[XP] Blizz-ABS

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

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OracleGames

October 24, 2009, 09:04:07 am #2580 Last Edit: October 24, 2009, 09:11:06 am by OracleGames
When a monster dies (using Blizz ABS) it automatically runs the list of the event command right?
Well i was thinking to make some monsters or destroyable crates drop a health or SP Orb by a chance, which is animated using a charset, and when the player gets close will activate its healing/regenerative effects and a animation or sound (like Zelda hearts and jars), but when you terminate an enemy all the actions of the event activate at same time and it dissapears from sight just a few frames after death ..
if im asking too much, is there a way to animate monster drops, instead of a plain boring icon in the floor :P
Halp! Please! :3

Blizzard

For the health drop, just make a parallel process common event that restores health to the player and removes 1 item if you have that item in the inventory. Obviously enemies would drop said item. :P

I was actually thinking of adding a new option to allow animating drops with spritesets myself so I'm probably going to add it later.
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OracleGames

mmm well then a nice static icon should do for now  ;P ..
I also made a puzzle minigame like the ones you see in "Anima" using yourself as the scope and each event representing a piece but pixel movement set to 1 and beyond eventually freezes the game, considering this script is part of blizz-abs script (otherwise im posting this in the wrong topic) is there a way to turn this OFF and ON during gameplay? i really need it for the 2.5D maps i made  :wacko:

Blizzard

You can change the pixel movement rate during the game. *points to manual*
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OracleGames

Woopsy.. i have just read that part of the manual, sorry n_n .
i would like to help with some ideas of my own:
1.- A stamina bar (like in Oblivion/Morrowind) so the character cannot abuse of the running feature and spam fast attacks till a monster "kills itself".. enemy AI prevents this good enough but monsters eventually get too close from a player who is compulsively pushing the attack button and what happens when you corner them?   :evil:

2.-Fog of war; if enemies have a visual, hearing range limited by terrain tags.. why is our hero able to see trough corners/walls?? :P it would be very nice for those survival horror games or simply for tactical purposes.

3.-Charge attacks that do more damage the more you hold a button  8)

Blizzard

1. Events.

2. And the lag knows no end.

3. *points to manual where Charge Attacks are listed as a feature*
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Ryex

October 24, 2009, 08:41:10 pm #2586 Last Edit: October 24, 2009, 08:43:04 pm by Ryexander
Quote from: Blizzard on October 24, 2009, 08:22:17 pm

2. And the lag knows no end.


well for one thing it only make sense in a single player no party game.
but why would it lag you wouldn't be updating the enemy graphics under the fog... as of the actual fog it could be drawn with simple alpha enabled gray in a single bitmap with the draw_rec method and over a big area as possible at once and to life the lag draw over it with clear pixels... I don't see any massive sources of lag...
EIDT: I just realized that unless your drew near perfect circles it would look crappy and drawing a circle would lag.
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Blizzard

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fugibo

Well, you could always setup an image-based system, but I supposed that would still succumb to the same sort of lag issues that plague Ruby-only Tilemap implementations, no?

Blizzard

I find it pointless in general because there are Fog of War scripts and this isn't really ABS related, it's visual.
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Holyrapid

I don“t remember what i did. Propably nothing that would really cause that error... Should i try downloading the thingy again?

Blizzard

Sure, it might help. Double check your configuration before you do.
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wolfspirit

Hi evryone.
I'm trying to create an enemy that furst doens't attack and then when a sertain switch is turned on it does attacks.
How do I do this?
Thanks in advance.

lilbrudder917

Quote from: wolfspirit on October 25, 2009, 02:08:56 pm
Hi evryone.
I'm trying to create an enemy that furst doens't attack and then when a sertain switch is turned on it does attacks.
How do I do this?
Thanks in advance.


Perhaps you're looking for this?
The Manual: ShowHide

winkio

no, you are actually looking for the change group command.  It's in the manual.

This Side Backwards

Hi, so I'm just having a problem with the script...After defeating an enemy, I sometimes (5% of the times) get an error. It says:

Script:'Part 3' line 2833: SystemStackError occurred.
stack level too deep

Help?


Blizzard

Did you put the scripts in the right order and are you sure that you don't have any duplicate scripts?
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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.

Djeff

Hey blizzard.

Im in a dilemma.
Im standing between 2 great abs's. -> Blizzard ABS and Mr.Mo's abs (http://rmrk.net/index.php/topic,11234.0.html)

Things i need in the abs's :

Blizz abs :
You can see your drops
You have a new screen where you can customize your hotkeys
You can defend yourself and can use a sprite for that
You can summon monsters to help you (however i dont realy figured that out yet)

Mr.Mo's abs :
Easy to set up each enemy with different see and hear range for each enemy (good for bosses !)
Easy to set up sprites for your player
Veary easy to make new weapons and skills and use sprites for skills
Easy to have weapons like bows and use sprites like arrows

Other things i need in the abs :
Use new sprites for some weapons
(Probably forgot some things)



Is it possible tfor u to add these things in a new version of blizz abs ?
Else i just will use mr mo abs.



Already thanks,
               Djeff  8)

winkio

Wow, Blizz-ABS already does everything you mentioned.  And, even better, it's all in the manual AND in the example games!

Blizzard

If you are seriously going to tell me that setting up this:

Quote from: Djeff on October 26, 2009, 02:19:22 pm
Easy to set up each enemy with different see and hear range for each enemy (good for bosses !)
Easy to set up sprites for your player
Veary easy to make new weapons and skills and use sprites for skills
Easy to have weapons like bows and use sprites like arrows


by having to bother with events and scripts is easier than clicking 2-3 times:



and just renaming a few character files:



then, go ahead, please, use Mr. Mo's ABS. I beg you that you use Mr. Mo's ABS.

I just had to, it was too easy. :3
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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.