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RPG RPG Revolution Forums > Scripting > Script Submissions > RGSS2-Submissions
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buny
QUOTE (Silverelick @ Jun 16 2009, 10:25 PM) *
Never mind I just was missing a folder and stuff it's working now,
Nice Script

Edit: I'm getting the same Error now!


yeah i think is beter to use single player mode..
and dont change any character...
bruahahaha~
KentaAmon
AMazing happy.gif

I was just wondering 2 things.

How do I edit it that my HP and MP numbers show up in the HUD
and before it used to show the amount of gold pop up when you got now it doesnt sad.gif
How do I edit that as well??
buny
QUOTE (KentaAmon @ Jun 17 2009, 10:10 AM) *
AMazing happy.gif

I was just wondering 2 things.

How do I edit it that my HP and MP numbers show up in the HUD
and before it used to show the amount of gold pop up when you got now it doesnt sad.gif
How do I edit that as well??


1. umm you can use... othe HUD umm may be use the hud in the topic HUD request Loby
i recomended to use...
this is from HUD Request Loby by Soja Bird
this is not mine
[Show/Hide] Hp Mp Exp VarPic (BluePrint used)
##########################################################################
######
# #
# ~~~~~ Copyright 2009 SojaBird ~~~~~ #
# HUD BluePrint v3.1 #
# #
################################################################################

# To toggle the hud's display, just do a callscript "hud"
# To set the hud's display, just do a callscript "hud(true)" or "hud(false)"

module Hp_Mp_Exp_VarPic_Module; WLH = Window_Base::WLH
################################################################################
# User Customazation
Start_Display = true #true/false
Opacity = 100 #0-255
BG_Display = true #true/false
Hide = true #true/false

Picture_Variable = 1 #Number of the variable to use for the picture
Picture_Name = "" #Name of the picture, in front of the variable value
#Example:
# Picture_Name = "hud"
# Picture_Variable it's value = 1
# Picture that will be shown on the HUD = "hud1"

Actor_ID = 0 #The ID of the actor of wich the value's are displayed

Exp_Name = "E" #Name that will be displayed as Exp
################################################################################
# Don't touch below (if ure're not a scripter)
################################################################################
=begin #########################################################################
Some standard value's you might want to use are allready pre-defiend so that you
don't have to write the whole function for your self anymore.
Here follows a list: (just copy+past and fill in the value's to let it work)
* draw_actor_graphic(actor, x, y)
* draw_actor_face(actor, x, y, size = 96)
* draw_actor_name(actor, x, y)
* draw_actor_class(actor, x, y)
* draw_actor_level(actor, x, y)
* draw_actor_state(actor, x, y, width = 96)
* draw_actor_hp(actor, x, y, width = 120)
* draw_actor_mp(actor, x, y, width = 120)
* draw_actor_parameter(actor, x, y, type)
FOR TYPE: 0=atk, 1=def, 2=spi, 3=agi
* draw_item_name(item, x, y, enabled = true)
* draw_currency_value(value, x, y, width)

Custom new standard functions:
* draw_actor_exp(actor, x, y, width = 120)
=end ###########################################################################
################################################################################
def xywh
@x = 0 #Set the x-position
@y = 0 #Set the y-position
@w = 120+32 #Set the width
@h = 3*WLH+32 #Set the height
return[@x, @y, @w, @h]
end; def hud_values #Set the value's that you're using (also used at refresh)
@var = $game_variables[Picture_Variable]
@actor = $game_party.members[Actor_ID]
@hp = @actor.hp
@mp = @actor.mp
@exp = @actor.exp
#Example: @actor = $game_party.members[0]
end; def hud_contents #Set the things you want to draw
draw_variable_picture(@var, 0, 0*WLH)
draw_actor_hp(@actor, 0, 0*WLH)
draw_actor_mp(@actor, 0, 1*WLH)
draw_actor_exp(@actor, 0, 2*WLH)
#Example: draw_actor_hp(@actor, x, y)
end; def hud_refresh?; if #Set wich value's make the HUD to refresh
@var != $game_variables[Picture_Variable] or
@actor != $game_party.members[Actor_ID] or
@hp != @actor.hp or
@mp != @actor.mp or
@exp != @actor.exp
#Example: if @actor != $game_party.members[0]
return true; end
end
end
################################################################################
# Don't touch below
################################################################################

