[XP] Blizz-ABS

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

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Blizzard

That's not a list of available commands, it's a list of strings that is used to display the hardcoded commands. That part of the script is not part of the configuration and shouldn't be edited as you most probably WILL screw up the script (as you just did). That part is only there so you can easily translate the script or change the commands.

I repeat: Do NOT edit parts of the script that you don't understand and that are not the configuration script or you WILL screw up the script. Or do it on your own risk.
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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.

ALiCES_EMOTiON

Done it, I saw no risk of it messing up my system, just simply changed:

when 0
          # play sound
          $game_system.se_play($data_system.decision_se)
          # set in_battle flag
          $game_temp.in_battle = false
        when 1
          # if not actors in the party
          if $game_party.actors.size == 0
            # play buzzer sound effect
            $game_system.se_play($data_system.buzzer_se)
            # exit method
            return
          end
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create hotkey assignment scene with the current screen tint
          $scene = Scene_Hotkeys.new(@view.tone)
        when 2
          # if not actors in the party
          if $game_party.actors.size == 0
            # play buzzer sound effect
            $game_system.se_play($data_system.buzzer_se)
            # exit method
            return
          end
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create AI setup scene with the current screen tint
          $scene = Scene_AI_Behavior.new(@view.tone)
        when 3
          # if not actors in the party
          if $game_party.actors.size == 0
            # play buzzer sound effect
            $game_system.se_play($data_system.buzzer_se)
            # exit method
            return
          end
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create AI setup scene with the current screen tint
          $scene = Scene_AI_Triggers.new(@view.tone)
        when 4
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create map scene
          $scene = Scene_Map.new
        end
        # exit this scene
        return true
      end
    end
    # don't exit this scene
    return false
  end
 
end


To:

       
when 0
          # if not actors in the party
          if $game_party.actors.size == 0
            # play buzzer sound effect
            $game_system.se_play($data_system.buzzer_se)
            # exit method
            return
          end
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create hotkey assignment scene with the current screen tint
          $scene = Scene_Hotkeys.new(@view.tone)
        when 1
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create map scene
          $scene = Scene_Map.new
        end
        # exit this scene
        return true
      end
    end
    # don't exit this scene
    return false
  end
 
end


Then set the line to:

CommandsPreMenu = ['Hotkeys', 'Cancel']


Thanks for replying anyway though :)

Tazero

I can't get the gun to work right instead of a bullet it show a screwy arrow is behemoth's abs able? like the bullet sprite with work with B-abs


If you were a fish...

Landith

I made a quick bullet if you want it Meta, it works with BABS. I think that's what your asking...

winkio

Ok, a few things that have irked me:

1.  Monsters that i set to "Fixed" move routes in their events just move around randomly.  I want an enemy to stay stock still until you get in range and then it will attack you.
2.  I thought I mentioned that same bug as Memor-x earlier.  weird.  Nevertheless, same thing happens to me.  it is related to some type of animation sprites, I think it happens if you have charge sprites enabled or something like that.
3.  Custom move routes in general don't seem to work for enemies.  I mean, they move customly until you get in range, and then they attack you.  Do you have to have a boss for a custom move route?  If so, I'd reccomend an extra tag for enemies that does that...

Memor-X

Quote from: Blizzard on February 26, 2009, 03:21:32 am
I'll look into it. Does it always happen? It's possible that your configuration is corrupted since I changed the format of the weapon/skill/item/enemy attack type.


that's what i thought in the begining, but i created a brand new file, set it up exsactly like i had it and i still get the error, strange thing is that if i got strait to the weapon/skill/item config without saving a file or changing the other settings, the error doesn't come up

winkio

Quote from: winkio on February 26, 2009, 05:54:09 pm
it is related to some type of animation sprites, I think it happens if you have charge sprites enabled or something like that.

Memor-X

Quote from: winkio on February 26, 2009, 10:22:08 pm
Quote from: winkio on February 26, 2009, 05:54:09 pm
it is related to some type of animation sprites, I think it happens if you have charge sprites enabled or something like that.



dam, well hopefuly it gets fixed soon, it really helps in battle if you can see that your allies are charging ready for a skill telling you to get over there and protect them, just how long has that error exsisted

Blizzard

Sadly I'm a bit busy lately so you will have to wait some more for the next Blizz-ABS version. I'll try to fix the reported bugs and add a few important features (i.e. enemies have a defined moving route and change into normal combat mode when they see you). But first things first. The first thing I will do is the alignment setup in the config as it opens many possibilities that have been asked for and which had to be made working using so-called hacks. :/
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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

A few queries:
When there are too many enemies on the map and i hit the attack button i get a noclass : nil defination error
The app doesn't evin give me the line number eitheer


If you were a fish...

Blizzard

Then it's your fault in a script call.
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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.

ALiCES_EMOTiON

When you have actor sprites enable, and you use a skill whilst running, your character stops, uses the skill, then is able to move again. If you disable actor sprites you can run and use skills without ever stopping. Is it possible to enable actor sprites, use a skill, but not stop as you use the skill, but just keep on moving? Cheers.

Blizzard

You haven't set up the penalty time properly or else the actor wouldn't be able to move when you don't use sprites.
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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.

ALiCES_EMOTiON

For example: I have set a skill to be shot, using the bow spec. I also have your rapid fire. Now this is what happens:

I disable ALL actor sprites, set the penalty to 0, and then when I play my game, I can run around constantly shooting and my character will never stop.

If I ENABLE actor sprites, every time I shoot my character will stop. What I am asking is that can I enable sprites, but not have my character stop moving when the animation kicks in?

Blizzard

Actor sprites limit the penalty frame number through the animation frames time to prevent glitches if you haven't noticed.
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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

I don't know how necessary this is, but something that you might want to think about adding at some date in the future: custom hitboxes for huge bosses and such.

Blizzard

I already thought about it, but it will be troublesome. I'm still thinking about how to implement it properly.
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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

But i didn't use a Script call......


If you were a fish...

Blizzard

If you don't get a line number, it's a script call that caused the problem.
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Daygames
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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'll try again later ty blizz


If you were a fish...