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Testers for Blizz-ABS needed

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********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Ok, it won't work that way with the Blizz-ABS... I need testers for it. Since I had to remove a lot of code and change a lot of it as well, it gets harder and harder to make it bugfree. Anybody who wants to test it, post here. I'll send you the raw 0.9.6.0 with loads of junk code and loads of bugs.
If you are going to test it, I'll keep you up to date with newest fixes and enhancements, so it's not just a "half an hour job", but a constant job until the release of 1.0.

Notes

  • you can change the controls, but leave it for now as it is ::)
  • standard control are the arrow keys, F is attack, G is defend
  • I've turned off skills, items, hotkey assignment, sprite changing, enhanced HUD, minimap and removed the pre-menu for now, because I need to concentrate on the funcionality, I can do the make-up later
  • enemy AI is over 95% bugfree, I am mainly looking for the last few glitches and places to improve the code
  • there are parts of code that basically don't do anything, don't do anything yet or parts that would do stuff, but I disabled it as I didn't even test it myself enough to be sure that it actually is worth you guys testing it
  • you don't need to configurate anything (but you can), just put in the script, make a map and put a few enemies into it
  • automatic enemy respawn is turned on
  • a "G" is used in the HUD instead of the cash icon, so you don't need an extra icon
  • if you are using PK, Dyna or any other illegal RMXP version, download this file, rename it to RGSS100J.dll, copy it into the folder C:\WINDOWS\system32 and confirm the replacement of the old file

This is different from version 0.9.1.0 (the one that way released)

  • when setting up enemies (with \e[ID] in their event name) you can add \p for passive (doesn't attack back until attacked), \r for random passive (50% chance to turn out passive), \b for boss (doesn't have any special effect yet)
  • enemies have 8-way pixel movement
  • player doesn't get thrown back anymore, he gets thrown "away" from the enemy instead when being attacked
  • enemies don't get thrown back for now, I'll change that back later
  • different enemy behaviour
  • enemies drop items/weapons/armors (collect them as if they were just events that need to be activated)
  • best Input module ever + extra Input features (as already mentioned you can set up your own controls for your game or just use the preconfiguration)
  • try walking over the part of the screen where the HUD is displayed =P
  • less lag ;)

Update 0.9.6.1

  • centering the screen fixed
  • saving works again
  • COULD be already used in games
  • added lag test menu for debugging (events, enemies, sprites -> getting_updated/alltogether, green->less than 50%, yellow->50-75%, red->over 75% of the objects get updated)
  • you can now set up the respawn time of enemies, it will work like it should
  • working minimap (trigger it visible/invisible with F5), but don't forget to enable it first in the BlizzABS module
  • hotkey assignment menu works (trigger it visible/invisible with F6), but the assignment scene doesn't work again yet =P
  • fixed a glitch in the aggression re-setup when respawning
  • now bosses never respawn
  • removed about 1000 lines of code that isn't used anymore
  • added about 600 lines of new code :=

Update 0.9.6.2

  • HUD gets updated again
  • swapped passive/aggressive enemies to normal (^__^')
  • opacity change for respawning enemies fixed
  • fixed the screen centering AGAIN
  • any attacking of passive enemies will make them aggressive, even if it's a missed hit
  • fixed that "division by 0" bug
  • added more options to the BlizzABS module
  • event preconditions for enemies work now
  • killing an enemy will trigger his event code from now on (you can make a boss who doesn't respawn and triggers a switch so he never comes back again after he was killed once ;))
  • decreased lag a little bit

Update 0.9.6.3

  • improved gradient bar drawing process in the HUD
  • improved hotkey assignment refresh in the HUD
  • working hotkey assignment scene (press ESC and choose Controls)
  • working quick change item/skill key from the hotkeyed items/skills (using skills and items doesn't work yet)
  • extended HUD
  • added more options to the BlizzABS module

Update 0.9.6.4

  • added more options in the BlizzABS::Config module ;)
  • fixed the bug when you press defend and attack at the same time
  • added sound to be played when taking up an item
  • escape in enemies' actions isn't taken into account anymore and "Do nothing" now really does nothing
  • enemies can defend now (in that case, no damage is taken if the player only attacks)
  • changed the way how enemy AI works (now using less RAM and more efficient processing)
  • fixed two glitches in the damage display and improved processing and updating
  • fixed sprite animation display
  • added the option to size down animations to 50%, so you can create animations MUCH easier
  • added skill and item use (scope targeting the party will target the player, scopes targeting the enemy will target only enemies in range, all enemies will target all enemies within the range of the skill)
  • you can already set up weapon/skill/item range, but only circular around the user
  • improved HUD again
  • decreased lag (mainly in the damage display area) ;8

