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Vampyr SABS 12 & Verus Tempus Proelium, Modified 24 March 2010 |
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Jun 22 2009, 06:49 AM
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Level 12

Group: Revolutionary
Posts: 203
Type: None
RM Skill: Undisclosed

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Remove jens009's Enemy HP Bar, ABS allready has this addon.
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Jun 22 2009, 06:59 AM
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Gotta catch 'em all!

Group: Revolutionary
Posts: 633
Type: Event Designer
RM Skill: Skilled

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I should also remove Critical Flash?
I've checked the FPS of various maps, and on the first map (all black, the character is invisible) has 60FPS. In the player's house, the FPS drops to 12, and hovers between 10 and 13. When you go outside, there's water tiles, and a moving chicken and some other moving characters. It's FPS is between 5 and 7. On the world map, where I have the areas and stuff for the ABS, the FPS drops to 1.
This post has been edited by Paper PokéMaster: Jun 22 2009, 07:08 AM
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Jun 22 2009, 03:32 PM
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Level 20

Group: Revolutionary
Posts: 405
Type: Event Designer
RM Skill: Skilled

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@vlad so now the bomb item can be assigned a graphic (a graphic with 12 frames as the arrow graphic) before it explodes? What I wanted for the bomb is the option to put such a graphic like the ones you can put for ranged weapons (for example the arrow).
Also is the bomb playing an animation (from the animations tab in the database) when it explodes only in the tiles on which the bomb is or the bomb play the animation on the enemies which are near it when it explodes.
One more request - can you include a slim XP bar under the MP bar?
And one more - can you add 5 slots for skills (keys 1, 2, 3, 4 and 5) and 5 slots for items (keys 6, 7, 8, 9 and 0)? Right now 3 slots for skills and 3 slots for items are way to little for action RPGs.
BTW will you make the key assigment for items and skills the way it was in ABS 7 and ABS 6? This way people with custom HUDs (ones with numerated slots for items and skills) can use them.
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Nobody dies a virgin. Sooner or later life f***s everybody.
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Jun 23 2009, 01:30 AM
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Group: Member
Posts: 1
Type: None
RM Skill: Undisclosed

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When I use some spell like fire to enemy it gives error 'Game Range' line 231: LocalJumpError occured unexpected next And that line is: next if self.target == enemy But this only happens to enemies created by event For enemies created by that new area function it works.
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Jun 23 2009, 05:29 AM
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Maker Senior

Group: Revolutionary
Posts: 128
Type: Scripter
RM Skill: Masterful

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QUOTE (Delyv @ Jun 23 2009, 06:30 AM)  When I use some spell like fire to enemy it gives error 'Game Range' line 231: LocalJumpError occured unexpected next And that line is: next if self.target == enemy But this only happens to enemies created by event For enemies created by that new area function it works.  Bug Fixed!
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Jun 23 2009, 04:32 PM
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Maker Senior

Group: Revolutionary
Posts: 128
Type: Scripter
RM Skill: Masterful

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QUOTE (drebenk @ Jun 23 2009, 08:36 PM)  3. Can you add 5 slots for skills (keys 1, 2, 3, 4 and 5) and 5 slots for items (keys 6, 7, 8, 9 and 0)? Right now 3 slots for skills and 3 slots for items are way to little for action RPGs. Edit ABS Config.ini to add more hotkeys, if you don't know how edit it, download on my blog the Configuration Tool
__________________________
 Visit the Vampyr's Website Follow me on twitter: @etfictumfactum
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Jun 23 2009, 05:28 PM
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Level 15

Group: Revolutionary
Posts: 294
Type: Developer
RM Skill: Intermediate

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@Vlad can i request the Bar like in your cursed blessing? i mean the base is likely different... how can you make the other bar... likely stamina?
can i make the bar with number? how?
__________________________
  Topic'ZVLAD REQUIEM IS UPDATE! to ~8~ The TopicszZ @~Action Battle System~@
Bored Battle System Like This So Do you liem MMORPG style?or Zelda? if yes you'll need this... style~> Join Here ABS @### @@@### @# @#### @## @## @## @@# @@@## @@[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!! clever you are the 99999999 visitors who open this get outta here!!!!!
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Jun 23 2009, 06:17 PM
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Level 9

