[XP] Blizz-ABS

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

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Landith

Yeah, that and the controls. Which, I guess, are part of Basic Configuration...
I can't wait for CoSLAL: EXA Edition though... It will be EPIC, almost as EPIC as TLoL4. Almost...

Makasu

March 04, 2009, 10:29:53 pm #1641 Last Edit: March 04, 2009, 11:28:22 pm by Makasu
Yeah I got it to work. Thank you for pointing that out Aqua. :D *powers up* But yeah I can't wait for it either. We shall see how awesome it is. I don't doubt Blizz though. He knows what he's doing. But whats TLOL4???

Oh wait but now I need it to check if there are 0 enemies to increase the sanity it still takes it away. :(


I guess what I really need to know is if there is a way to make it so that once a map is cleared of enemies it considers them gone from the map. Because the way I want to set it up is that when all the enemies on a map are gone then you'll regain sanity. When some show up then you start to lose it. It works on maps that have no events prior but on maps that had enemies it doesn't work like that.
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Blizzard

March 05, 2009, 04:31:35 am #1642 Last Edit: March 05, 2009, 04:34:02 am by Blizzard
o.o;

To clear things up...

Yes, I've changed the commands. And yes, you shouldn't use CoSLAL as reference. That includes the sprites from the demo. I have posted a zip file with the updated (not all of them) sprites.

@NAMK: What about Blizz-ABS alone in a new project?

@Makasu: TLOL4 (aka The Legend of Lexima IV - Chaos Project) is my RMXP game which has entered beta stage just recently. :P Surpringily I'm not using my ABS as battle system. I made yet another custom battle system for that. It looks like the default but it's completely pimped. <3
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Makasu

OHHHHHHHHHHHH hahhah wow I need to play it!! I've seen it a couple of times but its always just been under my radar. I think I saw a youtube video of it once? Not to sure. Downloading now. But you didn't use your baby?!?!?!? Isn't that like child neglegence? Hahah j/k.

But yes I realized that now becuase when I used the on in the manual it worked. But still the game won't check if there are enemies if the map already had them on there it'll only work on maps without enemies. Is there a way to counter this method or something? Because I have my event set up as

Conditional Branch : Variable [004:Enemies on map] <= 0
Control Variables: [Sanity]+=2
wait 20 frames


and I'm storing the enemies in
$game_variables[4] = $game_system.battlers_number
$game_variables[4] = $game_system.battlers_number_type(Map_Enemy)


But again it only works on maps where there haven't been enemies already placed.
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tSwitch

Quote from: Blizzard on March 05, 2009, 04:31:35 am
@NAMK: What about Blizz-ABS alone in a new project?


I checked with Zylos, his computer is pretty much as fast as mine, and it runs at a steady 30-40 FPS, so it's likely just my VistAIDS.  I'll release the game later today, and if other people experience lag, then I'll try to figure it out.


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Landith

March 05, 2009, 05:17:46 pm #1645 Last Edit: March 05, 2009, 05:19:08 pm by Landith
Quote from: NAMKCOR on March 05, 2009, 08:41:10 am
I'll release the game later today

Sweet! I can't wait to play it :)

Quote from: Makasu on March 05, 2009, 08:26:58 am
But yes I realized that now becuase when I used the on in the manual it worked. But still the game won't check if there are enemies if the map already had them on there it'll only work on maps without enemies. Is there a way to counter this method or something? Because I have my event set up as

Conditional Branch : Variable [004:Enemies on map] <= 0
Control Variables: [Sanity]+=2
wait 20 frames


and I'm storing the enemies in
$game_variables[4] = $game_system.battlers_number
$game_variables[4] = $game_system.battlers_number_type(Map_Enemy)


But again it only works on maps where there haven't been enemies already placed.

Erase this:

$game_variables[4] = $game_system.battlers_number_type(Map_Enemy)

You don't need that, and if it still doesn't work, then you need to define the variable before the conditional branch in your event and make sure it's Parell Process.

Also, your using the wrong code, it's this...

$game_variables[ID] = $game_map.battlers.size
not

$game_variables[ID] = $game_system.battlers_number

That checks how many enemies the map originally had, not how many there are now.

Makasu

Landith you're my hero. :3
Dead on Arrival is the name of my project. Topic thread coming sooner or later.

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Landith

No problem, it explains it in the game "Blizz-ABS Tutorial" located in the New Projects section if you need any more help with the Basic Features of Blizz-ABS. :)

nathmatt

ok i have 1 question i did know how to remove the premenu then add the scenes to my menu but u cant figure it out since you changed it all mainly need the Ai trigger scene & behavior scenes because the menu cant read them in ur script
Join Dead Frontier
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tSwitch

alright, need help big time.