Update 0.9.6.5

  • OPTIONAL PIXEL MOVEMENT! Set up how precise it should be (note that more precise modes WILL limit the maximum possible speed with which the player/enemies walk can walk around, if you need higher speeds, use $game_system.pixel_rate to change it during the game, 0 -> max:6, 1 -> max:6, 2 -> max:5, 3 -> max:4, 4 -> max:3, 5 -> max:2)
  • allies who follow your movement (they are not recognized by enemies YET, they cannot act YET, they are not displayed in the HUD YET, they can only move SO FAR and it might be a little bit buggy...)
  • fixed precondition bug
  • there's a little bug with enemy disappearing when using the "turn on local switch that's the 2nd page precondition"...

Update 0.9.7.0

  • fixed several bugs and glitches
  • improved ally tracking system (aka caterpillar)
  • pressing SPACE will switch to the next actor
  • if the current party leader dies, the next member becomes party leader
  • even if you have a skill in the hotkey bar, if the current leader doesn't know the skill, you can't assign it
  • pressing SPACE in the Control scene will virtually switch the party leader so you can assign skills
  • Move event command work on player correctly now (you can turn it off with $game_system.move_fix = false)
  • released for the public!

Bugs and glitches I already know of

  • poor method to prevent a passable "Hero touch" event under the player to go crazy
  • (it's not a bug, but...) they STILL don't go around obstacles, I'm still working on a efficient realtime algorythm that doesn't lag

What's in for you

Any tester who tests it until the working version 1.0 will be mentioned in the credits as tester under Special Thanks.
And well... If I can make it work earlier with your help, I can release it earlier. ;)

How to test it

Tear the script apart. Whatever comes to your mind to distort the normal battleflow/gameflow/whatever is welcome.
TYPE ALL BUGS YOU'VE FOUND SOMEWHERE DOWN! IT'S EASY TO FORGET FOUND BUGS!

Who's in as tester so far

  • me
  • Leonharts
  • modern algebra
  • NAMKCOR
  • Zeriab
  • Rune
  • Irockman1
  • blazinhandle
  • Zeph
  • Darico

Current status

Version: 0.9.7.0
The Blizz-ABS can be used now. (~_^)d
Only a few things left to be tested, set up and fixed. Hotkeys assignment works, hotkey control is online. Loads of other features were added and so far they work well. There are still some features left that I want to built in before I release version 1.0.0.0, I want to make the code look less messy, comment every line of code and make a manual how to use it in .pdf.
(I'll post the current version after the last review. I'll post the tested version 1.0.0.0 with all features ASAP after that.)


I'll keep this topic up to date for the testers. The better you guys do on this, the better version 1.0 will be and the earlier it will come out.
« Last Edit: March 09, 2007, 09:51:01 AM by Blizzard »
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**
Rep: +0/-0Level 87
Hello Blizard, i'll test it for you.
Give me the link for the download please.
Thanks.

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Best Use of Avatar and Signature Space2010 Best RPG Maker User (Scripting)2010 Best Use Of Avatar And Signature Space
I'll test.

*****
Ancient Mummy
Rep:
Level 90
I already told you :D

I'll test it !

I do have some stuff to do for school this week and begin next week after that i wont mind testing it :D
« Last Edit: March 01, 2007, 02:15:58 PM by Snailer »

********
Hungry
Rep:
Level 96
Mawbeast
2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for August 2008Project of the Month winner for December 20092011 Best Game Creator (Non RM)Gold - GIAW Halloween
I can help if you'd like, whenever I make a game,
all I do is try to figure out how I can crash it ;8

FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

*
? ? ? ? ? ? ? ? ? The nice kind of alien~
Rep:
Level 92
Martian - Occasionally kind
I will help testing it.
I intend to put a couple of hours a week into it.

