[XP] Blizz-ABS

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

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Blizzard

And you did that even though I explicitly said NOT to use the CoSLAL demo with the newest version of Blizz-ABS? :P
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King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
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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.

iJaco

I figured out why the direct/ shockwave setting wasnt working. apparently I set my select / confirm key to left ctrl and right ctrl and that did somthing funky to the script, because when i changed that setting, the direct/ shockwave setting worked again.

Aqua

Ctrl = debug mode.
It allows you to walk through unpassable tiles, and in Blizz-ABS's case, avoid all damage, including negative damage.

elmangakac

Hello people...

Can somebody show how it looks like the first script of BLIZZ ABS when i put many types of weapons??? Please???  :)

Aqua

Just use the config application.
It'll do it for you.

elmangakac

well... i have a little little 2 questions....

1 - exist a "call script command" that let me cancel any move or form of combat in my character until i decide when star to use them

2- What is a pet in blizz abs???

2- I want to my hero fight with an enemy....only when its equipped with a weapon......if he doesn´t equip with any weapon... cant do any move (and actually the Hero_atk0 graphis its over)... how i can do this???


Thank you very much

G_G

Ok heres the difference between Pets and Monsters

Pets are summons that can level up
while
Monsters are summons that can't level up

Blizzard

Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.

Shadow18

June 25, 2009, 08:00:43 pm #2228 Last Edit: June 25, 2009, 09:40:52 pm by You
Hey I checked the manual a couple times and I've tried to add the call script of caterpillering allies.
But when I start my game up it just comes up with an error.
Could anyone help? :???:

Either that or could you help me make this script compatible with your ABS?
Spoiler: ShowHide

# train_actor
=begin

Caterpillar walking script

Copyright © 2005 fukuyama

# Config.rb
#==============================================================================
# ■ Train_Actor::Config
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

# ●Switch setup for transparent status
# When true, switch control is used
# TRANSPARENT_SWITCH = true
TRANSPARENT_SWITCH = false

# ●Switch number for transparent status
# When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
TRANSPARENT_SWITCHES_INDEX = 20

# ●Maximum number of actors
# There will be support for a large number of people in a party in the future...
TRAIN_ACTOR_SIZE_MAX = 4

# Constants
DOWN_LEFT = 1
DOWN_RIGHT = 3
UP_LEFT = 7
UP_RIGHT = 9
JUMP = 5

end

# rgss

# Spriteset_Map_Module.rb
#==============================================================================
# ■ Spriteset_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Spriteset_Map_Module
def setup_actor_character_sprites?
return @setup_actor_character_sprites_flag != nil
end
def setup_actor_character_sprites(characters)
if !setup_actor_character_sprites?
for character in characters.reverse
@character_sprites.unshift(
Sprite_Character.new(@viewport1, character)
)
end
@setup_actor_character_sprites_flag = true
end
end
end

end

class Spriteset_Map
include Train_Actor::Spriteset_Map_Module
end

# Scene_Map_Module.rb
#==============================================================================
# ■ Scene_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Scene_Map_Module
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(characters)
end
end

end

class Scene_Map
include Train_Actor::Scene_Map_Module
end

# Game_Party_Module.rb
#==============================================================================
# ■ Game_Party_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Party_Module
attr_reader :characters
def actors_dead?
for actor in actors
if actor.dead?
return true
end
end
return false
end
def update_party_order
if not actors_dead?
return actors
end
alive_actors = []
dead_actors = []
for actor in actors
if actor.dead?
dead_actors.push actor
else
alive_actors.push actor
end
end
return alive_actors + dead_actors
end
def setup_actor_character_sprites
if @characters.nil?
@characters = []
for i in 1 ... TRAIN_ACTOR_SIZE_MAX
@characters.push(Game_Party_Actor.new)
end
end
setup_actors = update_party_order
for i in 1 ... TRAIN_ACTOR_SIZE_MAX
@characters[i - 1].setup(setup_actors[i])
end
if $scene.class.method_defined?('setup_actor_character_sprites')
$scene.setup_actor_character_sprites(@characters)
end
end
def update_party_actors
update_party_order
setup_actor_character_sprites
transparent = $game_player.transparent
if transparent == false
if TRANSPARENT_SWITCH
transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
end
end
for character in @characters
character.transparent = transparent
character.move_speed = $game_player.move_speed
character.step_anime = $game_player.step_anime
character.update
end
end
def moveto_party_actors( x, y )
setup_actor_character_sprites
for character in @characters
character.moveto( x, y )
end
if @move_list == nil
@move_list = []
end
move_list_setup
end
def move_party_actors
if @move_list == nil
@move_list = []
move_list_setup
end
@move_list.each_index do |i|
if @characters[i] != nil
case @move_list[i].type
when Input::DOWN
@characters[i].move_down(@move_list[i].args[0])
when Input::LEFT
@characters[i].move_left(@move_list[i].args[0])
when Input::RIGHT
@characters[i].move_right(@move_list[i].args[0])
when Input::UP
@characters[i].move_up(@move_list[i].args[0])
when DOWN_LEFT
@characters[i].move_lower_left
when DOWN_RIGHT
@characters[i].move_lower_right
when UP_LEFT
@characters[i].move_upper_left
when UP_RIGHT
@characters[i].move_upper_right
when JUMP
@characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
end
end
end
end
class Move_List_Element
def initialize(type,args)
@type = type
@args = args
end
def type() return @type end
def args() return @args end
end
def move_list_setup
for i in 0 .. TRAIN_ACTOR_SIZE_MAX
@move_list[i] = nil
end
end
def add_move_list(type,*args)
@move_list.unshift(Move_List_Element.new(type,args)).pop
end
def move_down_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::DOWN,turn_enabled)
end
def move_left_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::LEFT,turn_enabled)
end
def move_right_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::RIGHT,turn_enabled)
end
def move_up_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::UP,turn_enabled)
end
def move_lower_left_party_actors
move_party_actors
add_move_list(DOWN_LEFT)
end
def move_lower_right_party_actors
move_party_actors
add_move_list(DOWN_RIGHT)
end
def move_upper_left_party_actors
move_party_actors
add_move_list(UP_LEFT)
end
def move_upper_right_party_actors
move_party_actors
add_move_list(UP_RIGHT)
end
def jump_party_actors(x_plus, y_plus)
move_party_actors
add_move_list(JUMP,x_plus, y_plus)
end
end