Group: Revolutionary
Posts: 148
Type: Developer
RM Skill: Undisclosed

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Can anyone tell me how to make a custom death handler with the requiem abs script. Ive tried most of the things i know but it seems the script or the game itself never reads the if statements i have set up and no matter what i put it always takes me to the gameover screen so if anyone could tell me how to do it and actually explain it that would be great. Thanks. ~Beelzibub~
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The intention is clear, I stare... with this left hand, unable to be worded, Every time I bleed, there lies the reason to live... And I discover words being so vivid and bright ,even loved ones scatter like petals from flowers in my hand,So even if I engraved the meaning that I lived in my hand, it will only be known as flowers of vanity. the final. One by one it multiplies... why be a sad bait? Deep within the hell of my heart... I can't go back A self-torture loser, not being able to see tomorrow Suicide is the proof of life Even loved ones scatter like petals from flowers in my hand So even if I engraved the meaning that I lived in my hand, the petals will only scatter as flowers of vanity So I can't live What's lost can't be born again A song that's not even seeking the proof of living Let's put an end... The Final Let's bloom flowers of attempted suicide.
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Jun 23 2009, 11:45 PM
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Group: Member
Posts: 4
Type: None
RM Skill: Undisclosed

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i know this is kinda a irritance of a request, but could somebody please make a small snippet of code that places the HP value on top of the green bar in the hud? Same for MP. I just seems alot more... professional, then a large green/blue bar.
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Jun 24 2009, 12:30 AM
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Level 20

Group: Revolutionary
Posts: 405
Type: Event Designer
RM Skill: Skilled

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@vlad so I did it. I added two more keys for the skills and items in the brackets in the ABSConfig.ini file. The thing is that for my items I've made the keys to be 6, 7, 8, 9 and 0. When I assign items to those keys i get the items ordered like so - item 7, item 8, item 9, item 0 and item 6. Why items 6 which should be the first in the line appears on the last place?
Also for my other two request will you help me with them (they are both very important, please):
1. To be able to assign a graphic for the bomb item (bomb) before it explodes. What I wanted for the bomb is the option to put 12 frames graphic such as the graphic you can put for ranged weapons (for example the arrow) and for ranged skills. This way we will be able to make our bomb blink before it explodes.
2. Will you make the key assigment for items and skills the way it was in ABS 6? This way people with custom HUDs (ones with numerated slots for items and skills) can use them. Right now if you have the first two item or skill slots empty and if you assign an item to key E or a skill to key 3 the item and skill go in the first item and skill slot. Then if you assign item or skill to key q or 1 the icon which displays in the first slot moves to the second one. This is very annoying when you use a custom HUD since I have numbers on my slots (the image of my HUD has numbers drawn below the slots). So please make item and skill assigment to put the skills and items directly to the slot representing the assigment key. For example you press key 3 and the skill goes in the third skill slot. You press key E and the item goes in the third item slot. This was the way in which the skills and items were assigned in ABS6.
__________________________
Nobody dies a virgin. Sooner or later life f***s everybody.
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Jun 24 2009, 12:51 AM
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Level 15

Group: Revolutionary
Posts: 294
Type: Developer
RM Skill: Intermediate

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What kind of game do you making at drebenk?? it's all script request... i think it's super game.. good luck...~
__________________________
  Topic'ZVLAD REQUIEM IS UPDATE! to ~8~ The TopicszZ @~Action Battle System~@
Bored Battle System Like This So Do you liem MMORPG style?or Zelda? if yes you'll need this... style~> Join Here ABS @### @@@### @# @#### @## @## @## @@# @@@## @@[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!! clever you are the 99999999 visitors who open this get outta here!!!!!
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Jun 24 2009, 03:10 AM
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Level 20