*******
Rep:
Level 90
Returned from the dead.
 ;D ;D ;D I like testing... let me
Sincerely,
Your conscience.

**
Rep: +0/-0Level 87
I noticed that you didn't upload the entire script.
Only till:

Code: [Select]
=begin
#==============================================================================
# Window_SideMenu
#==============================================================================

class Window_SideMenu < Window_Selectable
 
  attr_reader   :win
  attr_accessor :choice
 
  def initialize(win)
    super(480, 0, 160, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size -= 8
    self.contents.font.bold = true
    self.contents.font.italic = true
    self.contents.font.color = Color.new(0, 255, 0, 255)
    type = case win.type
    when 0 then "Inventory"
    when 1 then "Skills"
    when 2 then "Equipment"
    when 3 then $game_player.battler.name
    when 4 then "Options"
    end
    self.contents.draw_text(0, -6, 128, 32, type, 1)
    self.contents.font.color = normal_color
    self.contents.font.italic = false
    win.z = self.z + 10
    @win = win
    if type == "Equipment"
      @win.host = self
      refresh_equipment
      @item_max = 5
    else
      @item_max = 0
    end
  end
 
  def refresh_equipment
    self.contents.clear
    self.contents.font.italic = true
    self.contents.font.color = Color.new(0, 255, 0, 255)
    self.contents.draw_text(0, -6, 128, 32, "Equipment", 1)
    self.contents.font.color = normal_color
    self.contents.font.italic = false
    draw_equip($data_weapons[@win.actor.weapon_id], 0)
    draw_equip($data_armors[@win.actor.armor1_id], 1)
    draw_equip($data_armors[@win.actor.armor2_id], 2)
    draw_equip($data_armors[@win.actor.armor3_id], 3)
    draw_equip($data_armors[@win.actor.armor4_id], 4)
  end
 
  def draw_equip(item, i)
    if item == nil
      self.contents.font.color = i == 0 ? knockout_color : crisis_color
      text = case i
      when 0 then $data_system.words.weapon
      when 1 then $data_system.words.armor1
      when 2 then $data_system.words.armor2
      when 3 then $data_system.words.armor3
      when 4 then $data_system.words.armor4
      end
      self.contents.draw_text(20, i*18+12, 128, 32, text)
      self.contents.font.color = normal_color
    else
      bitmap = RPG::Cache.icon(item.icon_name)
      self.contents.blt(4, i*18+22, bitmap, Rect.new(0, 0, 12, 12), 255)
      self.contents.draw_text(20, i*18+12, 128, 32, item.name)
    end
  end
 
  def dispose
    @win.dispose
    super
  end
 
  def update
    super
    @win.update
    update_equip if @win.type == 2
  end
 
  def update_equip
    if @index > 0 and @index <= 5 and Input.trigger?(Input::LMB)
      if @choice == nil
        $game_system.se_play($data_system.decision_se)
        if @win.choice != nil
          equip_to_actor(@win.item(@win.choice), @index)
          @win.choice = nil
          @win.refresh
          refresh_equipment
        else
          @choice = @index
        end
      else
        $game_system.se_play($data_system.cancel_se)
        @choice = nil
      end
    end
  end
 
  def equip_to_actor(item, chosen = @choice)
    if $game_player.battler.equippable?(item)
      if item.is_a?(RPG::Weapon)
        return unless chosen == 1
        $game_player.battler.equip(0, item.id)
      elsif item.is_a?(RPG::Armor)
        return unless chosen - 2 == item.kind
        $game_player.battler.equip(chosen-1, item.id)
      end
    elsif item == nil
      $game_player.battler.equip(chosen-1, 0)
    end
  end
 
  def item
    item = case @choice
    when 1 then $data_weapons[@win.actor.weapon_id]
    when 2 then $data_armors[@win.actor.armor1_id]
    when 3 then $data_armors[@win.actor.armor2_id]
    when 4 then $data_armors[@win.actor.armor3_id]
    when 5 then $data_armors[@win.actor.armor4_id]
    end
    @choice = nil
    return item
  end
 
  def active
    return @win.active
  end
 
  def cursor_height
    return (self.height - 32) / self.page_row_max
  end
 
  def cursor_width
    return (self.width - 32) / @column_max
  end
 
  def page_row_max
    return (self.height - 32) / 18
  end
 
  def update_cursor_rect
   

I think if you use notepad, you got to post the entire script in two notepad sheets.
That's maybe the main reason for the 'main bug'.
If you don't mind please post the other part or else if i made a mistake please tell me,

And when i deleted line Scene_Map line 3879-3894, only one Pop up window appeared when i clicked New_game.
I think, in an overall, that you gave only the 1st part of it.

Thanks buddy.

