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Blizzard
Blizz-ABS

Package download: Most recent Blizz-ABS version from Chaos Project
Language: Ruby Game Scripting System (RGSS)
Author: Blizzard
Version: 2.7
Posted: November 22, 2007
Updated: November 28, 2009

Using this script in your game will allow you to carry out battles on the map. Examples on commercial games for an ABS are The Legend of Zelda (various Nintendo consoles), Secret of Mana (SNES), Diablo 2 (PC), etc. Active Battle System also means real-time battle on the map.
This ABS has a many advanced features to help you and allow you creating high quality games, is easy to use and is very flexible.
Note that this ABS is merely a very powerful tool. It is up to you to make your game awesome using this tool. More information can be found in the manual or here.

Package download

Post anything related to the script in this topic.
- You may ask for support, but do not always expect an answer from the author of the script (however, other skilled scripters may provide assistance where possible).
- Please report any bugs if you find any, so the script may be fixed to work properly.
- Feel free to suggest new additions or improvements to the script.
- Feel free to post other comments regarding this script.

Often people use my scripts, but they don't work right because they are not in the right order. This topic has a list of my scripts and they order they should be added in the script editor.

If you have been using a version older than 2.6, Blizz-ABS Config 2.6 and higher will not be able to load your saved configuration files from versions before 2.6. Instead of the original Blizz-ABS Config use Blizz-ABS Config Legacy which can be downloaded from here:
Blizz-ABS Config Legacy 2.7
Use this only if you have configurations which you don't want to create again!
It is recommended that you switch to the actual Blizz-ABS Config as soon as possible because Blizz-ABS Config Legacy will not be supported for too long.

The following links will lead you to various Blizz-ABS plugins (in alphabetical order):

Action Recharge Times
Auto-Targeting
Critical Sound
EXP in HUD
Field of Aether System
Kill Count
Landith's Blizz-ABS Party HUD
Quick Weapon Switch
Random Action Sprites
Rapid Fire
Secondary Weapon
Winkio's Blizz-ABS Party HUD
Z-HUD

Please keep in mind that I have retired from RMXP and that I am not active here anymore! If you can't get any support here, try at my site.
dog199200
Stupid question....this is a very nice system but is there a way to get it back to the normal controls because its control system is really hard to use.
SeeYouAlways
Hello dog199200,

I have contacted the author of this script, Blizzard to provide support for your question. Hopefully his response will be positive and help you out on this matter.

Thank you!
SeeYouAlways
Okay, he agreed to help. smile.gif

For now he says to read the manual that is included in the package of the script.

"There's an option in the "Controls" module, just below the header. It says "DISABLE_DEFAULT_CONTROLS" or something similiar. Simply set the value to false and the default controls will be working as well along with Blizz-ABS. He can also configure the controls just below. How to can be found in the manual as well."

I think he'll be around soon to help, so sweet!
dog199200
Well I seen the disabling part and set it to false but the default wont word and i cant say that i would know the original controls.


Edit: Also I have a question.. I noticed that when you click 'Esc' it asks 'Menu', 'AI Setup', 'Controls', and 'Cancel'. But what i'm wondering is what does it mean by AI Setup?
SeeYouAlways
Probably allows you to set up how the computer enemies act when you are battling them.
dog199200
so is it part of the code somewhere, if so i would like to use the AI setup is supplied. If not don';t worry about it, sorry for bugging you i know your just the messenger and i dont want to make this hard on you.
dog199200
((To Blizzard))

Hey umm also i have a suggestion. I would like to make a request for the ABS system that would make it a really great system, well better then it is. Here is a request i have made and if done right it would be awesome in the system:

http://www.rmxp.org/forums/showthread.php?t=32293

and I was redirected to this script, but it is its own ABS system so I am going to redirect you to it for a reference i guess.

