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[MISSING] Blizz-ABS Version 0.9.7.2

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lol, gone
« Last Edit: May 17, 2007, 11:37:37 AM by Blizzard »
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*updates the post above and points to the part where it says "Demo"* ::) ;D
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Seems awesome, I'll probably stick with Mr. Mo's ABS because the AI is much more advanced.

Can monsters attack monsters in this?

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Wow, nice, when you update this to at least v1.5 I may use this, right now its to buggy. Yes I know its 0.9, good work!

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Hey Blizzard. How do you find graphics that works with the battle system? (Like the battle graphics on your test. How do you find them?)

Dungeons and Dragons Dawn of Darkness: 3% (ON HOLD!)
Dark Lands: 7%

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I made them in Photoshop for testing and demonstration.

@Darklord: No it doesn't. But this ABS doesn't lag either. ;) What does his AI support, BTW?
« Last Edit: December 07, 2006, 08:11:31 AM by Blizzard »
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&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
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how do you turn the monsters, into monsters and not just monster sprites that sit there? Are they event with something in them?
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You can read it in the instructions. Just give name the events like this:

\e[12]

This will turn the event into enemy 12 from your database. ^^
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 Thats awesome!  :tpg:
 Is there a way that you can change the player's attack into projectile? So that you can have the character be an archer.
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Not yet. I am planning that feature for later versions.
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=D
IM using this and yup ive used it as it is awsome.



Like usual
Arlen is hot.

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It doesnt allow me to teleport when i use this script..

Is there any way you can.

If you hate snakes then theres a 100% chance that i hate you!

Dont click here ------> http://kevan.org/brain.cgi?the%20serpent

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I thought I have fixed that already. As I said, the code is still 0.9, so there might be a few glitches. I'll see if I can fix this as soon as possible so 0.91 REALLY can already be used in games.
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Dude this is amazing you have to add more to it its the only abs i could find that works!!!!!!!!!!!!!!!!!!!!!!!!!!!!1
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Is it possible to make your party help fight when using your caterpillar system?

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I can't teleport....

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It doesnt allow me to teleport when i use this script..

Is there any way you can.

I thought I have fixed that already. As I said, the code is still 0.9, so there might be a few glitches. I'll see if I can fix this as soon as possible so 0.91 REALLY can already be used in games.
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It doesnt allow me to teleport when i use this script..

Is there any way you can.

I thought I have fixed that already. As I said, the code is still 0.9, so there might be a few glitches. I'll see if I can fix this as soon as possible so 0.91 REALLY can already be used in games.

*crys* I need an ABS and my pc won't read Mr. Mo's.

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Is it possible to make your party help fight when using your caterpillar system?

Try hbgames.org/forums and search for Squad based ABS. I'll upload the code to fix the problem with the teleport as soon as possible. It's only the $game_temp.in_battle variable that causes the mess, but I'm not on my laptop right now and therefore I don't have it right here... :=
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Thx! =D

Guys, add this piece of code to the ABS to fix the teleport thing.

Code: [Select]
#==============================================================================
# Interpreter
#==============================================================================

class Interpreter
 
  alias command_201_blizzabs_later command_201
  def command_201
    $game_temp.in_battle = false if $scene.is_a?(Scene_Map)
    command_201_blizzabs_later
  end
 
end

That would be version 0.91 then.
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 :D hehe this one i tryed earlyer today... and i didnt see the teleport thing.. and well i didnt know there was a fix.. and well i sat ther for like 3 hours getting mr.mo's one to work.... and i got it to run the game but the lagg is soooooooooo bad.. xD i havnt goten to like fully try this one but. i hope its good xD


Edit: hehe i love it its WAY less laggy.. but um how do i get it to show the damage i do it.. dousnt seem to want to.. and this maybe not the right place to ask but umm how do i keep images trasparent on the background? i made like a action thing and every thing but there is a white block around my guy.. it sucks >.< but.. nice work though its awsome i love it xD
« Last Edit: January 07, 2007, 01:20:25 PM by ..:relik:.. »

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You need to make the background of the file transparent with a program like Photoshop. You can also re-import them with the Resource Manager (next to the test-play button in the on top menu) and set the background as "transparent".
If Mr. Mo's lags so much, use this Anti-Lag code from my ABS. It should work out.

Code: [Select]
#==============================================================================
# Blizz-ABS Event Anti-Lag (ABSEAL) by Blizzard
# Version: 1.0
# Date: 25.10.2006
#
#
# Compatibility:
#
# 99% compatible with SDK, not tested altough. 99% chance of compatibility with
# anything.
#
#
# Advantages compared to other Anti-Lag Systems:
#
# - much more compatible
# - faster and better processing
# - about 5 times less code
# - built-in option to disable in specific maps
# - configurable strength
#
#
# Introduction:
#
# This script will decrease the lag caused by too many events in maps by only
# updating the events visible on the screen and a little bit beyond.
# "Auto-Start" and "Parallel process" events are NOT affected by this script.
#
#
# Configuration:
#
# Put in "DISABLE_ANTI_LAG_IDS" any map IDs where the ABSEAL should be
# disabled. Change FACTOR to how many "tile squares" it should update beyond
# the screen. 2 is default, values under 1 will be corrected. Floating point
# numbers will be corrected.
#
#==============================================================================

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

DISABLE_ANTI_LAG_IDS = []
FACTOR = 2

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

#==============================================================================
# Game_Event
#==============================================================================

class Game_Event
 
  alias upd_player_blizzabs_later update
  def update
    upd_player_blizzabs_later if self.update?
  end
 
  def update?
    return true unless $game_system.ABSEAL
    return true if DISABLE_ANTI_LAG_IDS.include?($game_map.map_id)
    return true if self.trigger == 3 or self.trigger == 4
    factor = FACTOR < 1 ? 1 : FACTOR.to_i
    return false if self.real_x <= $game_map.display_x - factor * 128
    return false if self.real_y <= $game_map.display_y - factor * 128
    return false if self.real_x >= $game_map.display_x + 2560 + factor * 128
    return false if self.real_y >= $game_map.display_y + 1920 + factor * 128
    return true
  end
 
end

#==============================================================================
# Sprite_Character
#==============================================================================

class Sprite_Character

  alias upd_player_blizzabs_later update
  def update
    unless $game_system.ABSEAL
      upd_player_blizzabs_later
      return
    end
    if @character.is_a?(Game_Event)
      upd_player_blizzabs_later if @character.update?
    else
      upd_player_blizzabs_later
    end
  end

end

If the damage doesn't show up, google for the font "Arial Black" and re-install it. This should fix the problem. You cn reinstall it in C:\WINDOWS\Fonts , just copy the file there. If it says, there already is a file like that, just delete it and put in the new file.
« Last Edit: January 07, 2007, 02:05:38 PM by Blizzard »
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Thx! =D

Guys, add this piece of code to the ABS to fix the teleport thing.

Code: [Select]
#==============================================================================
# Interpreter
#==============================================================================

class Interpreter
 
  alias command_201_blizzabs_later command_201
  def command_201
    $game_temp.in_battle = false if $scene.is_a?(Scene_Map)
    command_201_blizzabs_later
  end
 
end

That would be version 0.91 then.

Aww man, I already started my game with a normal battle system. I'll use your ABS on my next game. I guess. WAIt! Thats'll be in like a year. lol

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This is the epitome of awesome. FINALLY, someone made an ABS that works like an ABS should!