################################################################################
# Call script function
################################################################################
def hud(arg = nil)
$game_system.hud_display = !$game_system.hud_display if arg == nil
$game_system.hud_display = arg if arg != nil
end
################################################################################
#------------------------------------------------------------
# * Hp_Mp_Exp_VarPic: Create Hud window
#------------------------------------------------------------
class Hp_Mp_Exp_VarPic < Window_Base
include Hp_Mp_Exp_VarPic_Module

def initialize
super(xywh[0],xywh[1],xywh[2],xywh[3])
self.visible = $game_system.hud_display
self.opacity = Opacity
self.opacity = 0 if !BG_Display
hide_status if Hide
hud_values
refresh
end

def refresh
contents.clear
hud_values
hud_contents
end

def draw_variable_picture(var, x, y)
@bm = Cache.picture(Picture_Name + var.to_s)
@cw = self.contents.width
@ch = self.contents.height
@rect = Rect.new(@bm.width/2 - @cw/2, @bm.height/2 - @ch/2, @cw, @ch)
self.contents.blt(x, y, @bm, @rect)
end

def hide_status
if Hide
if $game_player.screen_x + 16 > self.x and
$game_player.screen_y + 4 > self.y and
$game_player.screen_x - 16 < self.x + self.width and
$game_player.screen_y - 28 < self.y + self.height
self.opacity = Opacity if BG_Display
self.contents_opacity = Opacity
else
self.opacity = 255 if BG_Display
self.contents_opacity = 255
end
end
end

def update
self.visible = $game_system.hud_display
return if !self.visible
refresh if hud_refresh?
hide_status if Hide
end
end

#------------------------------------------------------------
# * Scene_Map: Attach HUD to map
#------------------------------------------------------------
class Scene_Map < Scene_Base
alias start_hp_mp_exp_varpic start
alias terminate_hp_mp_exp_varpic terminate
alias update_hp_mp_exp_varpic update
def start
start_hp_mp_exp_varpic
@hp_mp_exp_varpic = Hp_Mp_Exp_VarPic.new
end
def terminate
@hp_mp_exp_varpic.dispose
terminate_hp_mp_exp_varpic
end
def update
update_hp_mp_exp_varpic
@hp_mp_exp_varpic.update
end
end

#------------------------------------------------------------
# * Game_System: Check for display
#------------------------------------------------------------
class Game_System
alias hud_initialize initialize
attr_accessor :hud_display
def initialize
hud_initialize
@hud_display = Hp_Mp_Exp_VarPic_Module::Start_Display
end
end

#------------------------------------------------------------
# * Window_Base: Some new standard function
#------------------------------------------------------------
class Window_Base < Window

def draw_actor_exp(actor, x, y, width = 120)
s1 = actor.exp_s
s2 = actor.next_rest_exp_s + s1
if s1.is_a? String or s2.is_a? String
s1 = actor.exp
s2 = actor.exp
end
draw_actor_exp_gauge(actor, x, y, s1, s2, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, Hp_Mp_Exp_VarPic_Module::Exp_Name)
self.contents.font.color = normal_color
last_font_size = self.contents.font.size
xr = x + width
if width < 120
self.contents.draw_text(xr - 44, y, 44, WLH, s1, 2)
else
self.contents.draw_text(xr - 99, y, 44, WLH, s1, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 44, y, 44, WLH, s2, 2)
end
end

def draw_actor_exp_gauge(actor, x, y, s1, s2, width = 120)
gw = width * s1 / s2
gc1 = text_color(31)
gc2 = text_color(27)
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
end
end


or you can walking around here
HUD REQUEST LOBY

2.umm i think you dont have the font..
read the faq!
the problem = you don't have the font
the first faq
KentaAmon
Wow thanks biggrin.gif

I fixed both biggrin.gif
Now just 3 more questions Im sorry to be of a bother

but

1 I have the HUD i want but your bars still remain in the back, how do I remove them via your script? (as in what do I have to edit to make them go away but only the HP/ MP bar of yours)

2 and for like the spell heal is the only way to cast it on someone else to go into the menu? or is there a way to cast it on a party member while in the field? Or like if I wanted a spell that can heal all members on the field?

3 Everytme a character of mine dies. this comes out

I don't know why, I did the _Dead thing just how the others do =/
buny
QUOTE (KentaAmon @ Jun 17 2009, 12:21 PM) *
Wow thanks biggrin.gif

I fixed both biggrin.gif
Now just 3 more questions Im sorry to be of a bother

but

1 I have the HUD i want but your bars still remain in the back, how do I remove them via your script? (as in what do I have to edit to make them go away but only the HP/ MP bar of yours)

2 and for like the spell heal is the only way to cast it on someone else to go into the menu? or is there a way to cast it on a party member while in the field? Or like if I wanted a spell that can heal all members on the field?

