[XP] Blizz-ABS

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

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Blizzard

Then I'm not sure why it doesn't work. Try using a p command to check the value.
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G_G

May 03, 2009, 12:38:25 pm #2041 Last Edit: May 03, 2009, 12:55:09 pm by Youngster Gi Gi
Spoiler: ShowHide


Are lifeless objects supposed to attack? The above image is what the respawn point is named. I want it destroyable but still have ti respawn stuff. It works and all but the respawn points attack me and I marked the group of 4 in lifeless objects.

EDIT 1: Would it be possible to have enemies summon respawn points? And can enemies use summons?

Blizzard

Are you sure that you set the group as lifeless? And rather than destroyable, you might wanna use trigger on weapon and simply use a normal event.

I haven't made it possible that enemies can summon, because there is a problem with the setup. You would need to define the skill in such way so that you would have a double configuration where you select the summon actor or enemy. And also summoning actors work differently.
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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.

G_G

Quote from: Rival Blizzard on May 03, 2009, 02:12:02 pm
Are you sure that you set the group as lifeless? And rather than destroyable, you might wanna use trigger on weapon and simply use a normal event.

I haven't made it possible that enemies can summon, because there is a problem with the setup. You would need to define the skill in such way so that you would have a double configuration where you select the summon actor or enemy. And also summoning actors work differently.


Heres my config for that part
module Alignments
   
    GROUPS = [1, 2, 3, 4, 5, 6, 7]
    LIFELESS_GROUPS = [4, 7]
    LINKED_GROUPS = [5, 6]
    PERMANENT_GROUPS = [5, 6]
    ACTOR_GROUP = 1
    ENEMY_GROUP = 2
   
    def self.enemies(id)
      case id
      when 1 then return [2, 4]
      when 2 then return [1, 3, 5, 6, 7]
      when 5 then return [2]
      when 7 then return [2, 4]
      end
      return []
    end
   
    def self.allies(id)
      case id
      when 1 then return [1, 7]
      when 2 then return [2]
      when 5 then return [5, 6]
      when 6 then return [5, 6]
      when 7 then return [1]
      end
      return []
    end
   
    def self.neutral(id)
      return []
    end
   
  end

Blizzard

Well, if lifeless objects are acting like that, make actors simply a neutral group for them.
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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.

G_G

Is it possible and if so how would we check to see what skill the player used?

Blizzard

You have skill triggers. -_-
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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.

G_G

May 06, 2009, 05:20:21 pm #2047 Last Edit: May 07, 2009, 03:45:38 am by Blizzard
Quote from: Rival Blizzard on May 06, 2009, 09:37:01 am
You have skill triggers. -_-


No in blizz abs. I'm making a custom skill system for my fable game so I can level up skills and I want experience to go to a certain stat depending on if a skill was used, attacked with a melee weapon, or attacked with a ranged weapon.

EDIT: How do we change the width of the hud? Or what line would we go to change it?

Blizzard

May 07, 2009, 03:50:00 am #2048 Last Edit: May 07, 2009, 03:51:07 am by Blizzard
Quote from: Youngster Gi Gi on May 06, 2009, 05:20:21 pm
No in blizz abs. I'm making a custom skill system for my fable game so I can level up skills and I want experience to go to a certain stat depending on if a skill was used, attacked with a melee weapon, or attacked with a ranged weapon.


You don't need to mess with Blizz-ABS for that. It's enough if you alias attack_effect and skill_effect in Game_Battler. You can simply check if it's an actor and do the appropriate calculations depending on which skill/weapon it is.

Quote from: Youngster Gi Gi on May 06, 2009, 05:20:21 pm
EDIT: How do we change the width of the hud? Or what line would we go to change it?


Hud#initialize.

self.bitmap = Bitmap.new(156, h)


The 156 is the width. I made it a fixed parameter. I probably shouldn't have. xD In th next version it will be @hud_width.

Quote from: Youngster Gi Gi on May 06, 2009, 09:00:38 pm
I completely forgot that I posted before this I'm sorry jsut add tis to the above post.


You can just edit the old post and delete the new one. ^_^
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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.

rgangsta

May 08, 2009, 08:10:24 pm #2049 Last Edit: May 08, 2009, 10:07:09 pm by rgangsta
I need help....