I made respawn points for a specific fight.
they have guards, and when the guard dies, I want the respawn point to cease to exist as well.
however I try renaming the event, or using an 'erase event' call, and the enemies still respawn there.

is there any way to terminate a respawn point?


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Makasu

March 06, 2009, 02:41:28 pm #1650 Last Edit: March 06, 2009, 02:44:25 pm by Makasu
You could make it where you have to kill it? Or is that not possible? Why not use variables?

Like
conditional if variable [x] >= 0


then it cuts on a switch. Then go to the spawn point. Make a new page and put it to where the switch is on.
Of course you'd have to make it so that when the enemies are downed they add a point to the variable.

$game_variables[x] = $game_map.battlers_type(Map_Enemy).size


Store the enemies in the x variable. Then have an even that'll check if the conditions are met and then flip on the switch. I think it'd need to be a parellel process though because autorun seems to freeze rmxp. :p

Or use a common event. Those are just easier to work with imo.
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tSwitch

March 06, 2009, 03:38:13 pm #1651 Last Edit: March 06, 2009, 03:41:32 pm by NAMKCOR
Quote from: Makasu on March 06, 2009, 02:41:28 pm
bafgiponibkhadfskjstuff


that's all irrelevant.
it also wouldn't work.

the respawn points spawn small enemies
there is a guard for each point that keeps them open
when the guard dies, the point goes away

I have a switch on the guard which calls page 2 of the respawn event, which only has an 'erase event' trigger.
I've also tried renaming the event \respawn[] to make it not respawn any enemy types, this didn't work so I tried \respawn[99], since I don't have an enemy 99, and this also did not work.

also:
Makasu, Auto run doesn't freeze RMXP, they are designed to take over operation of the game, so that the player cannot do anything while the auto run event is running.


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Shadonking

Cant you just rename the event something else in stead of having respawn in it, could that solve the prob.

if you want to upload a little demo of the problem and then i can see if i can come up with something.





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tSwitch

Quote from: Shadonking on March 06, 2009, 03:59:04 pm
Cant you just rename the event something else in stead of having respawn in it, could that solve the prob.

if you want to upload a little demo of the problem and then i can see if i can come up with something.


I've tried renaming it blank and it still doesn't work.


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Shadonking

i see, could you make it so it originaly doesnt have a command in its name but in the event have it to change its name when a certain switch is off then when you want it to stop have another conditional branch in that when the variable or switch you want to trigger it to stop then rename it again to get rid of the command and turn the other switch on to stop it from renaming itself to begine with.

i think that made sense. if it didnt i could put up a picture to explain it better.





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Makasu

 
Quote from: NAMKCOR on March 06, 2009, 03:38:13 pm
Quote from: Makasu on March 06, 2009, 02:41:28 pm
bafgiponibkhadfskjstuff


that's all irrelevant.
it also wouldn't work.

the respawn points spawn small enemies
there is a guard for each point that keeps them open
when the guard dies, the point goes away

I have a switch on the guard which calls page 2 of the respawn event, which only has an 'erase event' trigger.
I've also tried renaming the event \respawn[] to make it not respawn any enemy types, this didn't work so I tried \respawn[99], since I don't have an enemy 99, and this also did not work.

also:
Makasu, Auto run doesn't freeze RMXP, they are designed to take over operation of the game, so that the player cannot do anything while the auto run event is running.


And thats not true. You could do it with a variable! Just set the guard to when they get killed they add a point or whatever and when the point equals the one then it'll just rename the event. Which would in turn delete the spawn point.
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winkio

The way Blizz-ABS is set up, I'm pretty sure that respawn points can't go away.what you could do is check the switch to make it go to a rename/erase event, then tele to another map (copy of the same map), then tele back.  It might work.

tSwitch

Quote from: Makasu on March 06, 2009, 06:30:39 pm
And thats not true. You could do it with a variable! Just set the guard to when they get killed they add a point or whatever and when the point equals the one then it'll just rename the event. Which would in turn delete the spawn point.


it's the same as doing it with switches, which isn't working.
so yes, it's true.

Quote from: Shadonking on March 06, 2009, 05:09:36 pm
i see, could you make it so it originaly doesnt have a command in its name but in the event have it to change its name when a certain switch is off then when you want it to stop have another conditional branch in that when the variable or switch you want to trigger it to stop then rename it again to get rid of the command and turn the other switch on to stop it from renaming itself to begine with.


I kinda got an idea of what you said, and I'll give that a shot.


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G_G

Okay what line do I go to to make it where the items dont drop as icons? I found it when Makasu asked for it and blizz said the line. That wasnt the line but than again that was an earlier version. Could someone tell me what line please?

Blizzard

Turn on the "Corpses" option.

@NAMK: I'll be sure to remove respawn points that are erased in the next version.
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