3 Everytme a character of mine dies. this comes out

I don't know why, I did the _Dead thing just how the others do =/


1.use this change the HUD script
#=========================================================================
=====
# Requiem HUD
#==============================================================================

OnOff_Switch = 0 # Switch that show or hide the HUD

Skills_Text = "Skills" # Text displayed on skills window

Items_Text = "Items" # Text displayed on items window

Ammo_Text = "Ammo" # Text displayed on ammunitions window

#------------------------------------------------------------------------------
if Requiem_Masterpiece.enabled?("Requiem ABS", 5.0)
#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem HUD", 1.1, "06/05/2009")
#------------------------------------------------------------------------------
class Requiem_HUD1 < Window_Base

def initialize
super(-32,-32,608,480)
self.opacity = 0
@actor = $game_party.members[0]
refresh
end

def update
return if $game_party.members.size <= 0
if @actor != $game_party.members[0]
@actor = $game_party.members[0]
refresh
end
end

def refresh
return if $game_party.members.size <= 0
self.contents.clear
self.contents.font.size = 16
bitmap = Cache.system("HUD")
rect = Rect.new(0, 0, 544, 416)
self.contents.blt(16, 16, bitmap, rect)
draw_skills(464, 28)
draw_items(464, 396)
draw_ammo(32, 396)
end

def draw_skills(x, y)
skill_count = 0
@actor.skill_hotkeys.each { |key, value|
next if value.nil?
skill = $data_skills[value]
next if skill.nil?
draw_icon(skill.icon_index, (32*skill_count)+x-4, y)
self.contents.font.color = Color.new(0,0,0)
self.contents.draw_text((32*skill_count)+x+5, y+17, 64, 24, Input.name?(key))
self.contents.font.color = Color.new(255,255,255)
self.contents.draw_text((32*skill_count)+x+4, y+16, 64, 24, Input.name?(key))
skill_count += 1
}
self.contents.font.color = Color.new(0,0,0)
self.contents.draw_text(x-7, y-15, 96, 24, Skills_Text, 1)
self.contents.font.color = Color.new(255,255,255)
self.contents.draw_text(x-8, y-16, 96, 24, Skills_Text, 1)
end

def draw_items(x, y)
item_count = 0
@actor.item_hotkeys.each { |key, value|
next if value.nil?
item = $data_items[value]
next if item.nil?
draw_icon(item.icon_index, (32*item_count)+x-4, y)
self.contents.font.color = Color.new(0,0,0)
self.contents.draw_text((32*item_count)+x+5, y+17, 64, 24, Input.name?(key))
self.contents.font.color = Color.new(255,255,255)
self.contents.draw_text((32*item_count)+x+4, y+16, 64, 24, Input.name?(key))
item_count += 1
}
self.contents.font.color = Color.new(0,0,0)
self.contents.draw_text(x-7, y-15, 96, 24, Items_Text, 1)
self.contents.font.color = Color.new(255,255,255)
self.contents.draw_text(x-8, y-16, 96, 24, Items_Text, 1)
end

def draw_ammo(x, y)
if @actor.weapons[0] != nil and @actor.weapons[0].ranged?

if @actor.weapons[0].ammo1 != nil
draw_icon(@actor.equips[0].ammo1.icon_index, x-4, y) if @actor.equips[0].ammo1 != nil
end
if @actor.weapons[0].ammo2 != nil
draw_icon(@actor.equips[0].ammo2.icon_index, x+28, y) if @actor.equips[0].ammo2 != nil
end

self.contents.font.color = Color.new(0,0,0)
if $Requiem_ABS.attack_key1.is_a?(Numeric)
self.contents.draw_text(x+5, y+17, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key1]))
elsif $Requiem_ABS.attack_key1 == "Enter"
self.contents.draw_text(x+5, y+17, 32, 24, "Enter")
else
self.contents.draw_text(x+5, y+17, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key1]))
end
if $Requiem_ABS.attack_key2.is_a?(Numeric)
self.contents.draw_text(x+37, y+17, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key2]))
elsif $Requiem_ABS.attack_key2 == "Enter"
self.contents.draw_text(x+37, y+17, 32, 24, "Enter")
else
self.contents.draw_text(x+37, y+17, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key2]))
end
self.contents.font.color = Color.new(255,255,255)
if $Requiem_ABS.attack_key1.is_a?(Numeric)
self.contents.draw_text(x+4, y+16, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key1]))
elsif $Requiem_ABS.attack_key1 == "Enter"
self.contents.draw_text(x+4, y+16, 32, 24, "Enter")
else
self.contents.draw_text(x+5, y+17, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key1]))
end
if $Requiem_ABS.attack_key2.is_a?(Numeric)
self.contents.draw_text(x+36, y+16, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key2]))
elsif $Requiem_ABS.attack_key2 == "Enter"
self.contents.draw_text(x+36, y+16, 32, 24, "Enter")
else
self.contents.draw_text(x+36, y+16, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key2]))
end
end
self.contents.font.color = Color.new(0,0,0)
self.contents.draw_text(x-7, y-16, 64, 24, Ammo_Text, 1)
self.contents.font.color = Color.new(255,255,255)
self.contents.draw_text(x-8, y-16, 64, 24, Ammo_Text, 1)
end