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I just love the oldskool games Zelda 3, 4, Secret of Mana, Secret of Evermore etc., so I know how it works and how it works good. :)
Believe me, Blizz-ABS will be the most used ABS in near future. =D I only need to implement the many other features I've planned. =D
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I just love the oldskool games Zelda 3, 4, Secret of Mana, Secret of Evermore etc., so I know how it works and how it works good. :)
Believe me, Blizz-ABS will be the most used ABS in near future. =D I only need to implement the many other features I've planned. =D

Yeah,  by the time I'm done with The Dark Seraph it should be complete and I can use it in my next game.   ;D


EDIT:
If you need a screenshot here's one.

Thats the best I could get it.
« Last Edit: January 09, 2007, 09:00:26 AM by Irockman1 »

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When I release the new code with changed HUD and functions (maybe leave the mouse control?) it will look and work even better.

The only sad thing is that I won't be able to implement a "Shortest path finder", so enemies go around obstacles. Thing is tht RMXP is too limited and the execution of the  code freezes the game for short if the distance from the enemy to the player is more than 5. The algorythm is of exponential complexity. :(
« Last Edit: January 09, 2007, 09:40:22 AM by Blizzard »
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When I release the new code with changed HUD and functions (maybe leave the mouse control?) it will look and work even better.

The only sad thing is that I won't be able to implement a "Shortest path finder", so enemies go around obstacles. Thing is tht RMXP is too limited and the execution of the  code freezes the game for short if the distance from the enemy to the player is more than 5. The algorythm is of exponential complexity. :(

Eh, it works anyways. I didn't notice them not go around obstacles. It'll be great anyways.

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I've had an idea for an alternative algorythm, but the problem would be a big RAM usage when maps go over 200x200. A 500x500 map would need about 250MB. :=
But at least the algorythm itself is efficient as hell.
« Last Edit: January 10, 2007, 11:28:34 AM by Blizzard »
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Blizzard is a God  :tpg: It's so beautiful...But I dunno if it's compatible with Soul-Rage+Soul-Limit Script :tpg:.

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Are you using the A* algorythm or something similar?
There is an implementation in Ruby of it here: http://www.dubealex.com/asylum/index.php?showtopic=11874
It IS crappy, but you might use some of the principles for inspiration.
Also can't you utilize the graph being sparse?

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Eh...kind of a noob question....I made and event in which the Character can't get out of the Stage until all the Enemies/Boss are defeated...but the even keeps saying what I wrote about defeat the Boss/Enemies.

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Like I said, this is great, but there are two problems now.

A: When you try to use move event, noticably on touch event events, it FLIPS THE FUCK OUT. If you tap the arrow so you barely touch it, you scoot forward or whatever one pixel. Tap again, AND YOU CAN FLLLLLLLLLYYYYYYYYYYYYYYYYYYYYYYY! Often times 90 degrees to the right of the intended direction.

B: Hitting F12 causes a nasty cras due to having moar stackz than teh xp cU[size=0pt] [/size]HN handle.
« Last Edit: January 12, 2007, 04:34:48 AM by arrowone »

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I'll look into it. But I don't know how the F12 thing works, so I don't know if I will be able to fix it.

Eh...kind of a noob question....I made and event in which the Character can't get out of the Stage until all the Enemies/Boss are defeated...but the even keeps saying what I wrote about defeat the Boss/Enemies.

Just use the "Call script" command and type

Code: [Select]
$game_variables[X] = $game_system.how_many_enemies_left

Replace X with the ID of a variable. After this, that variable will be set to the number of enemies that are left on the map. Use this together with cond. branch and parallel process to achieve the effect you want when the enemies left on the map are equal/greater than/whatever to a value.

Are you using the A* algorythm or something similar?
There is an implementation in Ruby of it here: http://www.dubealex.com/asylum/index.php?showtopic=11874
It IS crappy, but you might use some of the principles for inspiration.
Also can't you utilize the graph being sparse?

I am already much further than this. I didn't even think about using the Move_Command class.
I have tried different algorythms so far. Dijkstri's algorythm brings RMXP to its knees, lol! I have tried an algorythm based on a "neighbour-vertex matrix" but it takes too much of RAM. Now I am working on a hybrid between these two and it doesn't lag too much right now. I actually need to get rid of some extra processing and bring the algorythm down to a linear complexity. Any exponential complexity causes enormous lag. =/

I would use Near Fantastica's and just fix the glitch if there is actually no path to the goal, but his algorythm also increases the lag too much in bigger maps, so there is no point.

My algorythm so far basically uses a virtual map with a passability table similar to the map's own @passages variable and I try to check the current passability (because of events, player etc.) only around the character. The rest is being processed by the virtual map, but I the process time increases exponential according to the length of the path. =/ Shit~
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Can I see what you have done?

Also if you haven't already you should try to limit the number of choices. I mean, who cares if you take a path that's 1 step longer than the shortest path, especially if it is like 10 steps long.
This makes me think.... Have there been made any good randomized algorithm for this? (Or a part of it being such)
« Last Edit: January 11, 2007, 10:34:23 PM by Zeriab »

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I'll look into it. But I don't know how the F12 thing works, so I don't know if I will be able to fix it.

Eh...kind of a noob question....I made and event in which the Character can't get out of the Stage until all the Enemies/Boss are defeated...but the even keeps saying what I wrote about defeat the Boss/Enemies.

Just use the "Call script" command and type

Code: [Select]
$game_variables[X] = $game_system.how_many_enemies_left

Replace X with the ID of a variable. After this, that variable will be set to the number of enemies that are left on the map. Use this together with cond. branch and parallel process to achieve the effect you want when the enemies left on the map are equal/greater than/whatever to a value.
I followed instructions...but I get the feeling I did something wrong...the teleporter thingy I made to appear after the boss is defeated...doesn't appear yet.

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Post the event code. Did you make it parallel process?

@Zeriab:

Still haven't changed it, since the other day. The virtual map is loaded into $game_map and is being access by any Game_Character sub-class. I think there is a bug. Just like I said, I didn't fix it yet. Ignore $lag, I use it to write out "Hi" when the algorythm is executed to see the difference between that case and the case where it isn't. It works 8-way, BTW.

Code: [Select]
#==============================================================================
# Virtual_Map
#==============================================================================

class Virtual_Map
 
  def initialize
    @matrix = Table.new($game_map.width, $game_map.height)
    object = Game_Character.new
    for i in 0...$game_map.width
      for j in 0...$game_map.height
        res = 0
        res += 0x01 if object.v_passable?(i, j, 2)
        res += 0x02 if object.v_passable?(i, j, 4)
        res += 0x04 if object.v_passable?(i, j, 6)
        res += 0x08 if object.v_passable?(i, j, 8)
        @matrix[i, j] = res
      end
    end
  end
 