********
Hungry
Rep:
Level 96
Mawbeast
2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for August 2008Project of the Month winner for December 20092011 Best Game Creator (Non RM)Gold - GIAW Halloween
thanks for sending it.
I'll get right on testing it.

FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

*****
Ancient Mummy
Rep:
Level 90
I noticed that you didn't upload the entire script.
Only till:

Code: [Select]
=begin
#==============================================================================
# Window_SideMenu
#==============================================================================

class Window_SideMenu < Window_Selectable
 
  attr_reader   :win
  attr_accessor :choice
 
  def initialize(win)
    super(480, 0, 160, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size -= 8
    self.contents.font.bold = true
    self.contents.font.italic = true
    self.contents.font.color = Color.new(0, 255, 0, 255)
    type = case win.type
    when 0 then "Inventory"
    when 1 then "Skills"
    when 2 then "Equipment"
    when 3 then $game_player.battler.name
    when 4 then "Options"
    end
    self.contents.draw_text(0, -6, 128, 32, type, 1)
    self.contents.font.color = normal_color
    self.contents.font.italic = false
    win.z = self.z + 10
    @win = win
    if type == "Equipment"
      @win.host = self
      refresh_equipment
      @item_max = 5
    else
      @item_max = 0
    end
  end
 
  def refresh_equipment
    self.contents.clear
    self.contents.font.italic = true
    self.contents.font.color = Color.new(0, 255, 0, 255)
    self.contents.draw_text(0, -6, 128, 32, "Equipment", 1)
    self.contents.font.color = normal_color
    self.contents.font.italic = false
    draw_equip($data_weapons[@win.actor.weapon_id], 0)
    draw_equip($data_armors[@win.actor.armor1_id], 1)
    draw_equip($data_armors[@win.actor.armor2_id], 2)
    draw_equip($data_armors[@win.actor.armor3_id], 3)
    draw_equip($data_armors[@win.actor.armor4_id], 4)
  end
 
  def draw_equip(item, i)
    if item == nil
      self.contents.font.color = i == 0 ? knockout_color : crisis_color
      text = case i
      when 0 then $data_system.words.weapon
      when 1 then $data_system.words.armor1
      when 2 then $data_system.words.armor2
      when 3 then $data_system.words.armor3
      when 4 then $data_system.words.armor4
      end
      self.contents.draw_text(20, i*18+12, 128, 32, text)
      self.contents.font.color = normal_color
    else
      bitmap = RPG::Cache.icon(item.icon_name)
      self.contents.blt(4, i*18+22, bitmap, Rect.new(0, 0, 12, 12), 255)
      self.contents.draw_text(20, i*18+12, 128, 32, item.name)
    end
  end
 
  def dispose
    @win.dispose
    super
  end
 
  def update
    super
    @win.update
    update_equip if @win.type == 2
  end
 
  def update_equip
    if @index > 0 and @index <= 5 and Input.trigger?(Input::LMB)
      if @choice == nil
        $game_system.se_play($data_system.decision_se)
        if @win.choice != nil
          equip_to_actor(@win.item(@win.choice), @index)
          @win.choice = nil
          @win.refresh
          refresh_equipment
        else
          @choice = @index
        end
      else
        $game_system.se_play($data_system.cancel_se)
        @choice = nil
      end
    end
  end
 
  def equip_to_actor(item, chosen = @choice)
    if $game_player.battler.equippable?(item)
      if item.is_a?(RPG::Weapon)
        return unless chosen == 1
        $game_player.battler.equip(0, item.id)
      elsif item.is_a?(RPG::Armor)
        return unless chosen - 2 == item.kind
        $game_player.battler.equip(chosen-1, item.id)
      end
    elsif item == nil
      $game_player.battler.equip(chosen-1, 0)
    end
  end
 
  def item
    item = case @choice
    when 1 then $data_weapons[@win.actor.weapon_id]
    when 2 then $data_armors[@win.actor.armor1_id]
    when 3 then $data_armors[@win.actor.armor2_id]
    when 4 then $data_armors[@win.actor.armor3_id]
    when 5 then $data_armors[@win.actor.armor4_id]
    end
    @choice = nil
    return item
  end
 
  def active
    return @win.active
  end
 
  def cursor_height
    return (self.height - 32) / self.page_row_max
  end
 
  def cursor_width
    return (self.width - 32) / @column_max
  end
 
  def page_row_max
    return (self.height - 32) / 18
  end
 
  def update_cursor_rect
   

I think if you use notepad, you got to post the entire script in two notepad sheets.
That's maybe the main reason for the 'main bug'.
If you don't mind please post the other part or else if i made a mistake please tell me,

And when i deleted line Scene_Map line 3879-3894, only one Pop up window appeared when i clicked New_game.
I think, in an overall, that you gave only the 1st part of it.

