[XP] Blizz-ABS

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

Previous topic - Next topic

Juan

are you using the legal version of rpg maker xp?
Dropbox Who need luck when you can make your own.
3ds Friend code: ShowHide
 4468 1422  6617

Axerax

I'm trying to figure out how to make the damage not be randomized, so I can make sure my enemies will do lets say 2.5, 5, 7.5, 10, and so on so forth. Just curious how I could do this whether it is scripted or not.

Aqua

Blizz-ABS uses the normal algorithms.

Soooo this is the wrong place for that.

If it's a skill, set the variance to 0.
If it's a normal attack, you need to edit Game Battler 3

Veke

I made a skill that returns the character to a certain location. It works fine, but each time it shows "miss" on the character which shouldn't be there. How do I prevent that?

Blizzard

August 02, 2009, 09:27:37 am #2344 Last Edit: August 02, 2009, 09:28:48 am by Blizzard
Use a common event. -_-

@explosion853: You are using a button that does not exist.
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.

Veke

August 02, 2009, 09:59:37 am #2345 Last Edit: August 02, 2009, 10:02:53 am by Veke
That's what I did. But that doesn't prevent it from showing the "Miss" popup text. It seems that this system shows "Miss" when a skill that does 0 damage hits.

EDIT: I just realized my stupidity... I didn't need to have a target for the skill, of course... my bad

winkio

August 02, 2009, 10:30:17 am #2346 Last Edit: August 02, 2009, 03:53:26 pm by winkio
Okay, two major things from Dissipate:

When the character I am controlling dies, and my other character that is next in line is alive, but offscreen and out of ABSEAL range, I switch to that character and the screen moves to their location, but I get stuck for a full five seconds or so.  Much longer than it takes the dead character to move there.

Charge sprites replace normal sprites when I'm not running or sneaking.  They animate if I'm standing still, but it doesn't go to the normal sprite when I move.  It doesn't look good, graphically.

EDIT: oh, and on a related note, my understanding of the "trigger after charge" skill was that it would use the skill as soon as it was fully charged, acting sort of like a casting time.  Instead, it just keeps you charged and then you can use the skill at any time.  I think that should be move on charge.  Any chance the config app isn't correct?  Or is that just how it's supposed to be, and I misunderstood it...

RoseSkye

Just came back to tinkering with a project and I noticed a few bugs.

A. Opacity issues. Events can't use move events to turn invisible through opacity.
B. Event touch doesn't register properly.
C. Event commands are screwed in someway.
(Example: I had a cutscene trigger after a player left the room. The door sfx open would play the screen would fade then the door sfx close would play. Afterward there would be an event that would trigger depending on which side the player would come out.. done being "left" switch and "right" switch. However, there were many glitches in this..

1. The door sfx open/close didn't play.
2. The switch didn't register.
3. Since neither switch would register the event outside is null and the game would "freeze"

If the ABS is taken out the events would work normally. )
D. If you put a "wait until completion" command where a player move command is.. it will "freeze".

sirsniffy

Question for anyone who can answer. I just downloaded the new 2.56. I noticed that weapon types are not defined separately anymore. There is a designation for swords in the weapons module, but no other types defined. How do I remedy this? Do I have to manually go into the script and designate each weapon type? Thanks
These precious things...let them bleed, let them wash away - Tori Amos

Aqua

Use the config app.
Or read the manual.

sirsniffy

^This is what I mean. For some reason, the configuration doesn't define weapon types other than swords. When I generate the script, it has this:
Quotemodule Weapons
   
    def self.type(id)
      return SWORD
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.consume(id)
      return []
    end
   
  end
As you can see, this is the designation for swords, but in the configuration, it does not save or designate other weapons this time. In previous Blizz scripts, I used this:

Quotemodule Weapons
   
    def self.type(id)
      case id
      when 13 then return 1 # flails : Flail Type
      when 2 then return 1 # lances : Spear Type
      when 3 then return 3 # boomerangs : Boomerang Type
      when 4 then return 4 # balls : Bow Type
      when 5 then return 4 # magic : Bow Type
      when 6 then return 6 # bullets : Shuriken Type
      when 10 then return 4 # blades : Bow Type
      when 12 then return 4 # gunz : Bow Type
      when 9 then return 4 # Notes : Bow Type
      when 14 then return 4 # bombs : Bow Type
      end
      return 0
    end
   
    def self.range(id)
      case id
      when 13 then return 2.0 # flails
      when 2 then return 2.0 # lances
      when 3 then return 4.0 # boomerangs
      when 4 then return 5.0 # balls
      when 5 then return 6.0 # magic
      when 6 then return 5.0 # bullets
      when 10 then return 10.0 # blades
      when 12 then return 11.0 # gunz
      when 9 then return 6.0 # Notes
      when 14 then return 6.0 # bombs
      end
      return 1.5
    end
   
    def self.consume(id)
      return []
    end
   
  end
This separated each weapon type, and designated it. This is missing from my script. Was this replaced by something simpler in the new script? Where are the separate designations and values for other weapon types? Right now, the congfiguration doesn't seem to save different weapon types. I don't know what I am doing wrong with it, but it won't add different weapon types to the script.
 
