz said.

Quote from: Kagutsuchi on February 11, 2009, 04:38:17 pm
EDIT: It seems like the config is named 2.20, althought it is from blizz abs 2.21.


I am aware of that. I forgot to set the version variables. It is 2.21 regardless what it says. Just check the file version in the properties.

Quote from: ALiCES_EMOTiON on February 12, 2009, 03:40:21 am
Quote from: Blizzard on February 11, 2009, 02:03:03 pm
It should mod the basic script to allow repeated use of the skill/item when you hold the button. Did you set the penalty to 1? Also, "Bow & Arrow" requires items which are used as ammo, "Bow" doesn't.


So I can't just use this for a bow? I have to use it only on skills and bow and arrows?


Yes, it was only made for skills and items. It can be easily enhanced, though. You need to copy paste one of the methods and edit it by changing "skill" and "Skill" to "attack" and "Attack". It might just work out.
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Kagutsuchi

February 12, 2009, 10:35:21 am #1483 Last Edit: February 12, 2009, 10:39:43 am by Kagutsuchi
My battle spirits is set up the way they are in the zip file. Here are previews of how they look:

Spoiler: ShowHide

Spoiler: ShowHide


They should follow the template perfectly.

(EDIT: For some reason the forum rescales them, right click and select view image to view them in full size)

Blizzard

It doesn't. The weapon file is still int the only format. The new format requires weapons to be located on the image as if the character was in the center 32x32 pixels. That means that you probably need to move the weapon images up by 32 pixels in the picture.
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Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Kagutsuchi

February 12, 2009, 10:59:22 am #1485 Last Edit: February 12, 2009, 11:09:58 am by Kagutsuchi
Ahh, thanks. I created the weapon right on top of the weapon in the zip file, so I couldn't understand that something could be wrong with it ^^;;

Edit: Tried and failed.

tSwitch

Quote from: Kagutsuchi on February 12, 2009, 10:35:21 am
My battle spirits is set up the way they are in the zip file. Here are previews of how they look:


*sprites


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Holyrapid

I was wondering if this is VX compatible, because i love this system. It´s so great. But if somebody allready asked ETC. i´m sorry because there´s 75 pages and i´m not gonna read all that just to find out anserw to my question, if there even was one.
And if this isn´t VX compatible, could you make a VX compatible version?

Blizzard

It's alright.

Sadly no, it's not VX compatible. Making it would take days, especially since I don't know how VX is structured.
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arachnidkid

When I try to start up a play-test of my game, I keep getting the error 'TypeError' in line 112 of the third part of the v. 2.23 script (which reads 'class Map_Battler < Game_Character').

The full error message is 'Script ABS pt. 3 (the name I gave to the script) line 112: TypeError occurred.  Unidentified superclass 'Game_Character'.

Any help would be greatly appreciated.

winkio

It sounds like you either do not have the default scripts or are not using XP.  Because those are the only scenarios I can think of in which you would get that error.  Remember that you need the default scripts (except main) ABOVE BlizzABS, and you need to use RMXP.

Holyrapid

Well, if someone ever makes a VX version of this, please tell me. I´d love to have this in my VX game...

Blizzard

Quote from: winkio on February 12, 2009, 10:55:42 pm
It sounds like you either do not have the default scripts or are not using XP.  Because those are the only scenarios I can think of in which you would get that error.  Remember that you need the default scripts (except main) ABOVE BlizzABS, and you need to use RMXP.


And this: http://forum.chaos-project.com/index.php?topic=23.0
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tSwitch

Quote from: Pyhankoski on February 13, 2009, 02:53:13 am
Well, if someone ever makes a VX version of this, please tell me. I´d love to have this in my VX game...


there is a very good VX ABS already out there, I'll try to find it for you and PM you with it.


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Holyrapid

Wow, thanks Namkcor. You´re a nice guy. Well, thanks.

winkio

February 14, 2009, 10:50:05 am #1495 Last Edit: February 14, 2009, 11:23:21 am by winkio
Ok Blizz, with Dissipate in full swing, I know that I am going to be finding quite a few errors here (no offense, it's just so huge).  I'll just post the first ones here, but if you want a seperate topic or a combined post, just let me know.

For now, I'm having this weird error that I can make little sense of.  In sprite_update of Map_Actor in Part 3, you handle the run/jump/sneak sprite changes.  For some reason for me, it errors out because it looks for files name "_run.png" instead of "Creek_run.png".  All I can think of it that you are somehow initializing character_name_org too early, as in you are setting it to the character name before the character name is actually set, resulting in character_name_org being set to nil.

EDIT: ok, I did some testing, and have some more info.  Basically, the main actor works fine, but for some reason, the caterpillar or party members (even though it is empty) switches to the _run sprite as I am running.  It is really quite wierd.  I guess you need to fix the empty caterpillar slot update thing.

EDIT2:  I fixed it by adding in:
return if @character_name_org == ''

at the beginning of sprite_update.  Basically, it was trying to change suffixes even if there was no sprite.

legacyblade

Blizz, i don't know if this bug has been reported, but I'm having trouble. The player cannot pick up items in the following circomstances (eg, they walk up to it, press the action button, and...nothing happens)

1. if the item is a corpse
2. if the item is dropped gold (when you use the dropped gold icon)
3. if there was only one enemy on the map to begin with
4. (when using multidrop from tons of addons) if there was only one enemy on the map, the last dropped item cannot be picked up.

And yes, I'm sure that it always happens under those exact circumstances. I couldn't find any other instances of not being able to pick up dropped items, but that doesn't mean there aren't a few other obscure situations where the player can't grab the dropped item.

Hope this one is fixed soon, it'd be a really annoying bug.

Blizzard

I've encountered and fixed it already a couple of times. Looks like it's back. :/
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Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

ALiCES_EMOTiON

How exactly do you set predefined enemy move routes and attacks? (For example if I wanted to make a boss). I looked in the manual but couldnt find it.

legacyblade

Section 3.2.13. Battleflow Controls

You use that stuff in the script call of an event's move route, if I'm correct. Set the event's move route to custom, and then use regular movement commands, and script calls for the battleflow controls. That should do it.



And now I have my own question. Is there a way to give an enemy a state that causes them to deal damage to any actor they touch? (I'm making a boss shoot through the air, and hurt anyone the touch. The reason I don't want to use a projectile is I want it to be possible to hurt the enemy while they're in the "I hurt you if I touch you" state. If I missed something in the manual that explains how to do this, sorry, I read through it.