Thanks buddy.

He is going to fix everything !
Atleast he said

jeez..


Hehe np for the idea Blizz :p

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Just lol. Ok, I'll reupload it.
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*****
Ancient Mummy
Rep:
Level 90
lol yes First of all i have no sprite when there are monsters in my map and also start position is messed up

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Just use one of the RTP. You can set up 3 enemies and the start position in like 30 seconds or less.
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*****
Ancient Mummy
Rep:
Level 90
Ok, first of all.. there is no difference in the first  and second script u send..
and second of all.. Do i still need to name the sprites with ( name ) _atk   because that wont work now..
« Last Edit: March 01, 2007, 05:50:38 PM by Snailer »

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
No, nothing is needed. I made it work like plug and play for now. Copy paste it in the editor, make a few enemies with \e[ID] and/or the other syntaxes and just start the game.
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*****
Ancient Mummy
Rep:
Level 90
ok ima go kill chickens now :)

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
The version 1.0 will be plug and play as well. :) Only who cares enough to read the instructions will find out about the extra features and how to use them. :)
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*****
Ancient Mummy
Rep:
Level 90
I care to read the instructions but uhm.. it looks like u left them out in this one..

********
Hungry
Rep:
Level 96
Mawbeast
2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for August 2008Project of the Month winner for December 20092011 Best Game Creator (Non RM)Gold - GIAW Halloween
# b) Creating enemies
# Make enemies in your database. Adding enemies on the map is done by naming
# the appropriate events. Use folling syntax in the name to create an enemy:
#
# \e[ID]
#
# where ID is the ID of the enemy in your database.

FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Lol, he meant REAL instructions. xD

@Snailer: No need for that now. I'll add more instructions when I give you more features to test. Although if you set CUSTOM_CONTROLS to true you can change the battle controls. ;8 It's just below in the module BlizzABS under class Config.
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********
Hungry
Rep:
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Mawbeast
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either kind of instructions work for me.

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Lol, ok. So, anything unusual found yet?
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uhm yes..
Using a map that is .. Bigger will set the screen at top left and that also limits my testing..
Lol, he meant REAL instructions. xD

@Snailer: No need for that now. I'll add more instructions when I give you more features to test. Although if you set CUSTOM_CONTROLS to true you can change the battle controls. ;8 It's just below in the module BlizzABS under class Config.
I already found that  ;)

Plus it laggs a little but ill check if an anti lagg script works
« Last Edit: March 01, 2007, 06:08:07 PM by Snailer »

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What? Do you mean the HUD? What's wrong with it? But don't use anything else. The Minimap doesn't work with pixel movement enemies yet, etc.
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nono i ment that if i set my char in a big map the screen will "pan " to the top left while my character is still in his starting position and the screen still moves with me but im not there !

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Ah, ok. That's something I didn't fix right with the pixel movement. I'll fix it the next time when I send you the next update.
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Patriots all the way!!
When do you think it will be coming out completely?
Im to cool to have my own signature!!!

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Can I please test? I love your ABS and I plan to use it for future games such as my Zelda one. ;D
I'll also put as much time into testing as I can and report any bugs I find.

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When do you think it will be coming out completely?

If I have enough time and it continues going on with this speed, it might be done in maybe about 2 weeks or even less.

Can I please test? I love your ABS and I plan to use it for future games such as my Zelda one. ;D
I'll also put as much time into testing as I can and report any bugs I find.

Sure. I'll PM you the newest version.
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I got an error while walking and pressing some buttons and i got this..



:)

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$/#%()§"#

I think I've copied the code more than once. (-_-') You DID replace the 0.9.6.0 version, right?

EDITED

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I'll check it out. Gimme a moment.
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It seems that it got much errors in it.
I can't even play..
Maybe it's because of the other version of RMXP i'm currently using.
Oh well..sorry.