end

#------------------------------------------------------------------------------
class Scene_Map < Scene_Base

alias requiem_hudstart start
alias requiem_hudupdate update
alias requiem_hudterminate terminate

def start
requiem_hudstart
@hud_window1 = Requiem_HUD1.new
@hud_window1.visible = false
showing_hud
end

def update
requiem_hudupdate
showing_hud
@hud_window1.update if @hud_window1.visible
end

def terminate
requiem_hudterminate
@hud_window1.dispose
end

def showing_hud
if OnOff_Switch <= 0 or $game_switches[OnOff_Switch]
@hud_window1.visible = true
else
@hud_window1.visible = false
end
end

end
#------------------------------------------------------------------------------
end


2. I think it can't

3.i got same error~
vladislaus
buny
QUOTE
2 and for like the spell heal is the only way to cast it on someone else to go into the menu? or is there a way to cast it on a party member while in the field? Or like if I wanted a spell that can heal all members on the field?


The allies uses heal skill in all members on field, ONLY when them HP is < 25%
wltr3565
Only giving ideas here, but better if available.

Can this battle system using combo attacks? After one attack, we can attack again, almost without any delays! But after some number of combo chain, the combo chain ended and there's a delay to attack again. Not like the old Zelda games that only attacking once without combos. You can use Kingdom Heart's attack or Children of Mana for what I meant.

Thanks for reading (and doing this if available. I haven't found any ABS that allow combo attacks. This ABS has the potential...)
vladislaus
QUOTE
undefined method `x' for nil:NilClass

Fixed!
KentaAmon
QUOTE (vladislaus @ Jun 17 2009, 12:29 PM) *
QUOTE
undefined method `x' for nil:NilClass

Fixed!



THanks buny your Script worked to hide the HUD biggrin.gif

You say fixed so I have to download it agian? =/
And yeah so you mean that when ALL our HPs are 25% or below they use skills to heal us all?

Btw yeah according to a question above that like skills like Dual Attack dont work on the system, will you be implementing that in a later installment or is there a way now? Sorry for the trillion questions but this script is amazing and I can definetley work with it if I know what its fully capable of soon happy.gif
Paper PokéMaster
I get this error when I start the game.

It's on the "Input" script page.
drebenk
@vladislaus hey mate, I was wondering can you add a yellowish-orange slim XP bar under the MP bar? This way it will be easier for people to keep track of their level process. Right now I don't know when I'm near to a level up and I use HP or MP potions to find out that on the next kill I level up and my HP and MP are filled up. I mean a XP bar will help people to not waste their potions since they'll now when they are near a level up.
Paper PokéMaster

Ignore the old problem. This is the problem now. :'(
buny
QUOTE (vladislaus @ Jun 18 2009, 12:00 AM) *
buny
QUOTE
2 and for like the spell heal is the only way to cast it on someone else to go into the menu? or is there a way to cast it on a party member while in the field? Or like if I wanted a spell that can heal all members on the field?


The allies uses heal skill in all members on field, ONLY when them HP is < 25%


can the player that we use can heal other party?
btw what is CTRL use?


QUOTE (wltr3565 @ Jun 18 2009, 12:47 AM) *
Only giving ideas here, but better if available.

Can this battle system using combo attacks? After one attack, we can attack again, almost without any delays! But after some number of combo chain, the combo chain ended and there's a delay to attack again. Not like the old Zelda games that only attacking once without combos. You can use Kingdom Heart's attack or Children of Mana for what I meant.

Thanks for reading (and doing this if available. I haven't found any ABS that allow combo attacks. This ABS has the potential...)


i thinks that great...
but i like if the pless can use more than 1 animation...


QUOTE (vladislaus @ Jun 18 2009, 02:29 AM) *
QUOTE
undefined method `x' for nil:NilClass

Fixed!


so we need do download again your demo?
can you just give us the code?


QUOTE (KentaAmon @ Jun 18 2009, 03:54 AM) *
QUOTE (vladislaus @ Jun 17 2009, 12:29 PM) *
QUOTE
undefined method `x' for nil:NilClass

Fixed!



THanks buny your Script worked to hide the HUD biggrin.gif

You say fixed so I have to download it agian? =/
And yeah so you mean that when ALL our HPs are 25% or below they use skills to heal us all?

