[XP] Blizz-ABS

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

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nathmatt

August 29, 2009, 06:02:52 pm #2400 Last Edit: August 29, 2009, 06:46:29 pm by Aqua
ok i made a skill and its not deducting the sp/mp i dont know y either the sp cost is 100 but no deduction heres the config

Spoiler: ShowHide
 module Skills
   
   def self.type(id)
     case id
     when 77 then return [SHOOT, 0.0, 0] # Silver Bullet
     end
     return [DIRECT, 0.0]
   end
   
   def self.range(id)
     case id
     when 77 then return 10.0 # Silver Bullet
     end
     return 1.0
   end
   
   def self.penalty(id)
     return 24
   end
   
   def self.frames(id)
     return [3, 3, 3, 3]
   end
   
   def self.charge(id)
     case id
     when 77 then return [CHARGEFreeze, 20] # Silver Bullet
     end
     return [CHARGENone, 0]
   end
   
   def self.charge_frames(id)
     return [3, 3, 3, 3]
   end
   
   def self.trap(id)
     return 10
   end
   
   def self.summon(id)
     return [SUMMONNone, 0, 0]
   end
   
 end


here is the scripts im using

AMS - Advanced Message Script - R4

Chrono Trigger CMS

Blizz-ABS by Blizzard Version: 2.57

MOG XAS Hud V2.2 Enhanced with animated faces feature for BlizzABS by Subsonic_Noise
Join Dead Frontier
Sorry, I will no longer be scripting for RMXP. I may or may not give support for my scripts. I don't have the will to script in RGSS anymore.
My script


Blizzard

The config has nothing to do with no SP being deducted (there is no HP deduction -_-). Are you using the skill? Do you see its effects or are you just trying to use it? Which version of Blizz-ABS are you using? And did you define a proper scope for the skill? A demo would help if you can't fix it on your own.
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nathmatt

August 30, 2009, 07:56:35 am #2402 Last Edit: August 30, 2009, 08:07:56 am by nathmatt
Quote from: nathmatt on August 29, 2009, 06:02:52 pm
Blizz-ABS by Blizzard Version: 2.57


ok i will get a demo in a secound

edit heres the demo

http://www.sendspace.com/file/jw76dz
Join Dead Frontier
Sorry, I will no longer be scripting for RMXP. I may or may not give support for my scripts. I don't have the will to script in RGSS anymore.
My script


Blizzard

It seems to be a bug that happens when you use a shooting skill as charging skill. I'll take a better look at this later and fix it in the next version.
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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.

nathmatt

Join Dead Frontier
Sorry, I will no longer be scripting for RMXP. I may or may not give support for my scripts. I don't have the will to script in RGSS anymore.
My script


RoseSkye

September 01, 2009, 05:36:21 pm #2405 Last Edit: September 01, 2009, 05:39:13 pm by RoseSkye
What about the event touch fix :o?

P.S. How do I set up a monster on the map using the stats saved to a variable?

Example: I saved a monsters current stats to a variable and I changed maps.. now I want to load the saved monster to the new map I am on with the same hp, sp, atk, etc


Blizzard

September 02, 2009, 03:15:49 am #2406 Last Edit: September 02, 2009, 03:21:09 am by Blizzard
I know. I still have your demo project demonstrating the bug. I didn't have time to look into it and fix it for v2.57.

Transferrring monsters is simple. You need to obtain the HP using one of the commands (i.e. "$game_variables[83] = $BlizzABS.get_enemy(9).hp") and then use the battleflow commands to change the values according with your variables. *points to 3.2.13 and 3.2.14*
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RoseSkye

September 02, 2009, 03:51:51 pm #2407 Last Edit: September 02, 2009, 05:46:35 pm by RoseSkye
Is there any fix for the opacity issue with move event for the player?

Edit: Yes I know how to get the enemies health but I don't know how to set the enemies health to x. I read the Help thing alot to come up with new eventing tricks for skills and enemies and so on.

Example: If Enemy 1 had originally 54 health, he had been hit and took 7 damage  and now he has 47 health. I left the map and set up Enemy 2 that is supposed to be the same enemy on map 2 yet has full health instead of 47 health... how would I use a script to give that enemy the same health that enemy 1 had?