Group: Revolutionary
Posts: 405
Type: Event Designer
RM Skill: Skilled

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@buny I'm creating a survival action RPG game (the first game of this genre). The thing is that my request for the key assigment to be as in ABS6 is due to the fact that in ABS6 and versions before it you can use custom HUD graphics (I have numbers with a specific font drawn on the slots in the HUD). The way the items and skills are assigned in ABS 8 doesn't allow you to use custom HUD graphics.
As for the bomb graphic think of it. The arrow uses a graphic, the ranged weapons and magic also can use a graphic why can't the bomb items use a graphic? If this is possible you'll be able to make your bomb blink before it explodes - this means that the player knows the bomb is active and not just an icon.
__________________________
Nobody dies a virgin. Sooner or later life f***s everybody.
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Jun 24 2009, 04:29 AM
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Level 6

Group: Member
Posts: 89
Type: None
RM Skill: Undisclosed

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Hey, I just wanted to report an error. In game range you are still missing @destroy = true at the beginning of the hurt definitions. WHen an enemy attacks it will hit an ally or character sevreal times more than it should. In addition the mosters can deal damage to each other when a ranged attack is used. I fixed that as well. Just copy this version of Game Range over the old one. NOTE: The explosion skill does not work properly. WHen an enemy uses it it only attacks 1 person as if it were a single ranged skill.Here is the fix: QUOTE #------------------------------------------------------------------------------ # Game Range #------------------------------------------------------------------------------ class Game_Range < Game_Character attr_accessor :draw attr_accessor :destroy def initialize(parent, chara_name="", chara_index=0, speed=4, range=5, type=3) super() @parent = parent @character_name = chara_name @character_index = chara_index @move_speed = speed @range = range @type = type @step = 0 @destroy = false @draw = false @moving = false @direction = @parent.direction moveto(@parent.x, @parent.y) case @type when 1 @item = @parent.actor.equips[0] when 2 if @parent.actor.two_hands_legal? @item = @parent.actor.equips[0] else @item = @parent.actor.equips[1] end when 3...5 @item = @parent.assigned_skill when 5...7 @item = @parent.assigned_item end end def update super return if @destroy @destroy = (@step > @range) return unless stopping? case @item.path when "Line" unless @moving @move_route = RPG::MoveRoute.new for i in 0...@range @move_route.list.insert(0, RPG::MoveCommand.new(12)) end @moving = true end when "Boom" unless @moving @move_route = RPG::MoveRoute.new @move_route.list = [ RPG::MoveCommand.new(12), RPG::MoveCommand.new(12), RPG::MoveCommand.new(12), RPG::MoveCommand.new(12), RPG::MoveCommand.new(12), RPG::MoveCommand.new(13), RPG::MoveCommand.new(13), RPG::MoveCommand.new(13), RPG::MoveCommand.new(13), RPG::MoveCommand.new(13), RPG::MoveCommand.new()] @range = @move_route.list.size-1 @moving = true end when "Circle" unless @moving $game_player.anime_attack = 70 @move_route = RPG::MoveRoute.new @move_route.list = [ RPG::MoveCommand.new(37), RPG::MoveCommand.new(4), RPG::MoveCommand.new(2), RPG::MoveCommand.new(1), RPG::MoveCommand.new(1), RPG::MoveCommand.new(3), RPG::MoveCommand.new(3), RPG::MoveCommand.new(4), RPG::MoveCommand.new(4), RPG::MoveCommand.new(2), RPG::MoveCommand.new()] @range = @move_route.list.size-1 @moving = true end when "Jump" unless @moving @move_route = RPG::MoveRoute.new case @parent.direction when 2 dir = 0, 3 when 4 dir = -3, 0 when 6 dir = 3, 0 when 8 dir = 0, -3 end @move_route.list = [ RPG::MoveCommand.new(14, [dir[0], dir[1]]), RPG::MoveCommand.new()] @moving = true end when "Random" unless @moving @move_route = RPG::MoveRoute.new for i in 0...