Btw yeah according to a question above that like skills like Dual Attack dont work on the system, will you be implementing that in a later installment or is there a way now? Sorry for the trillion questions but this script is amazing and I can definetley work with it if I know what its fully capable of soon happy.gif


i'll use this script haha~

@Paper PokeMaster
i think you need to check again...are that same with the script that you copy?
have you put input.dll in your game folder?
what script you use?
Paper PokéMaster
I'm using version 7, I have input.dll, and I haven't changed the script.
buny
QUOTE (Paper PokéMaster @ Jun 18 2009, 08:12 AM) *
I'm using version 7, I have input.dll, and I haven't changed the script.


have you put the graphic of the HUD?
Paper PokéMaster
*facepalm* Of course. I miss the most obvious thing. Thanks! happy.gif

EDIT: Umm... That wasn't the problem.
Here's the line that's causing the error.

18 OnOff_Switch = 0 # Switch that show or hide the HUD

With my extremely limited script knowledge, the line looks pretty ok, but there isn't a Switch 0, so I changed it to Switch 1, and the game still crashed with the same error of "Line 18: Syntax Error occurred."

I'm now getting a error with line 31: class Requiem_HUD1 < Window_Base
It's also a Syntax Error.

I really need help. I'm not a scripter, or I would fix it myself.
buny
@Paper Poke Master

to prevent error better just check on the demo..
that are the script same or not...
or may be just copy out the script data in the ABS demo folder..
ok?

if keep repair the result just keeping error~
drebenk
I have a couple of questions.

1. Do I need to set release conditions for states or I only need to set the duration for the stat in the state's notes? And if I have no release conditions and only duration set in the state's notes will this mean that the state will always be released after this duration time?

2. How can I make when a bomb item explodes the explode animation to show on the explosion site. Right now if I select an animation the animation show on the enemies if they are near the explosion site. I want when I put the bomb and when the bomb blows the animation of the explosion to be shown only in the explosion site - meaning the center of the animation is the tile on which I've put the bomb.

3. How can I make a bomb item to explode after more time. Right now I put a bomb item on the ground and it explodes before I can retrieve to a safe distance.

4. Is there a way to say what the range of the explosion is? I mean for skills there is that Area thing but can I make a bomb item and determine the area of the explosion?
buny
QUOTE (drebenk @ Jun 19 2009, 06:41 PM) *
I have a couple of questions.

1. Do I need to set release conditions for states or I only need to set the duration for the stat in the state's notes? And if I have no release conditions and only duration set in the state's notes will this mean that the state will always be released after this duration time?

2. How can I make when a bomb item explodes the explode animation to show on the explosion site. Right now if I select an animation the animation show on the enemies if they are near the explosion site. I want when I put the bomb and when the bomb blows the animation of the explosion to be shown only in the explosion site - meaning the center of the animation is the tile on which I've put the bomb.

3. How can I make a bomb item to explode after more time. Right now I put a bomb item on the ground and it explodes before I can retrieve to a safe distance.

4. Is there a way to say what the range of the explosion is? I mean for skills there is that Area thing but can I make a bomb item and determine the area of the explosion?



Answear:

1.i don't know ehat you mean...
but i think in the database in the states just put examples..
Move Slower
Animation = 108
Duration = 300


but that valid for states is
Animation = X (Change X for a animation id of state, default is 0)
Walk Slower (That command says to script, that state makes player or enemy walk slower)
Walk Faster (That command says to script, that state makes player or enemy walk faster)
Don't Walk (That command says to script, that state makes player or enemy don't walk)
Confusion (That command says to script, that state makes player alk randomly)
Duration = X (Change X for duration (in frames) that actor stay infected, default is 300)


the states will release only when the duration end..
if you don't put any duration in the note it will automatic '300'

2. this will use script to do that... but i'll try to fix it... my script skill is dummy~

3.change the delay....
examples
Bomb
Shot SE = Cursor
Delay = 500


4.you can add Area in the note
examples
Area = 100
Paper PokéMaster
QUOTE (buny @ Jun 19 2009, 01:19 AM) *
@Paper Poke Master

to prevent error better just check on the demo..
that are the script same or not...
or may be just copy out the script data in the ABS demo folder..
ok?

if keep repair the result just keeping error~


I copied it directly from the demo. Even the demo crashes when I try to playtest.
The ABS 6 demo doesn't crash, but I can't edit it to get the script out.
vladislaus
ABS 8 Released!
* All bugs of ABS 7 Fixeds
* Added Game Monster class!

Now enemies are completelly automatically!
Just add monster in a AREA on map:

And them will appear on game like Events configureds with ABS!