Blizzard

Store the damage done to enemy 1 (event ID 3) with this:

$game_variables[23] =
 $BlizzABS.get_enemy(3).maxhp -
 $BlizzABS.get_enemy(3).hp


Do the same damage to enemy 2 (event ID 5) with this:

$BlizzABS.enemy_deal_damage(
5, VARIABLE, 23)

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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 September 03, 2009, 04:29:05 am
Store the damage done to enemy 1 (event ID 3) with this:

$game_variables[23] =
 $BlizzABS.get_enemy(3).maxhp -
 $BlizzABS.get_enemy(3).hp


Do the same damage to enemy 2 (event ID 5) with this:

$BlizzABS.enemy_deal_damage(
5, VARIABLE, 23)




So with that snippet it'll deal damage to an enemy on another map?

Enemy 1 is on Map A
Enemy 2 is on Map B

Blizzard

Run code 1 on map A when you leave and code 2 on map B when you enter.
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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.

Lethal-Yarn

September 03, 2009, 09:32:03 pm #2411 Last Edit: September 03, 2009, 10:11:32 pm by Lethal-Yarn
Greetings!

I've been really enjoying playing around with the B-ABS, enough that it's taking too much time away from my studies, lol!  Anyway I was searching through both the manual and forums and I haven't found an answer yet.  It could be that at this moment that the ABS cannot do it (for #2 and #3) but #1 should at least be doable.  Here goes!

#1) Is there anyway for me to remove the damage popup?  Like when my actor attacks or get attacks, to not let those numbers popup?  I plan to use the ZHUD and and I don't want numbers at all.

#2) Is there a way for different weapons to have different "sound range"?  For example, using a knife is silent and the sound range it produces would be 0 or 0.5.  A gun would have a larger sound range.  And everyone on the screen should be able to hear an explosion (like from a grenade).

#3) If you have played Metal Gear Solid then you would know this.  I want it that whenever an enemy (of a set ID, I don't want everyone to have this) perceives the actor (via sight or sound) I want a short defined animation to play (like an exclamation point appearing above their head).

[EDIT]
#4) Is there any way to change the modifier of damage done to an enemy's back?  For example, if the actor uses a knife from the enemy from behind, it would do 3x the normal damage.
[/EDIT]

If the B-ABS cannot do any of these, a simple no would suffice (or if for some reason you like my ideas, you could tell me that you're thinking of putting them in a later update).  I'm not sure if #2/3 is possible but I'm pretty sure #1 would be.

Thank you Blizzard! Thanks for giving me something to do when I get headaches from my upper division math courses (I'm a math major).

Aqua

1) Requires some mods. Definitely doable.
2) ...maybe an add-on would work.
3) There's a code in the manual to check if a monster perceives the player.  Use that in a conditional branch.  If it's true, play an animation over the event id of the monster.

Lethal-Yarn

September 03, 2009, 10:05:57 pm #2413 Last Edit: September 03, 2009, 10:09:14 pm by Lethal-Yarn
Quote from: Aqua on September 03, 2009, 09:44:33 pm
3) There's a code in the manual to check if a monster perceives the player.  Use that in a conditional branch.  If it's true, play an animation over the event id of the monster.

Oh yeah, I forgot that there's a way to check monster perception.  Thank you!  :D


EDIT: Changed my previous post because I forgot I also had a 4th point to address.

Irock

Hey Blizzard baby, sorry I haven't called you.

Do you think you could make your super ABS work with this super Zelda-style map scrolling script? ;_;

Our lives depend on it. ;_;

Spoiler: ShowHide
class Game_Map
#--------------------------------------------------------------------------
# * Scroll Down
#     distance : scroll distance
#--------------------------------------------------------------------------
def scroll_down(distance)
   @display_y = @display_y + distance
end
#--------------------------------------------------------------------------
# * Scroll Left
#     distance : scroll distance
#--------------------------------------------------------------------------
def scroll_left(distance)
   @display_x = @display_x - distance
end
#--------------------------------------------------------------------------
# * Scroll Right
#     distance : scroll distance
#--------------------------------------------------------------------------
def scroll_right(distance)
   @display_x = @display_x + distance
end
#--------------------------------------------------------------------------
# * Scroll Up
#     distance : scroll distance
#--------------------------------------------------------------------------
def scroll_up(distance)
   @display_y = @display_y - distance
end
end