  def find_path(object, dest_x, dest_y)
    return if object.x == dest_x and object.y == dest_y
    x = object.x
    y = object.y
    st_dir = []
    if object.passable?(x, y, 2)
      st_dir.push(2)
      st_dir.push(1) if object.passable?(x, y+1, 4)
      st_dir.push(3) if object.passable?(x, y+1, 6)
    end
    if object.passable?(x, y, 4)
      st_dir.push(4)
      st_dir.push(1) if object.passable?(x-1, y, 2)
      st_dir.push(7) if object.passable?(x-1, y, 8)
    end
    if object.passable?(x, y, 6)
      st_dir.push(6)
      st_dir.push(3) if object.passable?(x+1, y, 2)
      st_dir.push(9) if object.passable?(x+1, y, 8)
    end
    if object.passable?(x, y, 8)
      st_dir.push(8)
      st_dir.push(7) if object.passable?(x, y-1, 4)
      st_dir.push(9) if object.passable?(x, y-1, 6)
    end
    st_dir |= st_dir
    return [] if st_dir == []
    coos = [[x, y, 0]]
    for i in st_dir
      case i
      when 1 then coos.push([x-1, y+1, 10-i])
      when 2 then coos.push([x, y+1, 10-i])
      when 3 then coos.push([x+1, y+1, 10-i])
      when 4 then coos.push([x-1, y, 10-i])
      when 6 then coos.push([x+1, y, 10-i])
      when 7 then coos.push([x-1, y-1, 10-i])
      when 8 then coos.push([x, y-1, 10-i])
      when 9 then coos.push([x+1, y-1, 10-i])
      end
    end
    path = []
    next_x, next_y = dest_x, dest_y
    coos.reverse!
    coos.size.times do
      for i in 0...coos.size
        if coos[i][0] == next_x and coos[i][1] == next_y
          case coos[i][2]
          when 1
            next_x -= 1
            next_y += 1
          when 2
            next_y += 1
          when 3
            next_x += 1
            next_y += 1
          when 4
            next_x -= 1
          when 6
            next_x += 1
          when 7
            next_x -= 1
            next_y -= 1
          when 8
            next_y -= 1
          when 9
            next_x += 1
            next_y -= 1
          end
          path.push(coos[i][2])
          coos[i] = nil
          break
        end
      end
      coos.compact!
      break if next_x == x and next_y == y
    end
    for i in 0...path.size
      path[i] = 10 - path[i]
    end
    $lag = "Hi"
    return path
  end
 
end

#==============================================================================
# Game_Character
#==============================================================================

class Game_Character

  def v_passable?(x, y, d)
    new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    return false unless $game_map.valid?(new_x, new_y)
    return false unless $game_map.v_passable?(x, y, d, self)
    return true
  end
 
end

#==============================================================================
# Game_Map
#==============================================================================

class Game_Map
 
  attr_reader :vmap
 
  alias setup_vmap_later setup
  def setup(id)
    setup_vmap_later(id)
    @vmap = Virtual_Map.new
  end
 
  def v_passable?(x, y, d, self_event = nil)
    return false unless valid?(x, y)
    bit = (1 << (d / 2 - 1)) & 0x0f
    for i in [2, 1, 0]
      tile_id = data[x, y, i]
      if tile_id == nil
        return false
      elsif @passages[tile_id] & bit != 0
        return false
      elsif @passages[tile_id] & 0x0f == 0x0f
        return false
      elsif @priorities[tile_id] == 0
        return true
      end
    end
    return true
  end
 
end
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supsup
when i'm playing an error comes up when i hit "f" and then i read in the instructions that i need to name a spiteset a certain name how do i name spritesets?
« Last Edit: January 13, 2007, 03:37:58 PM by sparten84 »
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I get a feeling I made xomething wrong...

********
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Yeah, it's wrong. You don't need a common event for this, just use a usual event as parallel process in the map. Use this event code:

Code: [Select]
> Cond: Self-switch A == OFF
  > Wait: 10 frames
  > Message: "Defeat TERROR-KING ARCHFIEND!!!"
  > Self-switch operation: Turn A ON
> End
> Script: $game_variables[1] =
          $game_system.how_many_enemies_left
> Cond: Variable[0001] == 0
  > Cond: Self-switch B == OFF
    > Wait: 10 frames
    > (put here what happens if you defeat your enemy)
    > Self-switch operation: Turn B ON
    > Switch operation: Turn [X] OFF
  > End
> End

You only need to consider three things:

1. Switch X HAS TO be turned ON before entering the battle. Make the enemy event's condition to be this switch. This will ensure that he won't appear again in this room.

2. The message "Defeat..." will occur only the first time when entering the map. The code when he dies will also occur only once.

3. Set the parallel process event's own condition also to be that switch X. Safe is safe. ;)

@Sparten: Didn't I type it in the instructions? Name the additional spriteset the same like the usual, but add something to the name according to which sprite it is:

Attack sprite - _atk
Defend sprite - _def
Skill sprite - _skl
Item sprite - _itm
« Last Edit: January 14, 2007, 01:22:52 PM by Blizzard »
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Like I said, this is great, but there are two problems now.

A: When you try to use move event, noticably on touch event events, it FLIPS THE FUCK OUT. If you tap the arrow so you barely touch it, you scoot forward or whatever one pixel. Tap again, AND YOU CAN FLLLLLLLLLYYYYYYYYYYYYYYYYYYYYYYY! Often times 90 degrees to the right of the intended direction.

B: Hitting F12 causes a nasty cras due to having moar stackz than teh xp cU[size=0pt] [/size]HN handle.

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The F12 error happens usually when a method from the compile RGSS10XX.dll is being aliased. Just ignore it.
And for the other, I haven't had time to fix it yet. I just need to add a "already touched" flag.

BTW, I added a 2nd release of the MMO Test Edition (of course compiled ::)).
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I keep getting errors, how do I set an enemy's AI?
Games in progress:
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!\e


# being the enemy number.

I think that's correct...

***
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Thats how you set an enemy...

How do I set the enemy's AI?
Games in progress:
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AI works automatically if you type the event names correct. It should be \e[X], where X is the ID of that enemy in the database. Events with such names will be replaced on the map with enhanced enemy events that actually posses that AI.
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ahhh...
Umm...can you post the script that is used in the blizz-mmo test edition release 2?
ARGH!!!!!

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Sorry, but I can't. It is exclusively for Aerion Online. Because I get payed, I have to keep the source code secret.
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ahhh...
when is aerion online being released?
ARGH!!!!!

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It already was released. But the updated version with my ABS will still take some time. If I am lucky I am able to connect to the test server today and test the script. It's hard to test my Game_NetPlayer class if I can't get online. =/
The actual deadline is by the end of the week, but if I can't connect to the server to test it, I can forget that deadline. =/
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ahhh...
can u at least justgive me the script of the mouse function? 'Cause I really need that.
ARGH!!!!!

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It's deeply merged into the system. I can't just get it out without tearing half the script apart. You might wanna try hbgames.org/forums for a mouse operating script. It's not as nice as mine (I think you can't select window choices etc.), but you might like it.
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My save function doesnt work right for the script you do give.

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I noticed already. As I said, as soon as I find the time, I will fix all the bugs I've found and release 1.0. Most probably I will release it in 3 weeks when I am back from semester holidays. :)
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&&&&&&&&&&&&&&&&&&&&&&&&&&&
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ALT+F4 or just click the X in the upper right corner. ::)
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when i added the script to the game it said:
FileGraphics/Characters/141-Bard01_atk not found

T_T help plz

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Read the insctructions. You need attack/defend/etc. spritesets and you need to name them properly. You can also download the demo and see how it works in there.
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Yo Dawg
Code: [Select]
file Graphics/Characters/001-fighter_atk not found.

I cant atk  :'(
Projects:
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Code: [Select]
file Graphics/Characters/001-fighter_atk not found.

I cant atk  :'(

How about reading the two posts above:

when i added the script to the game it said:
FileGraphics/Characters/141-Bard01_atk not found

T_T help plz

Read the insctructions. You need attack/defend/etc. spritesets and you need to name them properly. You can also download the demo and see how it works in there.
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oh so i have to make all the sprites myself  :wtf:
Projects:
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Yes and no. You can ask somebody else to do it.
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yea!!
YES!! one that works for pk knights thank you so much!
mark

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They shouldn't call me only lag-away master, but compatibility devil as well. ::)
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Are you planning on createing atk/def/item/spell sprites for other sprites like Fighter001?
Projects:
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I don't sprite, I script, so no. (-_-')
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Yo Dawg
Projects:
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yea!!
hey when ever i want to make my guy attack a error comes up and says


file graphic/charcter/mark_atk not found     


???????
mark

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Code: [Select]
file Graphics/Characters/001-fighter_atk not found.