Detail: LAG IS MUCH LESS!!!

PS: i hope you like this new version ^^, have fun!
(Download on my spaces)
drebenk
@bunny in the first question I mean the following thing:

When you go to the states tab in the database and click on a state there are the state's settings. In the middle of the screen there are settings which say "Release Conditions". There are two squares "At end of battle" and "By damage". Undre them there are two fields which say "After (field) turns" and "(field) % chance". So what I mean is do I need to put something in this fields or to check the empty boxes for "At end of battle" and "By damage" or I can just put "Duration = number of frames" in the states's notes field and leave the "Release Conditions" settings blank? So if I leave the "Release Conditions" fields blank and put "Duration = number of frames" in the state's notes field will this mean that the state will always be removed after that ammount of frames?

2. I asked about the animation since in the PRABS when you put a bomb on the field and when the bomb explode it shows the animation on the spot at which the bomb was and not on the enemies.

3. When I set the delay to a specific number I'm not able to put another bomb until the last one is detonated. Is there a way to put more bomb items on the map (like in Bomberman games you can put multiple bombs)? In the PRABS that was possible too.

4. The "Area" thing worked now the blast radius is increased.

And one new question.

5. How can I remove the text which say "Items" and "Skills" in the HUD? And also the text that appear under an icon in the HUD. I'm asking since I use custom graphic for my HUD and I have this text written on that graphic and now I have two texts saying the same thing on the HUD.

Also Vlad is it possible to make the display of the items as in the old HUD? What I mean is that in version 7 and 8 of the ABS when I assign an item to button 5 the item shows in slot 4. Then if I assign an item to button 4 the item shows in slot 4 and the item in slot 4 (assignet to button 5) moves to slot 5. In ABS 5 and 6 when you assign an item to a button the item appeared in that specific item slot which is what I need.

@bunny in the first question I mean the following thing:

When you go to the states tab in the database and click on a state there are the state's settings. In the middle of the screen there are settings which say "Release Conditions". There are two squares "At end of battle" and "By damage". Undre them there are two fields which say "After (field) turns" and "(field) % chance". So what I mean is do I need to put something in this fields or to check the empty boxes for "At end of battle" and "By damage" or I can just put "Duration = number of frames" in the states's notes field and leave the "Release Conditions" settings blank? So if I leave the "Release Conditions" fields blank and put "Duration = number of frames" in the state's notes field will this mean that the state will always be removed after that ammount of frames?

2. I asked about the animation since in the PRABS when you put a bomb on the field and when the bomb explode it shows the animation on the spot at which the bomb was and not on the enemies.

3. When I set the delay to a specific number I'm not able to put another bomb until the last one is detonated. Is there a way to put more bomb items on the map (like in Bomberman games you can put multiple bombs)? In the PRABS that was possible to.

4. The "Area" thing worked now the blast radius is increased.

And one new question.

5. How can I remove the text which say "Items" and "Skills" in the HUD? And also the thext that appear under an icon in the HUD. I'm asking since I use custom graphic for my HUD and I have this text written on that graphic and now I have two text saying the same thing on the HUD.

Also Vlad is it possible to make the display of the items as in the old HUD? What I mean is that in version 7 and 8 of the ABS when I assign an item to button 5 the item shows in slot 4. Then if I assign an item to button 4 the item shows in slot 4 and the item in slot 4 (assignet to button 5) moves to slot 5. In ABS 5 and 6 when you assign an item to a button the item appeared in that specific item slot which is what I need.

BTW Vlad thanks for the new version of the system.
reijubv
@vlad
GREAT!!!!!
NOW I REALLY LIKE THIS SCRIPT EVEN MORE!

happy.gif happy.gif happy.gif happy.gif happy.gif
erthia
Congradulations, Vlad. This is the best version. The lag problem is fixed, the code is easier to read, and everything is good. There is one problem there is one error in the ally script. When when the ally is dead, other allies will attack him.
vladislaus
QUOTE (erthia @ Jun 21 2009, 10:32 AM) *
Congradulations, Vlad. This is the best version. The lag problem is fixed, the code is easier to read, and everything is good. There is one problem there is one error in the ally script. When when the ally is dead, other allies will attack him.


Ya, i'm working on it. the abs 8 is beta yet ^^
reijubv
@vlad
hey can you make the damage sprite to bounces above event/player's head, instead just flying up like that...?
erthia
Just another small problem. Game_Range is missing @destroy = true athe beginning of the hurt_enemy, hurt_hero , etc... definitions. It will cause an error. After placing the commands there it works fine.
Paper PokéMaster
Strange... Everyone is praising all of the less lag and all that. On my game, it's so laggy that it takes 3 seconds for my player dude to take one step. I have like 10 other scripts installed other than the 15 or so for this. Is that why it's so laggy?
buny
QUOTE (vladislaus @ Jun 20 2009, 03:59 AM) *
ABS 8 Released!
* All bugs of ABS 7 Fixeds
* Added Game Monster class!