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Hmm..
The map still isnt fixed for me and the minimap also wont work yet..
Plus move event command also still does pixels and its pretty annoying setting 50 move ups to go like.. 3 squares up

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Yes, I know about the move command for the player's pixel movement.
I open RMXP, make a new project and put in the script. I make 3 enemies on the map and everything works fine. Why doesn't work it with you?! (BTW, did you turn he minimap on in the Config module?)

@Leonhart: Could it be that the rewritten Input module causes the problem? O_o I remember Meâ„¢ saying that in the illegal versions (PKE and Dyna) of RMXP some modules can't be rewritten.
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But have you try'd a 50 x 50 map and set spawn somewhere at middle ?
that gets the screen all to the left top

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I fixed that in 0.9.6.1 already. I set up a 50x40, set the spawn in the bottom right corner and it was fine.
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Spoiler for:


And more of

I don't get it. It does it for me on PK and Enterbrain.

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O_o Does it happen with anybody else?

EDIT:

Ok, solved it. I've added another note (marked red) to the first post.
« Last Edit: March 02, 2007, 08:34:42 PM by Blizzard »
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well you know im down to help, blizz. But i see that u already have a ton of people. lemme know, man.

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well you know im down to help, blizz. But i see that u already have a ton of people. lemme know, man.

There's always room for one more. ;) *PMs*
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I'll test it if you don't have too many people already. I always liked your public ABS in the scripts database.

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I know that some people actually won't test it a lot, so I need as many as I can get, lol!
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Okay. i got an error.

You are supposed to walk to a spot the enemy enters the room (by switch) and you fight him.
I have \e[10] down for him yet every other monster I try works such as \e[13]

EDIT: Okay. Only odd numbers work O_o

EDIT AGAIN: Okay. Even two digit numbers don't work.
« Last Edit: March 02, 2007, 09:15:46 PM by Irockman1 »

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I'll look into it. *saves the error message*
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And another thing. When I want the monster to be activated by a switch he appears in a different place. i think the monster might be moving before I activate it.

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The event preconditions don't work yet.
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Oh okay.
And a question. How do I make the monster attack you first? :p

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Just using the \e[ID] without the \p. \p makes the enemy passive. That means he won't attack you on sight. It'll be useful for neutral critters in a game. =)
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I put \e[31]\p and \p[31]
31 has 10k HP yet I killed him in two hits at level 1.

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\e[31]\p will work, \p[31] won't. BTW, did you notice that you don't get any EXP? I forgot to make that part of code to be processed again. xD
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not necessarily an error but the HUD HP doesnt update when the hero is hit. i dunno if this has been mentioned yet, i apologize if it has or that it's been pointed out.

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Then you DO get EXP. I only forgot to make the HUD get updated again, lol!
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\e[31]\p will work, \p[31] won't. BTW, did you notice that you don't get any EXP? I forgot to make that part of code to be processed again. xD
I killed something that has 10k hp by hitting two 200s.  ???

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ur attack and his defence also matter you know..

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ur attack and his defence also matter you know..
But 10k hp is 10k hp. I still have to deal 10k damage.

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Are you SURE that it was 31? And that your enemy number 31 had 10k?
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Are you SURE that it was 31? And that your enemy number 31 had 10k?
Yep. 31 in the database. Diabolos.

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Can you send me that project? I'm curious where the bug could be.
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I had the same problem as Irockman - no matter what the ID, every enemy was the same (Ghost). However, once I removed the \r, it acted normally, so I think that is the problem. I tested it with \p as well and it was the same problem, so I think that that is where the bug is.

Also, even when enemies aren't set with \p, they don't attack right away. And, I think the HUD should have status displayed as well, though I guess it's not hard to notice that you're poisoned when the entire screen is flashing red every time you move.

The other bugs I've found so far have been mentioned, but large map, hud doesnt refresh. Also, there is no lvl up animation.
« Last Edit: March 03, 2007, 05:36:06 PM by modern algebra »

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I had the same problem as Irockman - no matter what the ID, every enemy was the same (Ghost). However, once I removed the \r, it acted normally, so I think that is the problem. I tested it with \p as well and it was the same problem, so I think that that is where the bug is.
Yeah. He accidentally set every enemy the same somehow.

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Version 0.9.6.2. is done. I've PMed you the new version and updated the first post.
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feels a lot more smoother and the enemy AI seems better.

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I tested for about 20 mins and did not notice any bugs yet: all previous bugs are fixed as far as I can see. I will test in more depth a little later.

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You still can't use two digit even numbers as the monster's ID from the database.


And here's something not much of an error, but a problem...