I cant atk  :'(

How about reading the two posts above:

when i added the script to the game it said:
FileGraphics/Characters/141-Bard01_atk not found

T_T help plz

Read the insctructions. You need attack/defend/etc. spritesets and you need to name them properly. You can also download the demo and see how it works in there.

Do people not know how to read instructions or what?!
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yea!!
whenever i try to get ur demo the file always comes empty

ya and i read ur instructions on the spirit sets like how ur suppose to
put like hero_vaan_atk.png that part confused me o and also /e[x] i put the name were the x was and the dude would not attack me.
« Last Edit: February 10, 2007, 01:05:13 AM by punishermark13 »
mark

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It downloads fine for everyone else including me. O_o

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whenever i try to get ur demo the file always comes empty

ya and i read ur instructions on the spirit sets like how ur suppose to
put like hero_vaan_atk.png that part confused me o and also /e[x] i put the name were the x was and the dude would not attack me.
For example your sprite is named:

Code: [Select]
001-Fighter01.png

Then you name the attacking sprite:

Code: [Select]
001-Fighter01_atk.png

Is it really so hard to understand?
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yea!!
\e[X] i would put the mmonsters name in the x was \e[Troll] for the event name but the event wont attack me
mark

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Not the name, the ID.

Code: [Select]
\e[5]

or

Code: [Select]
\e[23]

Then it should work fine. ^^
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yea!!
when you kill a monster how do i make it so that monster does not show up again.
mark

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Using a switch?
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This is reeeaaaallly coool !

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rep+

This owns !!!

I might use it :o

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yea!!
hey i did what u sayd the switch and the problem was that it kinda work well not really but what happen was when i put it on and then when i came back all that happen was it had no spirt and it was still attacking and how do you make monsters randomly pop up again over and over.
mark

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Ok, can some one help me?
When I put this in, it wont work, in says different things..
When I try to attack, it says this: "Unable to find file Graphics/Characters/link 2_atk.
And the same for trying to defend: Unable to find file: Graphics/Characters/link 2_def.

Can ya help me? Because the system is very sweet!

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Very nice  ;8
No bugs that I have noticed except the save bug. Hope you can fix it soon  :lol:



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Ok, can some one help me?
When I put this in, it wont work, in says different things..
When I try to attack, it says this: "Unable to find file Graphics/Characters/link 2_atk.
And the same for trying to defend: Unable to find file: Graphics/Characters/link 2_def.

Can ya help me? Because the system is very sweet!

Ok, I have answered this questions at least three times in the last 2 pages of the topic. =/

I still haven't had the time to fix it, since I was working on the 1.2 release of CP with many new features, sorry. (>.<)
The actual ABS is already beyond the 2nd MMO Demo, but I can't release it.
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Ok, can't wait then!!!!!!!!!:dreamcast:

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Ahh! You're a liar Blizz! Lol, jk. But seriously, everytime I take your "3200 lines of hardcore code" and put it into my map, I always get lagged out. Is it something I'm doing?

:edit: Oh yeah. One more question. How do you add enemies to the map? Does it need to be done in a special way?

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As I said, the code is already older and it tends to lag on slower PCs. Did you read the instructions? Obviously not:

Quote
# 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[X]
#
# where X is the ID of the enemy in the database. You can freely name the event
# like you want, only be sure to include this syntax to create an enemy.
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Blizzard I feel sorry for you..

They dont even read ur explenation XD

But now is my question lol
Can i change the jump so it will work fine without it trippin or per pixel
So Move event stays per square ?

And.. how can i set the F button wont work until you really obtained a weapon ???

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I will script all of that, don't worry about this. It will be automatically disabled if you have no weapon. I also need to fix the jumping, I know.
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Even if I dont equip my character it still slashes when pressing F
 :(  Can I disable this ?

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As I said, not yet.
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You could always name a Sprite and use one without Weapon and Shield, naming exactly like the instructions says...Using events to add the Sprite that has both "Shield" Or "Sword" or visa=versa =p

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I dont know if u know it yet but..
When I set like 10 chickens in a room and go slay them for some reason the one behind it or above or below him will die too it gets hit by my attack..
Is that a common problem ?

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I think that's just how it is, so you can knock back all the monsters and then you won't get hit.

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I think I figured it out or the sprite is to big ( dont think so acctually )
Or attck range is to far.

And also.. when i use move event change graphic it standard back to the first sprite..

Never mind I used the normal change graphic command and that works fine :)
« Last Edit: February 22, 2007, 04:13:56 PM by Snailer »

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You should compile a FAQ and put it in the first post

Do people not know how to read instructions or what?!

Don't assume people will read your instructions, because many won't.
Here's something difficult: Try to think where people will fail and try to change the script so it catches the errors and guides the users on the right way.
You have probably long forgotten how it was, but fortunately there seems to be loads of test participants ^_^

In case I haven't already: Great work Blizzard!

 - Zeriab

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Yes just to ask .. You asked people too test it on big scale ?
Else.. i wont mind test alot..

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You should compile a FAQ and put it in the first post

Do people not know how to read instructions or what?!

Don't assume people will read your instructions, because many won't.
Here's something difficult: Try to think where people will fail and try to change the script so it catches the errors and guides the users on the right way.
You have probably long forgotten how it was, but fortunately there seems to be loads of test participants ^_^

In case I haven't already: Great work Blizzard!

 - Zeriab

That's why I will make a preconfiguration and the possibility to enable the extra sprite handling if you want it. A compiled help file might be the best idea. =/ Lol, I might make a .pdf manual instead. xD I want to make the Blizz-ABS very user-friendly, so like the user doesn't have to configure anything in the first place, he only needs to put in the script and name the enemy events right and there you go. ;8

Yes just to ask .. You asked people too test it on big scale ?
Else.. i wont mind test alot..

That's a good idea. I'll do that when I release the 1.0 version.


BTW, the current 0.99 version is already far more advanced than the usual ABS. If you will, the MMO Edition (2nd release) is like the version 0.97. ;8 I only need to make a custom shop and a name input scene that works fine with the mouse.
And yes, the MMO Edition will be released as Blizz-ABS 1.0, because the thing I was talking a few posts before worked out well. ;8 I might even already include projectile skills and weapons. ;8 Depends on how much time I'll have.
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Oh and the click feature cAn be disabled right ? ::)

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You mean the mouse operating system? I was actually planning to leave it as the operating system. =/
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I have a question.
When is version 1.0 cummin'? :V

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There are 2 possibilities:

1) If I use the mouse system, I need to add and code some more stuff, it will be more buggy and it will take longer.

2) If I remove the mouse, I need to remove quite some parts of code and change a lot, might take less time.

In any case, I'll still need some time to do it. But finding the time to do it might be the bigger problem. (>.<)
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Soooo .....

U will stick to the Mouse ?    :-\
Cuz else i will use an other script :) Zelda isnt a click game so that would mess up my gameplay but you need to do what see fit ( DONT LISTEN TO ME  :lol:)

And i noticed another bug btw

When u walk to a fence and walk directly under it and continue you will uhm.. get stuck and need to walk back a little ...
« Last Edit: February 25, 2007, 12:57:45 PM by Snailer »

********
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Yes, I know of that bug in the 0.91 version.
And no, I won't stick to the mouse. I was never a fan of "point and click" ABS-es. I always loved the conventional ABS-es where you use buttons, so there will be button based controls. :) Also, it will be an optional SBABS. ;8 I have the enemies' AI, I could just "revert" it to make it possible to have allies in battle. ;8
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 :o

Blizzard..
That would be very very very cooool !!