 

These precious things...let them bleed, let them wash away - Tori Amos

Aqua


sirsniffy

August 02, 2009, 05:09:46 pm #2352 Last Edit: August 02, 2009, 06:19:35 pm by sirsniffy
I finally got it to work. Thanks Aqua!
These precious things...let them bleed, let them wash away - Tori Amos

Aqua

You can do this...
    def self.type(id)
      case id
      when 34 then return BOW
      when 36 then return FLAIL
      when 38 then return BOW_ARROW
      end
      return SWORD
    end

sirsniffy

Okay New Error:
QuoteName Error occurred. uninitialized constant BlizzABS::Enemies
Any thoughts?
These precious things...let them bleed, let them wash away - Tori Amos


Kagutsuchi

One thing which really bugs me, is that if I try to give enemies charged attacks, they don't attack at all! Just run back an forht without really doing anything.

RoseSkye

August 05, 2009, 08:26:38 am #2357 Last Edit: August 05, 2009, 09:25:01 am by RoseSkye
When you use "Charge" on skills (traps and summons as far as I could tell) they dont take SP.



Can someone take a look at this (its 430 kb's)
It's basically a test thing where I take scripts out to find out what is incompatible.
http://www.mediafire.com/file/dogmzgjzga0/Test.rar

Only BlizzABS is in and a save script

A. Event touch is screwed. If you take a look inside the project you'll see that an event touch event will not activate if the player is teleported on it. Without the BlizzABS it will activate no problem.

B. The ammo girl wont do anything. If you switch roles though and make the Ammo girl the main character and the Test dude as second the Test dude would fight. (The Ammo girl is 'invincible' because of the mythril armor I put on her.. if you want her to take damage take everything except the mythril armor off).. also for some reason in the other game the shooter would shoot herself/ hit herself with a skill.. although I would assume that I have that skill set on "explosive" so I am going to look into that a bit more.

Blizzard

Quote from: winkio on August 02, 2009, 10:30:17 am
When the character I am controlling dies, and my other character that is next in line is alive, but offscreen and out of ABSEAL range, I switch to that character and the screen moves to their location, but I get stuck for a full five seconds or so.  Much longer than it takes the dead character to move there.


Weird, ABSEAL does not affect allies.

Quote from: winkio on August 02, 2009, 10:30:17 am
Charge sprites replace normal sprites when I'm not running or sneaking.  They animate if I'm standing still, but it doesn't go to the normal sprite when I move.  It doesn't look good, graphically.


You mean charge sprites aren't animated properly when you move or when you sneak/run?

Quote from: winkio on August 02, 2009, 10:30:17 am
EDIT: oh, and on a related note, my understanding of the "trigger after charge" skill was that it would use the skill as soon as it was fully charged, acting sort of like a casting time.  Instead, it just keeps you charged and then you can use the skill at any time.  I think that should be move on charge.  Any chance the config app isn't correct?  Or is that just how it's supposed to be, and I misunderstood it...


No, Move on Charge activates immediately after it's charged. So Move on Charge is actually casting time. Trigger after Charge requires you to press the button again to release it. Hence "trigger", it needs to be triggered again when it was charged up.

Quote from: RoseSkye on August 02, 2009, 03:50:43 pm
A. Opacity issues. Events can't use move events to turn invisible through opacity.


I can look into it. It's weird though, because that is the only way to turn it invisible since ABSEAL kills events without sprites.

Quote from: RoseSkye on August 02, 2009, 03:50:43 pm
B. Event touch doesn't register properly.


That can mean a million things. What exactly happens? And you do realize there's a cooldown timer for such events because of pixel movement? *points to setting Event Lock Time*

Quote from: RoseSkye on August 02, 2009, 03:50:43 pm
C. Event commands are screwed in someway.

(Example: I had a cutscene trigger after a player left the room. The door sfx open would play the screen would fade then the door sfx close would play. Afterward there would be an event that would trigger depending on which side the player would come out.. done being "left" switch and "right" switch. However, there were many glitches in this..

1. The door sfx open/close didn't play.
2. The switch didn't register.
3. Since neither switch would register the event outside is null and the game would "freeze"

If the ABS is taken out the events would work normally. )


A demo would help here.

Quote from: RoseSkye on August 02, 2009, 03:50:43 pm
D. If you put a "wait until completion" command where a player move command is.. it will "freeze".


I think I never properly fixed that. Also, if I remember right, RMXP's default scripts were messed up can caused that problem. I can take a look at it.

Quote from: Kagutsuchi on August 03, 2009, 06:55:07 am
One thing which really bugs me, is that if I try to give enemies charged attacks, they don't attack at all! Just run back an forht without really doing anything.


I know about that bug, I just didn't fix it yet.

Quote from: RoseSkye on August 05, 2009, 08:26:38 am
When you use "Charge" on skills (traps and summons as far as I could tell) they dont take SP.



Can someone take a look at this (its 430 kb's)
It's basically a test thing where I take scripts out to find out what is incompatible.
http://www.mediafire.com/file/dogmzgjzga0/Test.rar

Only BlizzABS is in and a save script

A. Event touch is screwed. If you take a look inside the project you'll see that an event touch event will not activate if the player is teleported on it. Without the BlizzABS it will activate no problem.

B. The ammo girl wont do anything. If you switch roles though and make the Ammo girl the main character and the Test dude as second the Test dude would fight. (The Ammo girl is 'invincible' because of the mythril armor I put on her.. if you want her to take damage take everything except the mythril armor off).. also for some reason in the other game the shooter would shoot herself/ hit herself with a skill.. although I would assume that I have that skill set on "explosive" so I am going to look into that a bit more.


Beat me to the demo, lol! I'll take a look at it ASAP. I can't download it right now (bandwidth limit).
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.

RoseSkye

August 10, 2009, 10:59:39 am #2359 Last Edit: August 12, 2009, 02:17:12 pm by RoseSkye