@range @move_route.list.insert(0, RPG::MoveCommand.new(9)) end @moving = true end end @move_route.skippable = true move_type_custom check_event_trigger_touch(@x, @y) unless jumping? @step += 1 end def check_event_trigger_touch(x, y) return if @destroy if @parent.is_a?(Game_Event) or @parent.is_a?(Game_Monster) hurt_hero if $game_player.pos?(x, y) and @type == 3 end for ally in $game_allies next if ally.nil? if @parent.is_a?(Game_Event) or @parent.is_a?(Game_Monster) hurt_ally(ally) if ally.pos?(x, y) and @type == 3 end end for monster in $game_monsters next if monster.nil? next unless monster.pos?(x, y) case @type when 1 hurt_monster_weapon_right(monster) when 2 hurt_monster_weapon_left(monster) when 3 hurt_monster_skill(monster) when 4 hurt_enemy_skill_explode when 5 hurt_monster_item(monster) when 6 hurt_enemy_item_explode end end for event in $game_map.events.values next if @parent.is_a?(Game_Event) next unless event.in_battle and event.pos?(x, y) case @type when 1 hurt_enemy_weapon_right(event) when 2 hurt_enemy_weapon_left(event) when 3 hurt_enemy_skill(event) when 4 hurt_enemy_skill_explode when 5 hurt_enemy_item(event) when 6 hurt_enemy_item_explode end end end def hurt_hero @destroy = true return if self.target == $game_player return if $game_player.actor.dead? self.target = $game_player $game_player.animation_id = @parent.assigned_skill.animation_id $game_player.actor.skill_effect(@parent.actor, @parent.assigned_skill) $game_player.jump(0,0) end def hurt_ally(ally) @destroy = true return if self.target == ally return if ally.actor.dead? self.target = ally ally.animation_id = @parent.assigned_skill.animation_id ally.actor.skill_effect(@parent.actor, @parent.assigned_skill) ally.jump(0,0) end def hurt_enemy_weapon_right(enemy) @destroy = true return if self.target == enemy return if enemy.actor.dead? or enemy.object if @parent.actor.weapons[0].ammo1 != nil enemy.animation_id = @parent.actor.equips[0].ammo1.animation_id else enemy.animation_id = @parent.actor.atk_animation_id end return if enemy.kill_with_weapon > 0 and enemy.kill_with_weapon != @parent.actor.weapon_id or enemy.kill_with_skill > 0 or enemy.kill_with_item > 0 self.target = enemy enemy.actor.attack_effect(@parent.actor) enemy.jump(0,0) unless enemy.puzzle enemy.target = @parent end def hurt_enemy_weapon_left(enemy) @destroy = true return if self.target == enemy return if enemy.actor.dead? or enemy.object if @parent.actor.two_swords_style @weapon = @parent.actor.weapons[1] else @weapon = @parent.actor.weapons[0] end if @weapon.ammo2 != nil enemy.animation_id = @weapon.ammo2.animation_id else enemy.animation_id = @parent.actor.atk_animation_id2 end return if enemy.kill_with_weapon > 0 and enemy.kill_with_weapon != @weapon.id or enemy.kill_with_skill > 0 or enemy.kill_with_item > 0 self.target = enemy enemy.actor.attack_effect(@parent.actor) enemy.jump(0,0) unless enemy.puzzle enemy.target = @parent end def hurt_enemy_skill(enemy) @destroy = true return if self.target == enemy return if enemy.actor.dead? or enemy.object enemy.animation_id = @parent.assigned_skill.animation_id return if enemy.kill_with_weapon > 0 or enemy.kill_with_item > 0 or enemy.kill_with_skill > 0 and enemy.kill_with_skill != @parent.assigned_skill.id self.target = enemy enemy.actor.skill_effect(@parent.actor, @parent.assigned_skill) enemy.jump(0,0) unless enemy.puzzle enemy.target = @parent end def hurt_enemy_item(enemy) @destroy = true return if self.target == enemy return if enemy.actor.dead? or enemy.object enemy.animation_id = @parent.assigned_item.animation_id return if enemy.kill_with_weapon > 0 or enemy.kill_with_skill > 0 or enemy.kill_with_item > 0 and enemy.kill_with_item != @parent.assigned_item.id self.target = enemy enemy.actor.item_effect(@parent.actor, @parent.assigned_item) enemy.jump(0,0) unless enemy.puzzle enemy.target = @parent end def hurt_enemy_skill_explode @destroy = true for monster in $game_monsters next if monster.nil? next if self.target == monster next if monster.actor.dead? next unless in_range?