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Version 1.0 is coming out soon. I have conpletely rewritten the Keyboard Input module, the basics have less code than any other Keyboard Input module. ;8 I am going to give enemies the ability to have pixel movement as well and I am most probably going to add even more cool features. You already can change the controls to i.e. WASD. ;8
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YAAAAAAAAAAAAAAAAAAAAAAY  ;8

I love u blizz :)
( U fixed the move event event ? )

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I'll fix everything I haven't yet. Remember when you go over an "through" event that is triggered with touch and how you trigger it with every move? Doesn't happen anymore already. :)
« Last Edit: February 27, 2007, 05:33:43 PM by Blizzard »
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Is it possible to change the animation for attacking? I'm making a Zelda game and I want the attacking animation to change when you get a new sword.

EDIT: Okay...every time I try and test the game with your script I get...
« Last Edit: February 28, 2007, 02:15:23 AM by Irockman1 »

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Read the first post.
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Oh, sorry.
It worked before though.

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*updates to 0.9.7.0* I'll release version 1.0 after I have added a full manual. But for all of you who are eager to use it already, here you go. It's quite stable already, but missing a manual (as I said) and several extra features. ;8
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*updates to 0.9.7.0* I'll release version 1.0 after I have added a full manual. But for all of you who are eager to use it already, here you go. It's quite stable already, but missing a manual (as I said) and several extra features. ;8
*claps* I can start my game now! YAY!
Great work Blizzard!

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Heh, yes! good job, I have been waiting some time  :=:

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Ah, crap. (-_-') Alright, I'll fix it ASAP. Must be something wrong with your enemies on the map. I'll try to re-produce the error to find out why it happens.
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Ah, crap. (-_-') Alright, I'll fix it ASAP. Must be something wrong with your enemies on the map. I'll try to re-produce the error to find out why it happens.
It happens when I have "Max Party" set to 4 and I have less than that.

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 :-\ I get an Error saying:

Quote
? "Blizz-ABS' 3846? NOMETHODERROR?
Undefined Method For nil: NilClass

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Wow, I never notIced how fun putting a bunch of monsters in a map and fighting them is.

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Yeah, I know what you mean. :)
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 :-\ Eh, but I question,w hat must I do for the Error that I am getting?

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He's going to fix it.

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I didn't have the time to work on the ABS again. As soon as I fix stuff I usually post it. So, no worries. ;8
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Are there going to be ranged weapons in the future?

*
Rep: +0/-0Level 87
Uh... I like your battle system but some weird things are happening. First question (not weird, just curious), how do you turn off the caterpillar system? I just want one character to be walking.
Second, my maps are all screwed up and my characters turn invisible at one (or many more...) point.

The first screen I took is obviously before I enter the town but afterward the characters are gone but when I move around sometimes they appear in a lower corner. It's almost like the screen is not centered.  What's wrong?  ???

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It still might be buggy, that's why it's only version 0.97 for now. You can turn off the caterpillar by just having only 1 party member (there's a prob with it right now, I'll fix it in the next release). Your chars get invisible if they "die" (kinda ghost effect) or if you just set their transparency to true/opacity to 0/character spriteset to none.

About the centering bug: I'm not sure if it has to do with the centering of the characters. I'll look into that. I've had problems with that before already. =/

@Irockman1: Someday, yes. You will have 3 types of weapons: close-combat (melee) weapons (sword, lance, etc.), ranged-combat weapons (flail, boomerang, etc.) and projectile weapons (bow and arrow, harpune, etc.)
With skill it'll be similar: Close skill (obivous), Shooting skills (arrow type, etc.), Area skill (hit enemies around you) and ranged skills (game freezes (OR NOT, you can set it up), you choose to attack any enemy on the visible screen or within the skill range). Also skill will have the option of "Explosion on impact", so the can damage enemies around the target as well.
« Last Edit: March 12, 2007, 09:30:17 PM by Blizzard »
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And, when they die how do you make them transparent instead of blinking?

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That would be so awesome...I think it would be the greatest ABS of e'mm All.

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It will be. ;)

@Irock: I just switch their blending mode to "Add" ("Positive" in PK).
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It will be. ;)

@Irock: I just switch their blending mode to "Add" ("Positive" in PK).

=. I shall be speechless then...Would it be Compatibable in the Future with the other scripts made by you?

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I can try. But many of my battle scripts are made for the DBS. Without edit, there's no chance they could just work with the ABS. =/ Altough add-ons should be still support for the major part. =)

EDIT:
Ok, I have fixed all the problems that were reported in version 0.9.7.0. Now it's 0.9.7.1. ;)
« Last Edit: March 16, 2007, 08:55:13 PM by Blizzard »
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There's something wrong with mine, the text won't appear like on the title screen it doesn't say new game, exit ect.

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A Random Custom Title
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wah
You should go to the Blizz's tricks thing that was stickied on the tutorials page. There's a font override there that should make it work.

***
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I can't get it to attack what so ever.
I changed the keys to my prefference.

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Have you turned on the "CUSTOM_CONTROLS"? You need to set that value to true before you can use custom controls.
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ok, i set it to true, but now it says the there is no implicit conversion from nil to interger. Do i need a certain code for the arrow keys?

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If you don't give me the line number of the bug, I can't do a thing. Basically the control part should be looking like this:
Quote
  class Control
    # using other controls instead of arrow keys
    CUSTOM_CONTROL = true
    # set the next values only if the one above is true
    DOWN = 'S'
    LEFT = 'A'
    RIGHT = 'D'
    UP = 'W'
    ATTACK = 'J'
    DEFEND = 'K'
    SKILL = 'L'
    ITEM = 'I'
    SELECT = 'O'
  end

Quote
  class Control
    # using other controls instead of arrow keys
    CUSTOM_CONTROL = true
    # set the next values only if the one above is true
    DOWN = 37
    LEFT = 38
    RIGHT = 39
    UP = 40
    ATTACK = 'J'
    DEFEND = 'K'
    SKILL = 'L'
    ITEM = 'I'
    SELECT = 'O'
  end

This would put the controls to the arrow keys.
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yeah 0.9.7 is pretty good!
the skills are still weird...
I don't like how MP is discharged before a spell hits, but w/e
(I need to make a user animation so that people know they are casting skills)
I also wonder if I can make an animation that focuses on the character and radiates out...

anyways, I also think that when you have the player stop moving during an attack, it really looks like it lags, I liked the smoothness of the older one, when you could move and attack at the same time.

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yeah 0.9.7 is pretty good!
the skills are still weird...
I don't like how MP is discharged before a spell hits, but w/e
(I need to make a user animation so that people know they are casting skills)
I also wonder if I can make an animation that focuses on the character and radiates out...

anyways, I also think that when you have the player stop moving during an attack, it really looks like it lags, I liked the smoothness of the older one, when you could move and attack at the same time.

well it would kind of look silly if the player moved past the enemy but the animation didnt as well...

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« Last Edit: March 23, 2007, 10:31:17 PM by Rpg_Gnome »

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well it would kind of look silly if the player moved past the enemy but the animation didnt as well...

the animation stays on the enemy as when they are in range, it plays the animation for them being hit, not when you attack.