Help meh plz!!! I wanna release my game tomorrow.  :'(

I had old Blizz-ABS config. Came up with the solution from sleeping.  :haha:

OracleGames

Help!!
some of my skills need to complete the animation before launching (like Homing skills), but when i use the "Charge Type" feature on any skill like "Trigger after charge" the enemies wont even cast them, i got a cool "Fireball in the making" animation but i cant use it in game because it gets launched instantly, and looks just ugly D: .. am i missing something??

Thanks

Aqua

May 09, 2009, 09:31:07 pm #2051 Last Edit: May 10, 2009, 01:06:44 am by Elite Four Aqua
The enemies do cast them, but they probably get hurt before the charge is done.
Whatever battler is attacked, it'll lose its charge.

To get rid of it...
Open up your script editor, press ctrl + shift + f, and search "@charge = nil"
They'll be 3 instances of them.  Comment them out, and now battlers won't lose their charge.

Edit:
It seems to me... that there might be a slight bug with the knockback.
When I hit an enemy for the first time, he gets knocked back once. 
Then the second time (using same attack)... he gets knocked back even more... and even more on the 3rd, 4th, 5th, etc. hits.
Then if the enemy does an action (it hits me), the knockback resets back to once and repeats the pattern.

Blizzard

I think that's a bug you have caused by editing Blizz-ABS a lot.
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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.

G_G

Is it possible to create an event via script code line? if so could you tell me how please?

If it is possible, this is what i have planned. Setup a skill that an enemy uses and have the name be
\respawn[4] \time[1] \e[5] \g[4]
and set it to a character graphic so it respawns teh Zombies the Demon Lord commands but you can easily kill the respawn points. Please help.

Blizzard

Not yet. I haven't added that feature yet.
Check out Daygames and our games:

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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.

G_G

Quote from: Rival Blizzard on May 10, 2009, 07:20:54 am
Not yet. I haven't added that feature yet.


So it isnt possible to create an event out of rgss? I was telling you waht I would do if it was possible. Have the skill activate teh common event.

But I need to know how to create an event without editnig maps.

Blizzard

Of course it is possible, but it's quite complicated. That's why I will implement it in Blizz-ABS and allow you to use a common event's event code for the newly created event. When I have done this, I will also be able to make enemies summon other enemies without much hassle.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
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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.

Kagutsuchi

May 10, 2009, 09:36:20 am #2057 Last Edit: May 10, 2009, 09:39:24 am by Kagutsuchi
Someone have to explain this alignment thing for me.. I don't really understand it.. I haven't changed anything in the alignment database.
Spoiler: ShowHide
  module Alignments
   
    GROUPS = [1, 2, 3, 4, 5, 6]
    LIFELESS_GROUPS = [4]
    LINKED_GROUPS = [5, 6]
    PERMANENT_GROUPS = [5, 6]
    ACTOR_GROUP = 1
    ENEMY_GROUP = 2
   
    def self.enemies(id)
      case id
      when 1 then return [2]
      when 2 then return [1, 3, 5, 6]
      when 5 then return [2]
      end
      return []
    end
   
    def self.allies(id)
      case id
      when 1 then return [1]
      when 2 then return [2]
      when 5 then return [5, 6]
      when 6 then return [5, 6]
      end
      return []
    end
   
    def self.neutral(id)
      return []
    end
   
  end

I have around a thousand (not an overstatement) lifeless objects placed around on different maps, using \o[ID]. But now they have stopped working. How do I make them work again without going through all of them? Cause that would take me days.. and if I have to go through all of them.. what am I supposed to do with them? I have read the manual, but I still don't understand anything <.<

legacyblade

did you try reading the manual? It explains everything, including your problem with the \o[ID] thing.

Kagutsuchi

May 10, 2009, 10:30:30 am #2059 Last Edit: May 10, 2009, 10:33:02 am by Kagutsuchi
Quote from: Gym Leader Blades on May 10, 2009, 10:27:57 am
did you try reading the manual? It explains everything, including your problem with the \o[ID] thing.

I did, but I couldn't find it. I will admit I didn't read the entire manual, only the parts where I thought it would say something about it.