http://www.rmxp.org/forums/showthread.php?t=33333

I know this maybe hard but it would come out really great and with your ABS it would make it more like realistic. I hope you take it into consideration and if you need info about it just ask..
SeeYouAlways
Okay, I asked him again... He should be coming over...
dog199200
ya i understand that, but maybe your AI Setup when done would be what i'm looking for... I would use the other code with yours and what not but i was thinking that it would cause an error. And really the only controls that I would want to be normal are the movement keys thats the hardest part of using your system, but major props on the system, i have tried so many and it works the best!
Blizzard
To make the arrow keys for movement simple set the appropriate key configuration to this here:
CODE
    UP       = "[D_Up]" # move up
    LEFT     = "[D_Left]" # move left
    DOWN     = "[D_Down]" # move down
    RIGHT    = "[D_Right]" # move right

You can turn on the DISABLE_DEFAULT_CONTROLS option then, since you don't need the other default keys.
dog199200
ok ty, and can you plz keep me up to data for when the AI system gets done?

Edit: Also is there a way to get the minimap, and the set skills huds to auto show?, ok i found out how to get Enter to confirm, and to get the spacebar to attack, but is there a way for the space bar as a comfirm as well as enter?
Blizzard
Sure.
CODE
CONFIRM = "[Enter, Space]" # confirm

BTW, I suggest you don't use one key for two things like Space for attacking and confirming or the character might do an attack each time you press Space to confirm.

If you want the hotkey bar and the minimap to show at the start of the map, simply make a parallel process and make a "Call Script" command with following code:
CODE
$game_system.minimap = 1
$game_system.assignment = true


Of course I'll keep you up to date. In fact, the admin will as the newest version at my forums will appear here soon as well. I've been working on the AI yesterday and made the basic movement possible along with basic perception and leader control (what that is will be revealed upon release wink.gif ). This was the easy part as I only had to reformat the old AI. Now comes the hard one where I need to make the enemy decide actions and everything related to it like observation experience, battler rating, etc. Not to bother you with internal implementation details now. xD
dog199200
na its no problem smile.gif and as for the same key for the same thing...it works great, it doesn't mess up anything. Then again when i asked you for how to set it up I was trying to set it up like most games when the same button it to attack, select, and cancel, but i can't do it for cancel because it would cancel its self out. but thanks smile.gif
Blizzard
Must be the part of code that sets the in_battle flag to false when an event is running. Blizz-ABS battle controls don't work during that time. I implemented that after the last time I tried putting action and attack on the same key.

EDIT:

1.1.0.2 is out. I had to do this release because of a little change in the new Tons of Add-ons v6.02b so it could work well with it.
SeeYouAlways
Okay, updated the script page with the new version numbering system >_<. Thanks!
Blizzard
Yeah, that, too. I decided it yesterday. Blizz-ABS 2.0 will simply be too different from Blizz-ABS 1.0, hence the new version numbering. xD
darkhamsterlord
This is a noobish question, but I can't figure it out.

I read the manual about 20 times, and I just don't understand how to get weapons and skills to work. If someone could just give me a brief explanation?

At first I thought I was supposed to change the bits of code, like replacing ID with the appropriate number, but not only would that limit me to one weapon and one skill, but when I tried to test, it said there was an error in the code, so I set it back to ID.

If anyone could help, I'd really appreciate it biggrin.gif
SeeYouAlways
I am just here to tell you that Blizzard (the author of this script) is away at the moment because of Christmas and whatnot, but I'm sure he'll be back soon to help you out here!
thelionx
can i get the sprites for this ABS somewhere? (especially the attack and defend sprites)
any help would be really appreciated.
Thanks before!
SeeYouAlways
Have you checked the script's demo for some? I haven't checked but there might be some examples there.
Elighja
I have a question involving your ABS...when you tint the screen does the stats menu n stuff in the upper left also tint with the screen?
jens009
QUOTE (Elighja @ Dec 31 2007, 06:40 AM) *
I have a question involving your ABS...when you tint the screen does the stats menu n stuff in the upper left also tint with the screen?

I'm not entirely sure. Most likely it would not since I'm thinking that the HUD acts as an overlay to the map. But, if it doesn't act like an overlay then that must mean that the HUD will also tint when you use the Screen Tint command in XP.