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You might wana add this in to you thing.
Some people using PK need to change some things on line 2511, to change the font size=22, change the 22 to $defaultfontsize.
Thats what was wrong, my friend randy knows some scripting so he fixed it.
Also line line 2737 needs to have what is currently after the = in the script you posted changed to $defaultfontsize also if you want the control panel to work.

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anyways, I also think that when you have the player stop moving during an attack, it really looks like it lags, I liked the smoothness of the older one, when you could move and attack at the same time.

In almost every game you have to stop for a moment before attacking. And there is still the option to make extra spritesets be used. ::)

the skills are still weird...
I don't like how MP is discharged before a spell hits, but w/e

And when should they gonna be discharged? They get discharged as soon as you cast the spell. It works the same way like in RMXP's DBS, any other CBS I have seen so far and even as good as all commercial games I have played.

I also wonder if I can make an animation that focuses on the character and radiates out...

This would cause imense lag and it would glitch if the skill animation is working over the entire screen. =/

You might wana add this in to you thing.
Some people using PK need to change some things on line 2511, to change the font size=22, change the 22 to $defaultfontsize.
Thats what was wrong, my friend randy knows some scripting so he fixed it.
Also line line 2737 needs to have what is currently after the = in the script you posted changed to $defaultfontsize also if you want the control panel to work.

Trust me, there is a VERY good reason why I didn't do it. If you would change another font, it could get crunched together. Same goes for the HUD. The HUD has a limited size, so it doesn't take up too much space. Also it actually doesn't use the size 22 in the bitmaps, I only set that as reference. If I would allow those parameters to be changed through the global font variables, the HUD would most probably either become unreadable or even glitch. As I said, those values are fixed for a very good reason.

And BTW, this isn't a full fix. Dyna uses $fontsize and $fontface to determine the font size and name. ;)
« Last Edit: March 24, 2007, 03:30:48 PM by Blizzard »
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I can understand that.
Just throwing it out there, cuase I couldnt see the control panel, and I just changed it all to the defualt thing and I can everything works.


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Sure, no problem. I used the font Arial which is actually a standard font in every windows. I'm quite surprised you couldn't see it in the first place.
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In almost every game you have to stop for a moment before attacking. And there is still the option to make extra spritesets be used. ::)

yeah, I know, but without them made, it's kinda laggy looking

And when should they gonna be discharged? They get discharged as soon as you cast the spell. It works the same way like in RMXP's DBS, any other CBS I have seen so far and even as good as all commercial games I have played.

if you read later on, I did say that I'd have to make the skills show an animation on the character so that they know that the MP has been spent.
I know why you have the MP discharged before the skill is used or you'd use it multiple times and blah blah blah, but I just think it's too bad that no animation is keyed in automatically to show that a skill was used.

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Right, I got what you meant. I forgot to make the "user animation" work. (>.<)
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I just noticed that none of my teleport events work, so i cant get into my buildings or anything......

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I fixed that bug long ago. I'll be sure to check it out.
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Want me to post the script?
cuase i got all my text edits in it...

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Just check its version. I remember that version 0.9 had that bug, but I fixed it in 0.91.
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Could you send me a version that works with the events...

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Just get the newest version from the first post.
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I don't know if I can easily fix this, but. Moving the hero (with event) is still tricky with the pixel by pixel movement.

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Ok, I tried to download it and the site doesnt open anything.....

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Do you have pop up blocker on? That might be the problem.

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I don't know if I can easily fix this, but. Moving the hero (with event) is still tricky with the pixel by pixel movement.

Yeah, on of the problems that I still need to solve fully yet. =/
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my pop-up blocker was off.....

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is there a way i can add a sound wave  when the character hit nothing  ? (like just the sound of the sword swinging)


Edit: and i canT get other script to work with Blizz-abs    (like Jumping or running )

reEdit: I still have a problem with teleport  (when its teleporting my character to another map , my character is at the right place but the "screen" is like at 40-50 tiles aways )
« Last Edit: April 07, 2007, 03:33:21 PM by Nobuu »

*
Rep: +0/-0Level 87
When I change the max party number to 1, the other party members still appear one by when the first one dies. How do I change it so when the first guy dies its game over?

EDIT: Dont worry I sorted it.

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Hell... What did I mess up now... I'm Back!
Blizz, error... when you quickly go G (defend) to F (attack) you freeze in Defend mode.
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Didn't I fix the attack-defend conflict? If you are using version 0.9.7.1 I guess not...

@Nobuu: I think there are still some problems with the script. And yeah, jumping and running scripts don't work with the Blizz-ABS yet. I will update it to version 1.0 and add a manual as soon as I find the time. I have exams this week, so I can't right now.
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ok Thx but is anyone else is getting the same teleport error? maybe that not the script ...

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I got it and im not using it.....
it doesnt work with half of my events......well idk, i could get past the first map becuase it doesnt work with the name enterer.

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Didn't I fix the attack-defend conflict? If you are using version 0.9.7.1 I guess not...

Yeah I am using that version... Guess you didn't fix it.. =P
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Rpg_Gnome what do you mean by it doesnt work with the name enterer.  Is there another way to teleport??

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Well, I wanted to test the controls, so i set them to true, and when i hit w to go up it jumps to the finish thing, and i can select the letters or delete them.
(resolved)
« Last Edit: April 03, 2007, 11:27:30 PM by Rpg_Gnome »

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Also how do i take out the hud?

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And by the way if anyone cant see they animation when attacking just change  false for true


# enable or disable the sprites during action of the player
    PLAYER_ACTION_SPRITES = False

To

# enable or disable the sprites during action of the player
    PLAYER_ACTION_SPRITES = true


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@ rpg_Gnome

take out this part of the script: (line 2500)
Code: [Select]
#==============================================================================
# Hud
#==============================================================================

class Hud < Window_Base
 
  def initialize
    super(-8, $game_system.hud_y, 656, 80)
    self.contents = Bitmap.new(width - 32, height - 32)
    if $fontface != nil
      self.contents.font.name = $fontface
      self.contents.font.size = $fontface
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    self.opacity = 0
    refresh
  end
 
  def refresh
    self.contents.clear
    actor = $game_player.actor
    bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
    rect = Rect.new(0, 0, bitmap.width/4, bitmap.height/8)
    self.contents.blt(0, 12, bitmap, rect)
    draw_actor_level(actor, 40, 8)
    draw_actor_hp(actor, 100, 0, 160)
    draw_actor_sp(actor, 280, 0, 160)
    draw_actor_exp_alt(actor, 460, 0, 160)
    @level = actor.level
    @exp = actor.exp
    @hp = actor.hp
    @sp = actor.sp
  end
 
  def test_changes
    a = $game_player.actor
    if a.level != @level
      a.recover_all
      a.damage = "LvUp"
      $game_player.animation_id = LVLUP_ANIMATION_ID
      $game_player.damage.damage(a, a.hp, a.sp)
    end
    return (a.level != @level or a.exp != @exp or a.hp != @hp or a.sp != @sp)
  end
 
end

and on these lines: 965, 1394, 1402, 2163, 2174-2118,  2557, 2567, 2597, 2629, 2776, 2809 take out the "hud" things.
(basicaly search for "hud" and delete any of the lines that have it)
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I'll add an option in the Config module later.
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Sounds cool...!
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For some reason the $game_variables[X] = $game_system.how_many_enemies_left doesnt work. I set up an event with a the variable being 0 as a condition, but the event runs as soon as the game is started rather than when I defeat the 1 enemy in the room.

Hellllpp! lol ;D

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how do we get ennemy to drop item on the floor .  ???

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For some reason the $game_variables[X] = $game_system.how_many_enemies_left doesnt work. I set up an event with a the variable being 0 as a condition, but the event runs as soon as the game is started rather than when I defeat the 1 enemy in the room.