As you can see the enemies can respawn in places you don't want them to.

Also if you press F and G at the same time on a monster you get stuck in the shielding position and can't move.

And it's hard to make a good boss that requires technique. Any way to fix that?

And you should make it to where it can make a sound when you collect an item on the ground. Nice addition by the way.
« Last Edit: March 05, 2007, 07:29:47 AM by Irockman1 »

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*updates*

Ok, I'll fix that F & G in 0.9.6.4. BTW, the enemies respawn at any passable tile on the map. =/ The tiles up there are passable, just make them unpassable and they won't. I'll add a sound effect when you collect an item next time as well.
And I will make a seperate AI for bosses. Remember there is the possibility to make an enemy a boss? That's what I need it for. ;)
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As you can see the enemies can respawn in places you don't want them to.

that can easily be avoided. and it's not a problem, b/c u would be designing ur game around ur system not the other way around.

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0.963

When there is a move event command the player moves by pixels, so he moves a short distance.

I tryed to activate a monster by switch but the monster won't activate. It appears from the debug mode the event is deleted when it is activated.
« Last Edit: March 05, 2007, 07:21:26 PM by Irockman1 »

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It works fine with me. When I activate the switch, the monster just appears. I'll check it out, maybe something else is messing with that again. =/

I know, I haven'ty fixed the problem with the move command yet.
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No new bugs found. I like the sound effect when picking up items.

Although it was frustrating trying to figure out the controls for item and skill. And using a potion by accident when they have full health could make them say, "Aww darn, I used a potion when I needed it for the boss *cry*"

Anyways, I like this ABS very much. ;D

@blazinhandle

Are you calling my mapping odd? :-\
« Last Edit: March 06, 2007, 06:32:54 PM by Irockman1 »

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works good for me too.
@rock: naw not at all ;) haha i was just saying that it can easily be avoided.

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Mkay, here's veryion 0.9.6.5. *PMs all testers*
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Wow, amazing. No new bugs found. And will your party actually be able to help fight in the future?

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Of course. (~_^)d
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With the new version, I am getting a zero division error at line 2476 immediately upon starting a new game

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With the new version, I am getting a zero division error at line 2476 immediately upon starting a new game
Do you have an enemy with a 2 digit even number for an ID?

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I thought I fixed that already. Ok, this line:

Code: [Select]
    factor = (Graphics.frame_rate*2+@id)%((rand(11)+45) * (rand(2)+1))

needs to be replaced with this one:

Code: [Select]
    factor = (Graphics.frame_rate*2+@id)%((rand(11)+45)+1) * (rand(2)+1)
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I unsubscribe or something like that for the test .
Sorry Blizzard but i cant test it anymore for you  :'(

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I try to load it but all it does is glitch the sound and crash
right as I press new game  :tpg:

this is the newest one

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I can take snailers place if you want, I nvr have anything to do lol.

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I thought I fixed that already. Ok, this line:

Code: [Select]
    factor = (Graphics.frame_rate*2+@id)%((rand(11)+45) * (rand(2)+1))

needs to be replaced with this one:

Code: [Select]
    factor = (Graphics.frame_rate*2+@id)%((rand(11)+45)+1) * (rand(2)+1)

Oddly, it was fixed in the version previous, but in this one it isn't working for some reason. It was the right line, nothing was wrong in that respect, but it still gives the error, and yeah it is when the enemy is odd.
« Last Edit: March 09, 2007, 04:01:57 PM by modern algebra »

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I can take snailers place if you want, I nvr have anything to do lol.

There's most probably no need for it anymore. I'm as good as done with version 1.0.0.0. I'll release 0.9.7.0 for the public and after I have added a manual and some other stuff I'll make it 1.0.0.0. When I think about it... Just get the script off the main topic in Scripts Database, I'll add you to the credits. :)
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I like testing ;)
<table>
<tr>
    <td><A href="http://www.imvu.com/catalog/web_landing.php?p=power&userId=13062515"><img border="0" src="http://www.imvu.com/catalog/web_images/header_bunch_simple_viewer.jpg" /></a></td>
</tr>
<tr>
    <td><embed allowScriptAccess="never" allowNetworking="internal" enableJavaScript="false" src="http://www.imvu.com/catalog/includes/SimpleViewer.swf"
width="640" height="380" flashvars="preloaderColor=0xffffff&xmlDataPath=http://www.imvu.com/catalog/web_gallery_xml.php?av=Guest_Totsumi" quality="high" bgcolor="#181818" name="viewer" id="viewer" type="application/x-shockwave-flash"/></embed></td>
</tr>
</table>

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Great work, Blizz.
I found no bugs. Although I'll have to get used to using Enter instead of space for stuff.
Except what's the "options" part for?