Now enemies are completelly automatically!
Just add monster in a AREA on map:

And them will appear on game like Events configureds with ABS!

Detail: LAG IS MUCH LESS!!!

PS: i hope you like this new version ^^, have fun!
(Download on my spaces)


Thanks Vlad I update my topic with your ABS 8


QUOTE (drebenk @ Jun 20 2009, 06:48 AM) *
@bunny in the first question I mean the following thing:

When you go to the states tab in the database and click on a state there are the state's settings. In the middle of the screen there are settings which say "Release Conditions". There are two squares "At end of battle" and "By damage". Undre them there are two fields which say "After (field) turns" and "(field) % chance". So what I mean is do I need to put something in this fields or to check the empty boxes for "At end of battle" and "By damage" or I can just put "Duration = number of frames" in the states's notes field and leave the "Release Conditions" settings blank? So if I leave the "Release Conditions" fields blank and put "Duration = number of frames" in the state's notes field will this mean that the state will always be removed after that ammount of frames?

2. I asked about the animation since in the PRABS when you put a bomb on the field and when the bomb explode it shows the animation on the spot at which the bomb was and not on the enemies.

3. When I set the delay to a specific number I'm not able to put another bomb until the last one is detonated. Is there a way to put more bomb items on the map (like in Bomberman games you can put multiple bombs)? In the PRABS that was possible too.

4. The "Area" thing worked now the blast radius is increased.

And one new question.

5. How can I remove the text which say "Items" and "Skills" in the HUD? And also the text that appear under an icon in the HUD. I'm asking since I use custom graphic for my HUD and I have this text written on that graphic and now I have two texts saying the same thing on the HUD.

Also Vlad is it possible to make the display of the items as in the old HUD? What I mean is that in version 7 and 8 of the ABS when I assign an item to button 5 the item shows in slot 4. Then if I assign an item to button 4 the item shows in slot 4 and the item in slot 4 (assignet to button 5) moves to slot 5. In ABS 5 and 6 when you assign an item to a button the item appeared in that specific item slot which is what I need.

@bunny in the first question I mean the following thing:

When you go to the states tab in the database and click on a state there are the state's settings. In the middle of the screen there are settings which say "Release Conditions". There are two squares "At end of battle" and "By damage". Undre them there are two fields which say "After (field) turns" and "(field) % chance". So what I mean is do I need to put something in this fields or to check the empty boxes for "At end of battle" and "By damage" or I can just put "Duration = number of frames" in the states's notes field and leave the "Release Conditions" settings blank? So if I leave the "Release Conditions" fields blank and put "Duration = number of frames" in the state's notes field will this mean that the state will always be removed after that ammount of frames?

2. I asked about the animation since in the PRABS when you put a bomb on the field and when the bomb explode it shows the animation on the spot at which the bomb was and not on the enemies.

3. When I set the delay to a specific number I'm not able to put another bomb until the last one is detonated. Is there a way to put more bomb items on the map (like in Bomberman games you can put multiple bombs)? In the PRABS that was possible to.

4. The "Area" thing worked now the blast radius is increased.

And one new question.

5. How can I remove the text which say "Items" and "Skills" in the HUD? And also the thext that appear under an icon in the HUD. I'm asking since I use custom graphic for my HUD and I have this text written on that graphic and now I have two text saying the same thing on the HUD.

Also Vlad is it possible to make the display of the items as in the old HUD? What I mean is that in version 7 and 8 of the ABS when I assign an item to button 5 the item shows in slot 4. Then if I assign an item to button 4 the item shows in slot 4 and the item in slot 4 (assignet to button 5) moves to slot 5. In ABS 5 and 6 when you assign an item to a button the item appeared in that specific item slot which is what I need.

BTW Vlad thanks for the new version of the system.


i don't know your question is too many...
LOL
answear
1.ok the states duration only work at the note...
examples Duration = 300

2.i don't know need script fixing...

3.this need script fix too and i can't do any script fixing except in HUD

4.ow that's good

5.just change at the HUD script
and just try to test some thing like to change the text place...
if i not false...
change in
around
line 102 until 138
you can change the x and y that black color..
just try...
don't be afraid to try

i think taht you mean 4 to 5
and 5 to 4...
the icon of skill or item will move as can as small possible that he can put the icon..
so if you just set 2 short cut 1 and 3
the format at map...
1| 3| (blank)

i just change there is no text there...

