[XP] Blizz-ABS

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

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Blizzard

This looks to me as if you are using old savegames when you didn't have Blizz-ABS.
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Makasu

But it happens if I start a new game whenever the enemy is killed even if I've deleted my old save game files.
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Blizzard

Line 5654 and 5655 should be:

              if (b.is_a?(Map_Actor) && (min == nil ||
                  Math.hypot(b.real_x-char.real_x, b.real_y-char.real_y) < min))


I'll be sure to fix it in the next release of the script as well.
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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.

Makasu

Ahh thanks so much Blizz thats what it was. :D *powers up*
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Vein Pyroclasm

March 04, 2009, 12:59:02 am #1624 Last Edit: March 04, 2009, 01:21:01 am by Vein Pyroclasm
I have an item named Handgun Bullets.


How do I get the weapon named 'Handgun' to consume the bullets?

Also, I can't remember how you edit the y-offsets so that you don't jump up when facing the bottom of the screen.

Shadonking

dont you have to name your item icon for the bullet the same as the weapon then in the config click consume item. i think thats right, im not on my comp at the moment so i cant check.





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Blizzard

And there is no Y-Offset anymore. As I said numerous times already, the sprite system has been changed and improved.
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Makasu

Quote from: Shadonking on March 04, 2009, 04:52:21 am
dont you have to name your item icon for the bullet the same as the weapon then in the config click consume item. i think thats right, im not on my comp at the moment so i cant check.


Yes thats it. If the icon of the weapon needs to be the same as the character set. IE: character and character_handgun and the bullet would need to be named the same thing as the icon. Ie: bullet.png and bullet.png
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Vein Pyroclasm

Quote from: Blizzard on March 04, 2009, 05:51:10 am
And there is no Y-Offset anymore. As I said numerous times already, the sprite system has been changed and improved.


Then how do I stop my sprite from jumping 3 or 4 squares up the screen when attacking while facing down?

Makasu

Are you using the newest version? You shouldn't have this issue. Oh wait you need to readjust your sprites to fit. Thats what you're getting at. Because if they're still set to the previous means then yeah you just need to open up photoshop and slide them up or down [[depending on which direction they fall]] and put them into place.
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tSwitch

I can't get over 8fps regularly with my game right now.
and I have ABSEAL at 1, with Autokill on.

any idea how to help this?


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winkio

my fps are great.  Assuming that you don't have any other scripts, what's your config?

Makasu

March 04, 2009, 08:35:42 pm #1632 Last Edit: March 04, 2009, 08:42:56 pm by Makasu
I was curious as if there is a way to make a certain variable work if there are enemies on the map?

I mean I have it set up to where you gain a little bit of sanity if there are no enemies on the map but if there are then it flips on a switch that causes the sanity to slowly decrease.

Only problem is I get some error with doing it through two common events.
$game_variables[4] = $game_map.enemies.size

I'm using this code which stores it in variable 4. And I have it checking to see if the enemies present are greater than or equal to 1 then flip on switch 2 but if equal to 0 then switch 1 is off.

Again it seems to be set up correctly in my head but the problem being that when I go to test it out the game hangs up on me. :/

Now should I have the script piece thats called  inserted into a conditional branch or not?

any assistance is greatly appreciated. Thanks in advance.

And I'm not having any frame rate issues. Its just if I have a butt-load of enemies on the map then I get it. But other than that nothing.


ALSO!!!

Do I need to make a new page for the event to play the said item after it?
Because I have my events set up to give me sanity points but it should be set up to after they're dead if I remember correctly? But that doesn't seem to be the case so is there a special way of setting up this?

And I've RTFM in case.
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tSwitch

Quote from: winkio on March 04, 2009, 08:23:14 pm
my fps are great.  Assuming that you don't have any other scripts, what's your config?


other scripts:
running Shaded Text/Ultimate Font Override/Difficulties from Tons
CCOA's UMS
and a couple very small plugins for either BlizzABS or the basic system.

and stopping either of the parallel process common events I have isn't doing anything.

maybe it's just my computer...


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winkio

I meant your script settings for Blizz-ABS.  Like sprites, pixel movement, and stuff.

Aqua

@Makasu:

Do you arbitrarily make up script commands and hope they work? :P

If you looked in the manual, it says the way to check how many enemies are in the map is as follows:

Quote
3.2.1. How many Battlers are left on the Map?
If you want to know how many battlers or specific type of battlers you have still on your map, you can use an event Call Script command and use this syntax:
$game_variables[ID] = $game_map.battlers.size
$game_variables[ID] = $game_map.battlers_type(CLASS).size
ID is the variable ID in which you will store the result. CLASS is the type of battler which you are requesting. CLASS can be Map_Enemy, Map_Critter or Map_Object.