end

class Game_Party
include Train_Actor::Game_Party_Module
end

# Game_Player_Module.rb
#==============================================================================
# ■ Game_Player_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Player_Module
attr_reader :move_speed
attr_reader :step_anime

def update_party_actors
$game_party.update_party_actors
$game_party.actors.each do |actor|
if actor.dead?
next
end
@character_name = actor.character_name
@character_hue = actor.character_hue
break
end
end
def update
update_party_actors
super
end
def moveto( x, y )
$game_party.moveto_party_actors( x, y )
super( x, y )
end
def move_down(turn_enabled = true)
if passable?(@x, @y, Input::DOWN)
$game_party.move_down_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_left(turn_enabled = true)
if passable?(@x, @y, Input::LEFT)
$game_party.move_left_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_right(turn_enabled = true)
if passable?(@x, @y, Input::RIGHT)
$game_party.move_right_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_up(turn_enabled = true)
if passable?(@x, @y, Input::UP)
$game_party.move_up_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_lower_left
# When possible to move from down→left or from left→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
$game_party.move_lower_left_party_actors
end
super
end
def move_lower_right
# When possible to move from down→right or from right→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
$game_party.move_lower_right_party_actors
end
super
end
def move_upper_left
# When possible to move from up→left or from left→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
$game_party.move_upper_left_party_actors
end
super
end
def move_upper_right
# When possible to move from up→right or from right→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
$game_party.move_upper_right_party_actors
end
super
end
def jump(x_plus, y_plus)
# New coordinates are calculated
new_x = @x + x_plus
new_y = @y + y_plus
# When addition values are (0,0), it is possible to jump to the destination
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end
end

end

class Game_Player
include Train_Actor::Game_Player_Module
end

# Game_Event_Module.rb
#==============================================================================
# ■ Game_Event_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Event_Module
#--------------------------------------------------------------------------
# ● Judgement determined
# x : X coordinates
# y : Y coordinates
# d : Direction (0,2,4,6,8) ※ 0 = Checks if all directions are not able to be passed (for a jump)
# return : Passing is impossible (false), possible (true)
#--------------------------------------------------------------------------
def passable?(x, y, d)
result = super(x, y, d)
if result
# New coordinates are searched for
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# Loops for actor in train
for actor in $game_party.characters
# When displayed
if not actor.character_name.empty?
# When actor's coordinates correspond to the destination
if actor.x == new_x and actor.y == new_y
# When event
if self != $game_player
# Passing is impossible
return false
end
end
end
end
end
return result
end
end

end

class Game_Event
include Train_Actor::Game_Event_Module
end

# Game_Party_Actor.rb
#==============================================================================
# ■ Game_Party_Actor
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

class Game_Party_Actor < Game_Character
attr_writer :move_speed
attr_writer :step_anime