QUOTE (vladislaus @ Jun 21 2009, 08:50 PM) *
QUOTE (erthia @ Jun 21 2009, 10:32 AM) *
Congradulations, Vlad. This is the best version. The lag problem is fixed, the code is easier to read, and everything is good. There is one problem there is one error in the ally script. When when the ally is dead, other allies will attack him.


Ya, i'm working on it. the abs 8 is beta yet ^^


Great

QUOTE (Paper PokéMaster @ Jun 22 2009, 04:55 AM) *
Strange... Everyone is praising all of the less lag and all that. On my game, it's so laggy that it takes 3 seconds for my player dude to take one step. I have like 10 other scripts installed other than the 15 or so for this. Is that why it's so laggy?


i think its not the problem
Paper PokéMaster
I've noticed that my game takes 10-15 seconds to move if there's a moving event on-screen. Otherwise, the game is just slow, taking about 1-2 seconds to move.

I counted all of my scripts, and i have 36 installed, including the ABS scripts. The ones I have besides the ABS8 scripts are:
  • cmpsr2000's Stealth Detection
  • cmpsr2000's Stealth Detection Extras
  • jens009's Enemy HP Bar
  • jens009's Critical Flash
  • OriginalWij's Chest Item Pop up
  • Originalwij's named save games
  • erzengel's More Saves
  • puppeto4's Random Transitions
  • Kylock's Light Effects
  • Kylock's Day/Night System


I'm 87% sure that one of these is conflicting with one of the ABS scripts to make it so laggy.
I really like the ABS, and I don't want to get rid of it. happy.gif"
Speed@
Remove jens009's Enemy HP Bar, ABS allready has this addon.
Paper PokéMaster
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.
drebenk
@buny so

1. OK I got it the state releases after the amount of frames set in the state's notes regardless of the other release conditions.

2 and 3. I'll wait and see if Vlad will make this to be possible. Animation for the bomb at the place where the bomb sprite is not on the enemies and setting multiple bombs on the map. One more thing about the bomb is that it would be nice if it is possible for the bomb to use animated graphic too. Just like ranged weapons and skills can use animated graphic it would be nice if the same is possible to be done with the bomb. An animated graphich which don't move - since the bomb is stationary.

5. I'll try to find which lines are responsible for that text and edit them.

6. As for the item to show in the right slot I mean this:

In ABS 7 if I assign item with key 4 this will put the item in the first item slot leaving the second and third item slots empty (same goes for skills too). If I assign item with key 5 this will put the item in the second item slot leaving the first and third item slots empty.

In ABS 8 if I assign item with key 5 this will put the item in the first items slot not the second one. So then if I assign another item with key 4 the item will be put in the first item slot and the item assigned with key 5 will be put to the second item slot.

Since I have a custom HUD with numbered slots I don't want to assign items the way ABS 8 does it. This is because if I assign item with key 5 the item goes in the first slot of my HUD which is slot 4. This way the player would think that he must cast that item with key 4.

So Vlad can you leave the assigment of items and skills in the slots the way it was in ABS 7 and ABS6?
vladislaus
News
* Fixed bug of non-animation when bomb explodes, and added option to player throw more then one bomb;
* added weapons and shields for monsters (I has forgotten xD);
* Fixed bug when ally dies;
* Fixed bug of line 178 "defending for nil";

I'll add more some options, if someone have a idea, send-me an email and i see if is good or no to i add on system ;D

PS: i still not posted this fixes
drebenk
@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.
Delyv
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.

huh.gif
reijubv
@Paper PokéMaster
I think Stealth Detection System that makes your game lag,
try turning it off or don't use too many events that uses SDS,
also try to reduce the amount of parallel process events!
Combine parallel process events into 1, if possible

Also, some HUD scripts can create lag if the hud is refreshed every frames.
vladislaus
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.

huh.gif


Bug Fixed!
vladislaus
I posted the ABS8 with all the fixes an i added EXP Bar as wishes.
Download on my blog
drebenk
@vlad thanks again mate. I'm downloading it right now. When I try it I'll post my impressions on it.

Edit.

So I've tried the new ABS and it worked great. First of all I wish to thank you that you've added the XP bar and the animation of the exploding bomb to be displaied only at the tile on which the bomb is. Also thanks for the the ability to put multiple bombs on the map.

Now I only wish those three things to be added:

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.

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.
vladislaus
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
buny
@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?
beelzibub
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~
xaeon
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.
drebenk
@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.
buny
What kind of game do you making at drebenk??
it's all script request...
i think it's super game..
good luck...~
drebenk
@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.
erthia
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
vladislaus
* Explosion Skills fixed for the monsters and Event enemies
erthia
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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