You should give it a try and see what's going to happen.
Blizzard
I'm back now. I'll release 1.9 in a couple of days and you're not the first one who couldn't figure out how to make the skills and so on work properly. That's why I will edit those parts of the manual and explain it better. BTW, did you try the example game yet? Many people were able to figure it out that way. If you can't wait for the next release, I suggest you just try it. :3
sirsniffy
Is there any way to turn the Blizz-ABS caterpillar system into a Secret of Mana style system, where other party members fight independently? Is that what the whole FFXII gambit question above was about? Sorry for the redundance if it is.
Blizzard
Yeah. As I said, I didn't have time to code the ally AI yet. The next release will be 1.9 with the new battle AI for enemies and after that comes 2.0 with a new ally AI based on the same battle AI. You won't believe it most probably, but while making the new battle AI I was often thinking about how the werewolf enemies would act. :3 In the end though, it turned out to be better. smile.gif I'll post 1.9 as soon as I can.
revanda
is it just me or does the links to the script send you to a almost completly blank page?
jens009
It shouldn't.

Try the following:
1) http://www.rpgrevolution.com/script/36/
or
2) Go to the main site and click on Scripts. Search Blizz-ABS under Ruby Game Scripting System (RGSS) Scripts.
Blizzard
Or download directly:
http://chaos-project.com/downloads/scripts...-ABS%201.89.zip
revanda
thx for the reply and the direct link.
It seems like my webbrowser (Opera) doesn't load any thing below this part. (or on any page like this one)

Home > Scripts > Ruby Game Scripting System (RGSS) > Blizz-ABS

Blizz-ABS

Author: Blizzard
Verson: 1.8
Posted: November 22, 2007
Updated: December 18, 2007

Discuss
Blizzard
No problem.

That's actually weird, I'm using Opera as well and it works fine. It's version 9.02 if I'm not wrong. Higher versions were bugging on me, so I kept using 9.02. >_>
sirsniffy
Hey,

I am working with BLIZZ-ABS, and I am trying to have my playable character make a swinging sound when he or she attacks, and a hit/thwack sound when it connects. Anyone know how I can do this?


I can find a way to attach a sound to an action, but I am trying to make a different sound when it connects and hits the enemy.
thx
Blizzard
Well, you can put a swinging sound into the animation of the weapon without any images and a hitting sound in the attack animation. The swinging sound will still be heard, but IMO it should be heard. Have you tried the example game yet? It might help you understand a few more things.
sirsniffy
QUOTE (Blizzard @ Jan 16 2008, 02:52 PM) *
Well, you can put a swinging sound into the animation of the weapon without any images and a hitting sound in the attack animation. The swinging sound will still be heard, but IMO it should be heard. Have you tried the example game yet? It might help you understand a few more things.


Yup, I figured it out! Thanks Blizz biggrin.gif
SilentResident
ABS is not compatible with Swimming script!

I m writing as i need report a issue in the compatibility, between Blizzard ABS version 1.89 and Swimming Script version 1.8

(Swimming Script is just a small Custom Script created by another player and i downloaded it before ASD and its great one! Its HIGHLY recomended for your games, as well as the ABS!

If i use both the Swimming and ABS scripts in my game. ABS still works nice both with Swimming and without it. But Swimming not works if ABS installed and seems to be "dead" and i can't swim on water tiles that are tagged with the Water terrain ID.

Can you Blizzard to fix the ABS compatibility issue with Swimming? Or make a new section for guiding us on how to make those scripts to run without problems in same game? NOTE: my game is clear, just only 2 scripts installed: Swimming and ABS.

Swimming script is very important for most games, like the Legend of Zelda and Final Fantasy series. It adds Water Terrain Type ID (Terrain Tag), and makes the character's sprites to change with the ones for swimming when character walks on tiles with the "Water" terrain ID, and returning to non-swimming sprites soon as he leaves water.

Only if we can fix the ABS compatibility with that Swimming or find the issue and tell us to do the fixing ourselves, we will be very thankfully.

The game will not be good game without the 1 of the 2 scripts. Swimming and ABS are both needed in most games. glad to see no posts from other players for that issue, as i know many players are making Zelda-like games, as me.