class Game_Player
def update
   # Remember whether or not moving in local variables
   last_moving = moving?
   # If moving, event running, move route forcing, and message window
   # display are all not occurring
   unless moving? or $game_system.map_interpreter.running? or
          @move_route_forcing or $game_temp.message_window_showing
     # Move player in the direction the directional button is being pressed
     case Input.dir4
     when 2
       move_down
     when 4
       move_left
     when 6
       move_right
     when 8
       move_up
     end
   end
   # Remember coordinates in local variables
   last_real_x = @real_x
   last_real_y = @real_y
   super
   # If character moves down and is positioned lower than the center
   # of the screen
   if @y % 15 == 0 and @real_y > last_real_y
     # Scroll map down
     $game_map.scroll_down(16 * 15)
   end
   # If character moves left and is positioned more let on-screen than
   # center
   if @x % 20 == 19 and last_real_x > @real_x
     # Scroll map left
     $game_map.scroll_left(16 * 20)
   end
   # If character moves right and is positioned more right on-screen than
   # center
   if @x % 20 == 0 and @real_x > last_real_x
     # Scroll map right
     $game_map.scroll_right(16 * 20)
   end
   # If character moves up and is positioned higher than the center
   # of the screen
   if @y % 15 == 14 and last_real_y > @real_y
     # Scroll map up
     $game_map.scroll_up(16 * 15)
   end
   # If not moving
   unless moving?
     # If player was moving last time
     if last_moving
       # Event determinant is via touch of same position event
       result = check_event_trigger_here([1,2])
       # If event which started does not exist
       if result == false
         # Disregard if debug mode is ON and ctrl key was pressed
         unless $DEBUG and Input.press?(Input::CTRL)
           # Encounter countdown
           if @encounter_count > 0
             @encounter_count -= 1
           end
         end
       end
     end
     # If C button was pressed
     if Input.trigger?(Input::C)
       # Same position and front event determinant
       check_event_trigger_here([0])
       check_event_trigger_there([0,1,2])
     end
   end
end
end

Jackolas

1 and 2 should be possible

dunno about 4

Blizzard

September 04, 2009, 11:57:01 am #2416 Last Edit: September 04, 2009, 12:00:38 pm by Blizzard
@Irock: I can, but I'm too lazy. ;___; What do we do now?

@Lethal-Yarn:

1. Part 2, around line 4000 should be this one:
def request_damage_sprite(char, damage = nil)

Just put "return" (without the double quotes) below it and that's it.

2. Sound range doesn't really exist in Blizz-ABS. All sounds exist only at one single point (virtually). What does exist is enemy hearing range. You would pretty much need an add-on like Aqua said.

4. You can do that with events. Every enemy has by default a specific state that lowers his defense. That state is removed when the enemy can perceive the player. As I said, one or two simple parallel process events should do the job. The script calls you need are in the manual.

And no problem. RMXP is for all of us something we can work on when we've had enough of everything else. Ironically I work on my game to relax from my job which is game development. xD
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.

Lethal-Yarn

You're awesome, Blizz!  I didn't realize that about #4, that's an interesting way of doing it (make sense too!).  I guess I need to learn to have more creativity with scripting  :^_^':

Thank you for your answers.

Nightowl Atticus

I don't know if this has been asked million times but it would take time to check 120 pages.

How I can make the enemy in boss battle say something after it's defeated?
I copied the code from Sir-Lag-A-Lot's final boss scene when Flamer was defeated but
then this error came:

I get that error if I have newest Blizz ABS script and use these commands: (copied from Chronicles of Sir-Lag-A-Lot)

@>Conditional Branch: Script: $game_map.enemies.size == 0
@>Control Self Switch: B =ON
@>Script: $game_system.hud = false
@>
 Branch End

The code is causing the error but don't know what kind of code I should use to replace it.

And I'm bit sorry if this post was confusing. : P
95% of teens would cry if they saw the Jonas Brothers @ the top of a skyscraper about to jump.
Copy and paste this if you are the 5% that would shout "Jump assholes!"

Blizzard

The script calls have changed since the version that is being used in Sir Lag-A-Lot. Just refer to the script calls in the current manual (chapter 3.2.x) and/or just put the event code into the boss event because it will be run after that enemy dies.
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.