(self, monster, @parent.assigned_skill.area) self.target = monster monster.animation_id = @parent.assigned_skill.animation_id monster.actor.skill_effect(@parent.actor, @parent.assigned_skill) monster.jump(0,0) monster.target = @parent end for event in $game_map.events.values @destroy = true next unless event.in_battle next if self.target == event next if event.actor.dead? or event.object next unless in_range?(self, event, @parent.assigned_skill.area) self.target = event event.animation_id = @parent.assigned_skill.animation_id next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or event.kill_with_skill > 0 and event.kill_with_skill != @parent.assigned_skill.id event.actor.skill_effect(@parent.actor, @parent.assigned_skill) event.jump(0,0) unless event.puzzle event.target = @parent end end def hurt_enemy_item_explode @destroy = true for monster in $game_monsters next if monster.nil? next if self.target == monster next if monster.actor.dead? next unless in_range?(self, monster, @parent.assigned_item.area) self.target = monster monster.animation_id = @parent.assigned_item.animation_id monster.actor.item_effect(@parent.actor, @parent.assigned_item) monster.jump(0,0) monster.target = @parent end for event in $game_map.events.values @destroy = true next unless event.in_battle next if self.target == event next if event.actor.dead? or event.object next unless in_range?(self, event, @parent.assigned_item.area) self.target = event event.animation_id = @parent.assigned_item.animation_id next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or event.kill_with_skill > 0 and event.kill_with_skill != @parent.assigned_item.id event.actor.item_effect(@parent.actor, @parent.assigned_item) event.jump(0,0) unless event.puzzle event.target = @parent end end def hurt_monster_weapon_right(monster) @destroy = true return if self.target == monster return if monster.actor.dead? self.target = monster if @parent.actor.weapons[0].ammo1 != nil monster.animation_id = @parent.actor.equips[0].ammo1.animation_id else monster.animation_id = @parent.actor.atk_animation_id end monster.actor.attack_effect(@parent.actor) monster.jump(0,0) monster.target = @parent end def hurt_monster_weapon_left(monster) @destroy = true return if self.target == monster return if monster.actor.dead? self.target = monster if @parent.actor.two_swords_style @weapon = @parent.actor.weapons[1] else @weapon = @parent.actor.weapons[0] end if @weapon.ammo2 != nil monster.animation_id = @weapon.ammo2.animation_id else monster.animation_id = @parent.actor.atk_animation_id2 end monster.actor.attack_effect(@parent.actor) monster.jump(0,0) monster.target = @parent end def hurt_monster_skill(monster) @destroy = true return if self.target == monster return if monster.actor.dead? self.target = monster monster.animation_id = @parent.assigned_skill.animation_id monster.actor.skill_effect(@parent.actor, @parent.assigned_skill) monster.jump(0,0) monster.target = @parent end def hurt_monster_item(monster) @destroy = true return if self.target == monster return if monster.actor.dead? self.target = monster monster.animation_id = @parent.assigned_item.animation_id monster.actor.item_effect(@parent.actor, @parent.assigned_item) monster.jump(0,0) monster.target = @parent end def map_passable?(x, y) return $game_map.range_passable?(x, y) end end
This post has been edited by erthia: Jun 24 2009, 05:32 AM
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Jun 24 2009, 09:31 AM
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Level 6

Group: Member
Posts: 89
Type: None
RM Skill: Undisclosed

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Good job, working great. The only thing left to do is put the "@destroy = true" at the beginning of the hurt definitions so the enemy doesn't do a repeat attack. Would it be possible to make it so that if an ally or an enemy with a ranged weapon keeps a little distance back from its target rather than always following? QUOTE (vladislaus @ Jun 24 2009, 08:11 AM)  * Explosion Skills fixed for the monsters and Event enemies
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