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> Blizz-ABS v2.7, Language: RGSS | Updated: November 28, 2009
MagnusTheMad
post Apr 3 2008, 09:59 AM
Post #101


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else
# execute item upon user
ch.item_effect(ch, ch.battler, object)
end


Getting a crash from line 1428 in the script whenever I use an item. I posted the script spot to help find it. It says wrong number of arguments, 3 when there should be 2 (though, it looks like 3 in the script. Confusion!)

EDIT: I found something about this in the manual, but everytime I save a config file, it continues to report the corruption. I'll just keep using my work around with a combination of editing the script Part 1 itself, so this is just a known bug report for the creator of the utility.

This post has been edited by MagnusTheMad: Apr 3 2008, 02:27 PM


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Blizzard
post Apr 5 2008, 06:52 AM
Post #102


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Yes, somebody already reported that bug in the utility to me, it's an error in the file format. I will fix this as soon as I can. Additionally I will make the new reader be able to read the corrupted file format. If I find the time, I might even make a parser for the configuration script which will convert it into a working setup in the application. But this is most likely not going to happen. tongue.gif

Thanks for the suggestion for the manual. You are right, I should explain how the sprite handling system works.

Somebody suggested that Charging Skills from Tons of Add-ons should be available in Blizz-ABS, but since the system is completely different I will make a special weapon type for that. The idea with the attack cool-down time (or attack delay) is a good one. I will definitely add that when I release v2.0.

I can check the problem with the item usage, but I think I fixed that in a later version already. You can get v1.98 (which I put up just hours ago) from here.

@aschx: I haven't coded ally AI yet, the guys in the caterpillar won't attack anybody. I have planned that for 2.0. The most recent version is 1.98, so expect that upgrade soon.
I will look into the problem with the caterpillar.

@-Mystic-: What do you mean? If I'm not wrong, RMXP allows an "unlimited" script size. Have you tried splitting the script into more parts? You can split the code everytime the keyword "class" appears (from one class down to the next appearance, excluding).


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MagnusTheMad
post Apr 5 2008, 07:23 AM
Post #103


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QUOTE (Blizzard @ Apr 5 2008, 06:06 AM) *
Yes, somebody already reported that bug in the utility to me, it's an error in the file format. I will fix this as soon as I can. Additionally I will make the new reader be able to read the corrupted file format. If I find the time, I might even make a parser for the configuration script which will convert it into a working setup in the application. But this is most likely not going to happen. tongue.gif

Thanks for the suggestion for the manual. You are right, I should explain how the sprite handling system works.

Somebody suggested that Charging Skills from Tons of Add-ons should be available in Blizz-ABS, but since the system is completely different I will make a special weapon type for that. The idea with the attack cool-down time (or attack delay) is a good one. I will definitely add that when I release v2.0.

I can check the problem with the item usage, but I think I fixed that in a later version already. You can get v1.98 (which I put up just hours ago) from here.

@aschx: I haven't coded ally AI yet, the guys in the caterpillar won't attack anybody. I have planned that for 2.0. The most recent version is 1.98, so expect that upgrade soon.
I will look into the problem with the caterpillar.

@-Mystic-: What do you mean? If I'm not wrong, RMXP allows an "unlimited" script size. Have you tried splitting the script into more parts? You can split the code everytime the keyword "class" appears (from one class down to the next appearance, excluding).


Sweet. I did get the items to work in the older version by switching the target from Self to One Ally.

Glad I could help. I'll post any other issues/suggestions as they come. biggrin.gif


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aschx
post Apr 5 2008, 08:39 AM
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QUOTE (Blizzard @ Apr 5 2008, 10:06 AM) *
@aschx: I haven't coded ally AI yet, the guys in the caterpillar won't attack anybody. I have planned that for 2.0. The most recent version is 1.98, so expect that upgrade soon.
I will look into the problem with the caterpillar.


Thanks Blizz, I appreciate it... I tried to see if I could save the caterpillar somehow, but I don't know much scripting, also... if you change the leader in the party after you load it, it will show the caterpillar... but thanks for looking into it! tongue.gif

EDIT: Also, I have updated my script to V. 1.98 and I get the following error entering the Controls menu on your submenu:
"Script BlizzABS 3 line 5807: NoMethodError occured. Undefined Method `SP_COST_MOD' for #<Game_System:0x3bf4e68> " Please help!!!

This post has been edited by aschx: Apr 5 2008, 09:19 AM


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Blizzard
post Apr 5 2008, 10:17 AM
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Whoops, my bad. It's a typo. I put up a fixed version. Replace only part 3.


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aschx
post Apr 5 2008, 11:49 AM
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QUOTE (Blizzard @ Apr 5 2008, 01:31 PM) *
Whoops, my bad. It's a typo. I put up a fixed version. Replace only part 3.


Alright, no problem! It works good as new now tongue.gif Anyway can you help me on this topic: Click Here ??? Please

This post has been edited by aschx: Apr 5 2008, 11:51 AM


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Blizzard
post Apr 5 2008, 11:54 AM
Post #107


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If Jens can't solve the problem, I'll see what I can do.