Hellllpp! lol ;D

make it look something to this effect...


and it will work...

@nobuu i don't think it is supposed to... but hell, i wouldn't know.. (i believe it is supposed to automatically give the item into the inventory, but it doesn't work...)
« Last Edit: April 06, 2007, 05:28:21 AM by feildmaster »
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????
 how do i make the monsters
do i make and event go to scipt and put in \n[Id] I dont get it when i put in \n[1] It crashes
« Last Edit: April 06, 2007, 04:50:54 PM by BECKY1111 »

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look at this screen

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yeah lol, \n[1] returns the name of the first character in your party.

look at the screenshot above
(oh, and the monster graphic dosen't have to match the sprite, it's just the stats that you are looking for)

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hey Namkcor  do you know if ennemy can drop chest or item on the floor?

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yup, all you need to do is set the enemy
let's just say \e[001] or enemy 1 in the database
to drop an item (+the random chance) at the end of each battle
if the item has an icon, the random chance will happen when it dies, and if it is positive, then the item will drop

so basically the same way that you would do it if the enemy was in a random battle ;D

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its working :P thx alot !

and by the way, why i cant see my signature???

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try using
Code: [Select]
[IMG]http://www.deviantart.com/deviation/52577850/[/IMG]
if that dosen't work, try a different host

also, you're welcome

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Working !Thx again :D

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lol, you're absolutely welcome ;D

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????
Thanks.. Now what are the attacking buttons? j?

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A,S,D,and F are the key used to fight

I think A is Item
S is skill
D is defend
and F is fight,

but I could be wrong, all I know is those are the keys

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    @down = D_Down
    @right = D_Right
    @left = D_Left
    @up = D_Up
    @attack = ['F']
    @defend = ['G']
    @skill =  ['D']
    @item =   ['R']
    @select = ['L']

I found this in the script ...
« Last Edit: April 06, 2007, 07:35:30 PM by Nobuu »

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i Have another problem .

i changed the original menu too a Ring menu like in secret of mana  but now i cant edit the hotkey anymore... any idea how i can change the key to bring up the hotkey/item menu????

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whoops, I forgot I customized my controls :D

also, I don't think the ring menu is compatable, I don't know but you'll probably have to ask blizz

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ok ok   but ya the ring menu is "compatible" but the only problem is like i said   no hotkey menu so i dont know

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oh, until v1 hotkeys aren't made yet, check the first post/the instructions ;D

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really??? but why i can use it ?

cause when u press ESC u have a menu  u can assign skill to 1.2.3.4.5.6.7.8 and then  u select the skill whit number key and u can perform them by pressing the skill key.


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that's not what he means by hotkeys

when you use those, you assign the skill to the present location, then by pressing the skills button, you'll get the skill activated

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but if we active the skill whit hotkey 1,2,3,4,5,6

why is there a key (key D) to use  a skill

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you don't 'activate' the skill, you just select it for use

the hotkeys will probably be for quick use of the skills after Blizz figures out how to code it/Debugs it

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oh ok didnt know

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don't worry about it, I'm always happy to help

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????
How do i setup my own keys?Also how do i make the mouse click?I like mouse click better if you can find that out i dont need the keys

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i know that u can press F1 in test mode for rpg maker option  but for the mouse i really dont know

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Thanks please help find the mouse one to

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as far as I know there is not a mouse option

and custom keys, you'd need to find the spots in the code where they keyset is programmed in, and then change them there

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where do i put the interper code i still have teleporting problems =(

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ya i have teleport problem too but i think we need to wait for VR 1.0

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What abiut that interper code i thought Blizard said That code will work

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i think this code is already in VR 0.9.7.1

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I haven't had teleport problems yet.
I just go to the event, and I teleport no problem...

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????
I got it I had a code that didnt mix in with it

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was your code before or after the BlizzABS code?

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????

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then the BlizzABS might be overriding something in the previous code that causes a problem.
what is the other code?

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Namkcor:you dont have any teleport problem even on larger map? your using Blizz-abs right?

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????
I had a catipiller  ;8 ::)

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Namkcor:you dont have any teleport problem even on larger map? your using Blizz-abs right?

I've done teleporting between maps without the caterpillar, I should probably test it with the catterpillar and within a map..

waht is the problem you are having so I can better assist you?

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????
Nvm fixed it

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ok first i dont know what is a caterpillar (sry my english is bad)

and here is my problem.

when its teleporting my character to another map , my character is at the right place but the "screen" is like at 40-50 tiles aways


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yea!!
A catipler script is were your team follows you.
mark

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ok first i dont know what is a caterpillar (sry my english is bad)

and here is my problem.

when its teleporting my character to another map , my character is at the right place but the "screen" is like at 40-50 tiles aways

wow, do you have the newest version? cuz that hasn't happened to me at all

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really ? look at this



.. and when u teleporting ur using   transfer player right?
« Last Edit: April 08, 2007, 02:51:34 PM by Nobuu »

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????
Nobuu you dont know what a catipiller is?

Its awsome just place these codes 1 by 1 above main

dont forget to put spaces inbetween codes


Spoiler for:
TRAIN_ACTOR_TRANSPARENT_SWITCH = true
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20
# ------------------------------------
DOWN_LEFT  = 1
DOWN_RIGHT = 3
UP_LEFT    = 7
UP_RIGHT  = 9
JUMP      = 5
# ------------------------------------
class Game_Party_Actor < Game_Character
# ------------------------------------
  def initialize
    super()
    @through = true
  end
# ------------------------------------
  def setup(actor)
    if actor != nil
      @character_name = actor.character_name
      @character_hue = actor.character_hue
    else
      @character_name = ""
      @character_hue = 0
    end
    @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
# ------------------------------------ 
  def move_down(turn_enabled = true)
    if turn_enabled
      turn_down
    end
    if passable?(@x, @y, Input::DOWN)
      turn_down
      @y += 1
    end
  end
# ------------------------------------
  def move_left(turn_enabled = true)
    if turn_enabled
      turn_left
    end
    if passable?(@x, @y, Input::LEFT)
      turn_left
      @x -= 1
    end
  end
# ------------------------------------
  def move_right(turn_enabled = true)
    if turn_enabled
      turn_right
    end
    if passable?(@x, @y, Input::RIGHT)
      turn_right
      @x += 1
    end
  end
# ------------------------------------
  def move_up(turn_enabled = true)
    if turn_enabled
      turn_up
    end
    if passable?(@x, @y, Input::UP)
      turn_up
      @y -= 1
    end
  end
# ------------------------------------
  def move_lower_left
    unless @direction_fix
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    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))
      @x -= 1
      @y += 1
    end
  end
# ------------------------------------
  def move_lower_right
    unless @direction_fix
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    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))
      @x += 1
      @y += 1
    end
  end
# ------------------------------------
  def move_upper_left
    unless @direction_fix
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    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))
      @x -= 1
      @y -= 1
    end
  end
# ------------------------------------
  def move_upper_right
    unless @direction_fix
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    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))
      @x += 1
      @y -= 1
    end
  end
# ------------------------------------
  def set_move_speed(move_speed)
    @move_speed = move_speed
  end
end



Spoiler for:
class Spriteset_Map
# ------------------------------------
  def setup_actor_character_sprites?
    return @setup_actor_character_sprites_flag != nil
  end
# ------------------------------------
  def setup_actor_character_sprites(characters)
    if !setup_actor_character_sprites?
      index_game_player = 0
      @character_sprites.each_index do |i|
        if @character_sprites.character.instance_of?(Game_Player)
          index_game_player = i
          break
        end
      end
      for character in characters.reverse
        @character_sprites.unshift(
          Sprite_Character.new(@viewport1, character)
        )
      end
      @setup_actor_character_sprites_flag = true
    end
  end
end