An idea: (its noob idea but i tried it in a hope to fix the compatibility issue of Swimming):
I tried to put No-EnemySpawn terrain ID (of ABS) in same ID with the Water Terrain one (ID 1 by default) so i not fight on water. But Swimming still not works at all.

Last note: Swimming still not works even if ABS has all it's options to default like soon as it installed (when some features are disabled).




This link shows you where you can find the Swimming script's post in www.rmxp.org:

http://www.rmxp.org/forums/index.php?topic=15690
Blizzard
Thanks for reporting. Yeah, I actually can't see any reason why it should be compatible. I'll take a look at the swimming script and see if it's easier to make it compatible or if it's easier to simply implement the swimming feature into the ABS itself.
deathbymoogles
Quick comment,

Firstly, I noticed that, if you set CATERPILLAR = False, then when you press whatever button switches Party Leaders, everything goes capooey. I guess you may have already fixed this, and I'm just doing something wrong.
tongue.gif
I know very little about RGSS, but could I just put something along the lines of 'If CATERPILLAR = True then SELECT = "[Let['WHATEVER']]" ELSE If CATERPILLAR = False then SELECT = "['']"'?

Also, I was wondering if there was any simple way to make the mini-map its own script. Like I said though, I know close to nothing about scripting, so I'm asking more along the lines of would there be a simple way to do it, not absolutely "How do I...?"

I think the system's great as a whole. I can't wait to see the Ally AI updates.
biggrin.gif

P.S. woohoofirstpost
Blizzard
Well, I have a simplified version of the minimap in my Tons of Add-ons, but I didn't have time to upgrade that one yet, so it looks nice as the one in Blizz-ABS. And yeah, I know that there is a problem with the Caterpillar. I haven't fixed that in 1.89 I think, but I will see if I can fix it in 1.9.
deathbymoogles
Thanks.
biggrin.gif
Pinky
This script is awsome! However I would like know how to get allies to attack? Thanks in advance.
Blizzard
I haven't developed an ally AI yet. I've planned that for v2.0.
Herbtoker
first off i want to thank blizzard for developing this abs system and working so hard to make it easy to use.

one thing i cant seem to figure out is how to set a weapon to a specific type such as a ranged non consumable and a ranged ammo, or how to set up the skills to different types such as homing or projectile. i fully read the manuel several times to try and figure it out and i tried downloading the demo so i could figure it out but unfortunately i have rmxp pospality knights edition which isnt compatible with your demo. which i only have because it was the only one i could pirate off of bitlord (yes i know shame shame i pirated it) but if you could explain to me how to set up the skill types and weapon types, i would be that much more greatfull.
Herbtoker
ok, nvm i figured it out its pretty simple thanks anyway for anyone who was wondering the same thing what you have to do is put the weapon id and type into the code its clearly labeled near the top of the coding after the features but you also have to have the right animations in the right folders specifidally the charecters folder or you get an error.
Mechis101
uh im new and i have no idea how to start to use or use the blizz abs version 1.89 script and i dont even know how to script can you help me blizzard?

i read the manual i am clueless more than ever on wat to do plz help!
Blizzard
You should try the example game "Chronicles of Sir Lag-A-Lot", it has a working configuration. It's always easier when you see an example.
Herbtoker
is there a way to change running speed sneak speed and jumping while in the game. i have it to wre you can buy a boat and of course you could imagine when your sailing at sea i dont want players to have the ability to sneak jump or run cuz that would just look stupid and unprofessional. if you can change it in the game let me know or if theres any other way around it let me know i would really appreciate it.
D3wil666
ho can put in this script in txt file?????????plz because one script i put over one hour
blythe
If I have custom controls set to true I get an error that reads "Cannot convert string into integer"
blythe
Figured out the problem. Doesnt seem to like it when I try to input NumPad[#] Maybe Im doing something wrong.
blythe
If I try to change the party leader I get a no method error for line 1005 (part 2 of the script)
# if far enough from the player
if Math.hypot(dx, dy) > (@cindex+2)*128

Also, how do I access the status or pre menu?
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