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aschx
post Apr 5 2008, 11:56 AM
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QUOTE (Blizzard @ Apr 5 2008, 03:08 PM) *
If Jens can't solve the problem, I'll see what I can do.


He never replied to me... sad.gif so, I don't know... I gave him my demo to see if he could find it though sad.gif hope he doesn't steal it.. LoL, J/K


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Blizzard
post Apr 5 2008, 12:37 PM
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Give it some time. Maybe he wasn't online today at all. I, for example, wasn't online since wednesday. xD


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Axerax
post Apr 5 2008, 01:04 PM
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I sent you a PM Blizz, hopefully you can accept that, my ideas are fairly simple smile.gif

If you wish to contact me through other means I have IM services.


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aschx
post Apr 5 2008, 01:06 PM
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QUOTE (Blizzard @ Apr 5 2008, 03:51 PM) *
Give it some time. Maybe he wasn't online today at all. I, for example, wasn't online since wednesday. xD


Right, but I was talking to him... and he signed off, and he even was on today... but never replied, at all... but I don't know, eventually he will, if not... I'll come back to you...


EDIT!!!!!!! Blizz, if you would help me, it would be nice cause Jens isn't going to answer from the looks of it... thanks

This post has been edited by aschx: Apr 5 2008, 07:57 PM


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MagnusTheMad
post Apr 7 2008, 06:16 PM
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I've found a new issue I'm still testing around with. I went through a checked every line of my config with the default to narrow down this issue. I've compared mine to your demo script (although that's a dozen versions and a bag of chips old) for further investigation. Here's the deal:

If I give my actor or enemies a Y Sprite Offset, Flash effects in battle animations won't work on them.

I'm not sure why. It doesn't make any sense. I could have sworn they were working two days ago. I've tried different numbers but unless my offsets are at 0, my sprites refuse to flash.


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Blizzard
post Apr 7 2008, 11:11 PM
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Damn, I know why. When you use the offset, the sprite animation can be set off sometimes because of the temporary changing of the coordinates. I had to use a secondary sprite. So far it had a very big disadvantage: Increased lag. As I see this is another problem caused by the same subsystem. I suppose I have to find a different way of displaying the animations correctly. =/ Well, at least it gives me a good reason to take that lag-causer down. xD

BTW, I put up the v1.98 with the Config 1.1 which is supposed to have the .cfg file format fixed. Link


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MagnusTheMad
post Apr 8 2008, 03:43 AM
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Aha.

The config is great with the file format fixed. yes.gif


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Blizzard
post Apr 8 2008, 04:45 AM
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I actually couldn't figure out what caused the problem. By default the animation boxes for the Level Up Animation, Flee Loop Animationa and Help Call Animation are at index 0. I was able to figure out that during the file saving the index was -1 (unselected) and so it got stored as 255. But that doesn't make any sense since there is nowhere the possibility that "no item" could be selected in the box. I am still unsure if I actually removed the bug. I did go through some of the code and noticed something that could have caused this (float-integer conversion problems), but I still doubt that this was the cause. I updated the reader and the writer for the file format by using direct integer-integer conversion during the saving/reading of the file. If nobody reports the same error with the 1.1 reader/writer/file-format, then I guess that this really was the cause of the problem.

In any case, I will revamp the complete app later and prevent messing up the loaded config if a corrupted file is being loaded and make the "Do you want to save before..." dialog appear only if there actually are changes in the config since the last load/save. I will also add tooltips, aka if you hove the mouse over an option you will get the same explanation that is written in the manual. smile.gif


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MagnusTheMad
post Apr 8 2008, 11:18 AM
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Oh, that's goodness right there. I haven't gotten any issues and have been saving/reloading the whole config for my game. The tooltips? That'll be bananas. I am finding I go between the config app and the manual often to make sure the changes I make are what I'm looking for.


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aschx
post Apr 8 2008, 04:15 PM
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Hey, Blizz... please help me on my script now... http://www.rpgrevolution.com/forums/?showtopic=11691


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JourneyWithin
post Apr 9 2008, 06:13 PM
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Oh, uh. Hi! I've been currently looking at your script and I have to say that I love it and it's absolutely perfect for what I want to make.

Any who, my question is that in the demo you made, the enemies could easily be near each other without causing the game to crash. Although when I try to put various enemies close to each or even a distance a part, when the enemies come within a certain range between each other, the game crashes...

I've looked through the manual back and fourth and even tried observing the enemies you put in the demo. I just need a clear answer because this is obviously possible, huh?

Thank you so much for listening to my question and I'll be jumping for a reply!

P.S. I'm also sorry if this question's been answered already, I looked through most of the pages on this thread but skipped a few.


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Megapoopy
post Apr 9 2008, 07:26 PM
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sorry if im sounding stupid, but how do I acess the menu now that the controls have changed?
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aschx
post Apr 9 2008, 07:32 PM
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QUOTE (Megapoopy @ Apr 9 2008, 10:40 PM) *
sorry if im sounding stupid, but how do I acess the menu now that the controls have changed?


that would be the F button now...


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