Spoiler for:
class Scene_Map
# ------------------------------------
  def setup_actor_character_sprites(characters)
    @spriteset.setup_actor_character_sprites(characters)
  end
end




Spoiler for:
class Game_Party
# ------------------------------------
  def set_transparent_actors(transparent)
    @transparent = transparent
  end
# ------------------------------------
  def setup_actor_character_sprites
    if @characters == nil
      @characters = []
      for i in 1 .. 4
        @characters.push(Game_Party_Actor.new)
      end
    end
    if @actors_chach == nil
      @actors_chach = []
    end
    if @actors_chach != @actors
      @actors_chach = @actors.clone
      for i in 1 .. 4
        @characters[i - 1].setup(actors)
      end
    end
    if $scene.instance_of?(Scene_Map)
      $scene.setup_actor_character_sprites(@characters)
    end
  end
# ------------------------------------
  def update_party_actors
    setup_actor_character_sprites
    transparent = $game_player.transparent
    if transparent == false
      if TRAIN_ACTOR_TRANSPARENT_SWITCH
        transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
      else
        transparent = $game_player.transparent
      end
    end
    for character in @characters
      character.transparent = transparent
      character.set_move_speed($game_player.get_move_speed)
      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
    for i in 0 .. 10
      @move_list = nil
    end
  end
  def move_party_actors
    if @move_list == nil
      @move_list = []
      for i in 0 .. 10
        @move_list = nil
      end
    end
    @move_list.each_index do |i|
      if @characters != nil
        case @move_list.type
          when Input::DOWN
            @characters.move_down(@move_list.args[0])
          when Input::LEFT
            @characters.move_left(@move_list.args[0])
          when Input::RIGHT
            @characters.move_right(@move_list.args[0])
          when Input::UP
            @characters.move_up(@move_list.args[0])
          when DOWN_LEFT
            @characters.move_lower_left
          when DOWN_RIGHT
            @characters.move_lower_right
          when UP_LEFT
            @characters.move_upper_left
          when UP_RIGHT
            @characters.move_upper_right
          when JUMP
            @characters.jump(@move_list.args[0],@move_list.args[1])
        end
      end
    end
  end








Spoiler for:
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 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




Spoiler for:
module Game_Player_Module
# ------------------------------------
  def update
    $game_party.update_party_actors
    super
  end
# ------------------------------------
  def moveto( x, y )
    super
    $game_party.moveto_party_actors( 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
    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
    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
    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
    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_x = @x + x_plus
    new_y = @y + y_plus
    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
# ------------------------------------
 def get_move_speed
    return @move_speed
  end
end





Spoiler for:
class Game_Player
  include Game_Player_Module
end


**
Rep: +0/-0Level 87
is this compatible whit Blizz-ABS?

********
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
BlizzABS has a built in caterpillar silly ;D

also, use the teleport event not transfer player (unless you mistyped)

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**
Rep: +0/-0Level 87
are u using rpg maker xp? cause look

***
Rep:
Level 88
Tats the legal version.
PK is teleport.

**
Rep: +0/-0Level 87
ok maybe thats the problem ,but In PK version how can i do this   \  not working

***
Rep:
Level 88
No clue, I've never used the catipillar system.

**
Rep: +0/-0Level 87
nah i still have the teleport problem even whit pk veersion

***
Rep:
Level 88
Hell... What did I mess up now... I'm Back!
oh wow... i think everyone is confused... =)
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Made By One Man Run by the Same...
Making Games for Everyone...
Oh yeah, and everything else web based
For a charge... Of course...

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Ok, 0.9.7.2 is out. I have checked through a lots of code and fixed several little glitches nobody of you even noticed. =P

Anyways, I included a few more options in the BlizzABS::Config module and I have extended the movement system. It supports now running, sneaking and jumping. Just only be careful when you set up the pixel movement so it doesn't mess with the run speed option. I wasn't able to find a solution for the speed limit in the pixel movement yet. I guess I'll have to change the entire sprite-movement-progress-on-the-screen idea and make an independant new system that can handle this. =/

Also I have checked through the bugs you guys reported. The only bug that was REALLY still there was the centering screen after teleporting. I DID fix the Attack-Defend conflict some time ago. The forced movement system should be working for the biggest part as well. I haven't encountered any problems after the last few fixes.

I guess the only things that are left are the final tweaks on the enemy AI (including their going around obstacles...), complete weapon/skill/item systems and ally AI (in this order). Since exams were last week and the next ones are about 5 weeks from now, I should start working on Blizz-ABS again to finish it already. (~_^)d I have decided that I will release version 1.0.0.0 after only finalizing the enemy AI and making a manual. I'll add the other stuff later.

@Nobuu: Just make the enemy drop an item in the database. It works automatically on the map.
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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
@Nobuu: Just make the enemy drop an item in the database. It works automatically on the map.

glad you're back Blizz
also, I took care of that ;D

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

**
Rep: +0/-0Level 87
The only bug that was REALLY still there was the centering screen after teleporting.


That wat my problem  Thanks alot!!!

and by the way can we add jumping or running animation?

Good Job!
« Last Edit: April 10, 2007, 10:29:49 PM by Nobuu »

********
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Rep:
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Project of the Month winner for April 2007
I'll add it.
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**
Rep:
Level 87
this looks alot like near fantastica's abs back in the day, you've done alot of good work.

**
Rep:
Level 88
yea!!
to making the bosses cooler how do i make it so like when his health goes low i could make him summon more people or can transform to another monster is there any code for it?
mark

***
Rep:
Level 87
I am Mortar, you lose.
This is a very good script but there's something wrong with it.

When I choose a skill, I see no names!

Like this:


Help, please.

**
Rep: +0/-0Level 87
Where it all happens.......and stops!
The script works great on the RPG maker XP, but not for RPG maker PK. Anything I can do to fix this?
Those who have all the answers, arn't up to date on the questions.

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This is a very good script but there's something wrong with it.

When I choose a skill, I see no names!

Like this:


Help, please.
Wow.
Did you name them?


***
Rep:
Level 88
If you have pk, go into main, and find where it says $default_text or something like that, and then find the text part in the ABS script and replace it with that.
Do it for font, and size.

****
Banned
Rep:
Level 88
I'm basically Yoda's brother
nice job again, bliz! i cant wait until the next version comes out, that way i can have different range for each weapon equipped. ;D

but there was a problem when i copyed and pasted the script into my real game.
when i play my real game and press "new game" i get an error and the game crashes. it says:


ps. i downloaded it from the first link attached to you first post. this one:
Blizz-ABS v0.9.zip (1165.07 KB - downloaded 471 times.)

does anyone know what's going on here? if so, please tell me :D
« Last Edit: May 06, 2007, 02:55:21 AM by fadark »

just so everyone knows, im 15 years old.

*
Rep: +0/-0Level 84
Blame the Organization for your lost Candy >=3
    if BlizzABS::Skills.range(@id) == 0 ||

i got an error in Blizz's BlizzABS Script

it was under RPG Skill.

i just want to know what i did wrong so i dont do it again. :blizj:
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Yea... that right... all of your Sea Salt Ice Cream...

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Rep:
Level 89
Project of the Month winner for October 2007
Quote
Posted on: May 05, 2007, 09:40:40 PM

Check the date before you post to avoid necroposting.