[XP] Blizz-ABS

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

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RoseSkye

Quote from: Hellfire Dragon on March 18, 2009, 12:52:48 pm
The way Makasu says is right if you only want to stop showing the hud, minimap, or hotkeys, if they already being displayed. If you want to disable the button completely use this,

$game_system.hud_button = true/false
$game_system.hotkey_button = true/false
$game_system.minimap_button = true/false

Just remember to turn them back on after

Also most of this stuff is in the manual under Utilities, which is section 3.2 ;)


DOH! Manual

war-famine_strife-death

March 19, 2009, 02:15:04 am #1741 Last Edit: March 19, 2009, 05:04:55 pm by war-famine_strife-death
Hey Blizz can you set it up so that shields work like weapons you know- EX: ICON = Shield 01.png, Shield 02. png; CHARSET = Base_def.png , Base_def-shield 01.png, Base_def-shield 02.png, etc.Because I have three shields on my game and it only shows what you have set with _def that and, even if you don't have a shield equipped it still shows the animation when you press the shield button. If Blizz doesn't have time can someone make a plug-in for it?

EDIT: Thanks Blizz, can't wait until the new version is ready.
"Shall I give you despair?" -Sephiroth-

Blizzard

I think I can include that as native Blizz-ABS feature.
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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.

Hellfire Dragon

Hey blizz, I just made a new project with nothing but Blizz ABS and the UMS. I have running sprites enabled, when I press run though it pops up saying that it can't find "_run" if I make a blank charset named _run the normal running charset works fine. So my charset is main.png the running charset is main_run.png you can see the charset changing behind the pop up btw easy fix with a blank charset but still, thought I'd say something.

Aqua

This bug's been notified at least 3 times now.

Winkio gave a temporary fix somewhere in this thread.

Hellfire Dragon

Well i couldn't find it :O.o: Also it keeps switching between normal and run charsets, if that hasn't already been reported, I can't find anything on it :P

Shadonking

that error was also reported.

i think the other error fix is on page 79 or around there.





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Landith

Yupp

Quote from: winkio on March 01, 2009, 10:08:28 pm
okay, for the running sprites(the solution was so small it took me forever to find...):

in the same sprite update, in the line that says
elsif self.moving? && self.attacked <= 0 && self.running? &&


replace self.moving? with: (self.moving? || Input.dir8 != 0)

That other error sounds like an error with enemies...


There is the solution... >.>

RoseSkye

March 20, 2009, 03:44:30 pm #1748 Last Edit: March 20, 2009, 04:49:17 pm by RoseSkye
Any fix for when a party member is walking directly under the leader?

(P.S. Anyone know the code snippet that tells which one actor is the leader to use with the condition event branch?)

Blizzard

I wasn't able to find the reasons for it so far. Do you think you could put a demo together that demonstrates the problem? I've had it before, but I thought that I was able to get rid of it. Obviously I wasn't thoroughly enough. ._.;

What do you need the scnippet for? The leader is always the first actor in the party. You can check that with this piece of code:

$game_party.actors[0] == $game_actors[ACTOR_ID]
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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.

RoseSkye

Quote from: Blizzard on March 20, 2009, 05:55:08 pm
I wasn't able to find the reasons for it so far. Do you think you could put a demo together that demonstrates the problem? I've had it before, but I thought that I was able to get rid of it. Obviously I wasn't thoroughly enough. ._.;

What do you need the scnippet for? The leader is always the first actor in the party. You can check that with this piece of code:

$game_party.actors[0] == $game_actors[ACTOR_ID]



Like if actor 1 was leader .. well I guess this is it lemme test it.

war-famine_strife-death

About that problem with party members walking directly under the party leader, it seems to happen whenever there are no more enemies on screen and the party members return to the caterpillar, instead of going behind the party leader they go to the exact spot as the party leader. I usually just switch party leaders and move a square or two to fix it and then switch back to my other character.
hope that helps.
"Shall I give you despair?" -Sephiroth-

RoseSkye

Anyone know if Ccoa's weather script is compatible with BlizzABS?

Landith

I think it is, I use it without a problem

RoseSkye

This has been bugging me for awhile, but.. um.. my party members are not able to summon. Any fixes?

Blizzard

It works for me. o.o;
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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.

Aqua

When I use force action on an enemy, there's a slight 2-3 second delay before it actually takes place...
The enemy's regular action command has nothing in it. 
Although for what I'm doing, it's not that big of a problem, it'd be better if it was immediate XD

Mmm...
When I forced a critter that was dead to do an action, I get

Blizz-ABS Part 2 line 2433: NoMethodError occurred

undefined method 'valid?' for nil:NilClass


if enemy.valid?

RoseSkye

Quote from: Blizzard on March 22, 2009, 01:38:00 pm
It works for me. o.o;


I guess its because I put a charge time on the summon so the player can't spam the crap out of it.
Any way to make charges uninterrupted when the enemy hits?

*checks manual*

Aqua

Part 3.
Lines 642, 680, 715

@charge = nil if result


Just delete (or comment) it

RoseSkye

Quote from: Aqua on March 22, 2009, 03:44:42 pm
Part 3.
Lines 642, 680, 715

@charge = nil if result


Just delete (or comment) it


B-b- I just want charge interruption deleted for summons :(