EDIT: Okay, found a bug. When the whole party levels up they don't all heal. I have..
HEAL_ON_LVLUP = true

Yet only the hero who killed the monster gets their HP healed and the others keep the HP they had before they all leveled up.

EDIT: Another bug. I leveled up. And now every time I switch to another party member the animation for leveling up comes up.
If you're unable to reproduce the problem upload this project...
http://www.sendspace.com/file/v4eusd
Then kill the ghost twice, then switch party members over and over again. You'll see the probleme. Beware of the dragon.
« Last Edit: March 09, 2007, 07:16:11 PM by Irockman1 »

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When I have less than 4 heroes in my party, a NoMethodError pops up for line 1581 saying 'dead' is the undefined method.

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When I have less than 4 heroes in my party, a NoMethodError pops up for line 1581 saying 'dead' is the undefined method.
Same thing happened to me.

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wow, I can't keep up
I tested 0.965 and I can't open it  :tpg:

it just says that there was an error and asks for an error report

FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
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wow, I can't keep up
I tested 0.965 and I can't open it  :tpg:

it just says that there was an error and asks for an error report
First post at the bottom of Notes.

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I'm using the enterbrains... ???

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I'm using the enterbrains... ???
So am I. Just do it, lol
When it didn't work for me I did that and now it works!

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alright, thanks ;D

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great job blizz, it looks good, i jsut inputed the error fixes uve mentioned here and it seems ready for 1.0! ;)

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Great work, Blizz.
I found no bugs. Although I'll have to get used to using Enter instead of space for stuff.
Except what's the "options" part for?

EDIT: Okay, found a bug. When the whole party levels up they don't all heal. I have..
HEAL_ON_LVLUP = true

Yet only the hero who killed the monster gets their HP healed and the others keep the HP they had before they all leveled up.

EDIT: Another bug. I leveled up. And now every time I switch to another party member the animation for leveling up comes up.
If you're unable to reproduce the problem upload this project...
http://www.sendspace.com/file/v4eusd
Then kill the ghost twice, then switch party members over and over again. You'll see the probleme. Beware of the dragon.

Zeriab PMed me about that problem already, I'll fix it. And the options part will be for all AI setup (like aggressive - passive, offensive - defensive), one or another HUD option and maybe some misc stuff. It will mainly be for the player to customize the system for his needs.

When I have less than 4 heroes in my party, a NoMethodError pops up for line 1581 saying 'dead' is the undefined method.

Ah, THAT'S why it happens. Ok, this will be fixed in 0.9.7.1.
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When the dawn breaks...
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...tonight will be just another memory.
And the options part will be for all AI setup (like aggressive - passive, offensive - defensive), one or another HUD option and maybe some misc stuff. It will mainly be for the player to customize the system for his needs.
Yeah, passive mobs will be better at the start of the game so the unexperienced player isnt thrown in the deep end.

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Oh no, I meant ally AI setup, that's a typo there. Ever played Secret of Mana? It's something like that. You can create enemies on the map and make every one of them passive yourself if you want.
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...tonight will be just another memory.

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the only bug I found was that if you take damage right
as you teleport with an event, the game crashes ;D
a 'disposed sprite' error

that and the undefined ally.init method or something
« Last Edit: March 13, 2007, 07:26:32 PM by NAMKCOR »

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I'll check it out. Thanks. ;8
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I love the ABS, I just wish I could use skills right now
it's so much fun to thrash a room of Arshes ;D

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You can, lol! You can use skills, but for now they have only a preconfiguration of attack all the enemies around you within a 5 quare radius.
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really?
I tried but it didn't work.
mebe I'm still running an older version...

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If you do have the version 0.9.6.5 or higher you have the hotkey system for sure. Just press ESC, choose "Controls" and set up the hotkeys for the skills. Then in the map you can quick-switch between skills by just pressing the numbers on the keyboard and use the curretn active skill by pressing the skill button. I forgot which on the skill button was. (>.<) Should be close to the attack adn defend buttons on the keyboard.
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lol, I was still running 9.6.2
sorry about that ;D

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