def initialize
super()
@through = true
end
def setup(actor)
# The file name and hue of the character are set
if actor != nil and (not actor.dead?) # When dead, it is erased for the time being...
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ""
@character_hue = 0
end
# Opacity and blending method are initialized
@opacity = 255
@blend_type = 0
end
def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
end
#--------------------------------------------------------------------------
# ● Move down
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
# Face down
if turn_enabled
turn_down
end
# When possible to pass
if passable?(@x, @y, Input::DOWN)
# Face down
turn_down
# Update coordinates
@y += 1
end
end
#--------------------------------------------------------------------------
# ● Move left
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
# Face left
if turn_enabled
turn_left
end
# When possible to pass
if passable?(@x, @y, Input::LEFT)
# Face left
turn_left
# Update coordinates
@x -= 1
end
end
#--------------------------------------------------------------------------
# ● Move right
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
# Face right
if turn_enabled
turn_right
end
# When possible to pass
if passable?(@x, @y, Input::RIGHT)
# Face right
turn_right
# Update coordinates
@x += 1
end
end
#--------------------------------------------------------------------------
# ● Move up
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
# Face up
if turn_enabled
turn_up
end
# When possible to pass
if passable?(@x, @y, Input::UP)
# Face up
turn_up
# Update coordinates
@y -= 1
end
end
#--------------------------------------------------------------------------
# ● Move lower left
#--------------------------------------------------------------------------
def move_lower_left
# When no direction fixation
unless @direction_fix
# Turn left when facing right, turn down when facing up
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
end
# When possible to move from down→left or from left→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
# Update coordinates
@x -= 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ● Move lower right
#--------------------------------------------------------------------------
def move_lower_right
# When no direction fixation
unless @direction_fix
# Turn right when facing left, turn down when facing up
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
end
# When possible to move from down→right or from right→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
# Update coordinates
@x += 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ● move upper left
#--------------------------------------------------------------------------
def move_upper_left
# When no direction fixation
unless @direction_fix
# Turn left when facing right, turn up when facing down
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
end
# When possible to move from up→left or from left→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
# Update coordinates
@x -= 1
@y -= 1
end
end
#--------------------------------------------------------------------------
# ● move upper right
#--------------------------------------------------------------------------
def move_upper_right
# When no direction fixation
unless @direction_fix
# Turn right when facing left, turn up when facing down
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
end
# When possible to move from up→right or from right→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
# Update coordinates
@x += 1
@y -= 1
end
end
end

end

yuriy205

Ok, I downloaded and started useing Blizz-ABS recently and was wondering, is there any way I could make true 8 directional movement? (using a second sprite set) including an 8 direction attack system?

Also, is there any way to make it so that a character is always carrying the equipped weapon's sprite (a different sprite then the one he attacks with, but superimposed like the way a weapon the character is attacking with is?)

Thank you.

Aqua

@Shadow:
Blizz-ABS already has a caterpillar option.  Turn it on in the config.

@yuriy:
I'm not sure if Blizzard is making an 8dir sprite option...
As for carrying the weapon, look for visual equipment scripts.

yuriy205

June 25, 2009, 10:11:19 pm #2231 Last Edit: June 25, 2009, 11:34:32 pm by yuriy205
Well, the problem with an additional visual equipment script is that I have not found one that would be compatible with Blizz-ABS (The equipment would still be visible while the character is attacking...). If this option is not in the default Blizz-ABS is there any way I could code it in? Can anyone tell me how I would go about doing that? I have some programming experience with Java but only a little with the RPGmaker XP code system. If this is difficult to do I don't absolutely require it but it would be nice to have to make my game look good.

Thanks in advance, Yuriy.

PS. I don't mean to be a nuisance but I just want to get this figured out.

Blizzard

Don't worry about that. I am going to make a visual equipment plugin for Blizz-ABS.

As for 8 directional sprites, I haven't added them, but I might.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.

Red XIII

Hi Blizz, awesome script! I've just upgraded the script to 2.24 which sorted out alot of problems I was having before. I was just wondering if you knew how to sort a couple of problems i'm having at the moment. Whenever the HUD displays the game slows down quite a bit. The hotkey and minimap doesn't seem to effect it, just the HUD. I've looked through the version history but cant see why its started causing so much lag since it was fine on previous versions. Also, all moving events like people are acting like theyve got event touch turned on, even though theyve got the action button trigger. I've tried turning off various features like ABSEAL but it still happens. If they walk into you they start talking automatically lol. I'd really appreciate your help  :)

Blizzard

Are your scripts in the right order? Also, there was a HUD lag bug from earlier which was caused by an older Tons of Add-ons version. You might wanna upgrade all of your scripts. xD
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.

Red XIII

I think the orders ok, I checked your topic about what order they should be in.  :)
The tons of addons bug would explain it as I have an old version. I'll upgrade it now  :D
Thanks again for your help!

yuriy205

Thanks for the quick reply Blizzard. Oh and thanks for creating Blizz-ABS in the first place by the way, it's both powerful and user friendly.

Blizzard

Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.

dylanf3

What are the updates on V.2.55?
Just wondering, what has been updated since i use 2.54 :D
And maybe if there is sumting new that i can use, ill update my version =D

G_G

RTFM (Read the fucking manual)

xD Anyways its in Chapter 1.x its in the version history