Landith

He was using the common event in Chronicles of Sir Lag a lot, not making it up :P
I used it to, but found out it didn't work so I looked in the Manual and saw what was wrong.

tSwitch

March 04, 2009, 09:57:44 pm #1637 Last Edit: March 04, 2009, 10:05:04 pm by NAMKCOR
Quote from: winkio on March 04, 2009, 08:48:33 pm
I meant your script settings for Blizz-ABS.  Like sprites, pixel movement, and stuff.


I'll post my config script for you then.

meh, the important part.

  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Config
  #----------------------------------------------------------------------------
  #  This module provides Blizz-ABS configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Config
   
    # 2.1. # Basic Configuration
    MAX_PARTY = 4
    MAX_PETS = 1
    MAX_MONSTERS = 1
    MAX_SUMMONS = 1
    CATERPILLAR = false
    ANIMATED_IDS = []
    HEAL_ON_LVLUP = true
    DISABLE_ABS_MODE = 0
    MENU_COLOR_TINT = 8
    ITEM_TIME = 30
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 80, 100)
    DROP_GOLD = ''
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
    PICKUP_ON_TOUCH = true
    EVENT_LOCK = 40
    FULL_DEFEND = true
    CORPSES = false
    EMPTY_CORPSES = false
    DIRECT_HOTKEYS = false
   
    # 2.2. # Movement Configuration
    PIXEL_MOVEMENT_RATE = 0
    REPAIR_MOVEMENT = false
    EIGHT_WAY_MOVEMENT = true
    NORMAL_SPEED = 4
    RUN_SPEED = 0
    SNEAK_SPEED = 0
    JUMPING = 2
    NO_JUMP_TAGS = [1]
    ALLOW_JUMP_TAGS = []
    NO_FLOOR_TAGS = []
    SNEAK_ON_CHARGE = false
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILTY = true
    ABSEAL_AUTOKILL = true
    FACTOR = 1
    DISABLE_ANTILAG_IDS = [13, 23]
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = true
    HUD_POSITION = 0
    HUD_TYPE = 0
    MINIMAP = false
    HOTKEYS = true
    ENEMY_HEALTH_BARS = 200
    MATCH_HEALTH_BAR_WIDTH = true
    BOUNCING_DAMAGE = false
    WEAPON_DATA_MODE = [0, 0]
    SKILL_DATA_MODE = [0, 0, 0]
    ITEM_DATA_MODE = [0, 0, 0]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '00000000'
    AI_DELAY_TIME = 20
    AI_MEMORY_COUNT = 80
    VIEW_RANGE = 5
    HEARING_RANGE_RATIO = 40
    RESPAWN_TIME = 0
    WALL_TAGS = [2]
    NO_ENEMY_TAGS = []
   
    # 2.6. # Animation Configuration
    ANIMATIONS = true
    SMALL_ANIMATIONS = true
    DISPLAY_LVLUP = false
    LVLUP_ANIMATION_ID = 0
    FLEE_LOOP_ANIMATION_ID = 0
    CALL_HELP_ANIMATION_ID = 0
    DEFEND_LOOP_ANIMATION_ID = 0
    UNSUMMON_ANIMATION_ID = 0
   
    # 2.7. # Sprite Control Configuration
    A_ACTION_SPRITES = false
    A_WEAPON_SPRITES = false
    A_SKILL_SPRITES = false
    A_ITEM_SPRITES = false
    A_IDLE_SPRITES = false
    A_CHARGE_SPRITES = false
    A_CHARGE_WEAPON_SPRITES = false
    A_CHARGE_SKILL_SPRITES = false
    A_CHARGE_ITEM_SPRITES = false
    E_ACTION_SPRITES = false
    E_SKILL_SPRITES = false
    E_IDLE_SPRITES = false
    E_CHARGE_SPRITES = false
    E_CHARGE_SKILL_SPRITES = false
    RUNNING_SPRITES = false
    SNEAKING_SPRITES = false
    JUMPING_SPRITES = false
   
  end


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Makasu

@Aqua: No I don't make them up. Like  Landith said I was using the ones from COSLAL but they don't seem to work the way I want them too despite the way they're set up. But yes I've looked in there at that but didn't see much of a difference. I guess I'll go from there.
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Aqua

CoSLaL uses a VERRRRRY old version of Blizz-ABS.
A lot has been changed since then... the only thing I can think of right now that hasn't is just basic configuration. XD