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Sniper308
Oh
Sniper308
What about when I kill something I get

Script 'Blizz ABS 1.99 part 3' line 4534: NoMethodError occurred.

undefined method 'dead?' for nil:NilClass


?
Blizzard
I already put up a fixed version. This happens when you mess around with enemies and switches.
Ganon
I will see that I use this after 2.0...
Can you estimate how long it will take?
Sorry if this is annoying, anyway good script, like I said. Just need's the complete AI and I'm set.
Blizzard
I want to work on my own game now, maybe I can finish it by the end of the summer (if I work EVEN more and post less) so don't expect anything within the next 2 months.
Ganon
Ahh okay, I can wait.
Sniper308
QUOTE (Blizzard @ Aug 9 2008, 03:30 PM) *
I want to work on my own game now, maybe I can finish it by the end of the summer (if I work EVEN more and post less) so don't expect anything within the next 2 months.


If you need sprites I can help smile.gif I got a bunch for your script but I say they are like 6.5 / 10 for reaction wise! I do owe you for your script! happy.gif
Blizzard
Seriously? I'll get back to you. smile.gif))
Sniper308
Cool thumbsup.gif
Rukiri
Hmm looking better, but I'm just wondering if event pixel movement was implemented yet? it'd help me out a lot.
Blizzard
No, I have left out events' pixel movement because of compatibility reasons.
GappieMikan
QUOTE (Blizzard @ Aug 7 2008, 08:47 AM) *
You will need most probably to edit the Drop_Event class which sets up the commands (by script) that you get items. It might be a bit complicated since you don't know who activated the item.

@Sniper: There is an event command to change classes. And line 2465 is "return text" in part 2 and "@character_name = @character_name_org" in part 3. -_-

.


I have a question...

I Wanna make a cutscene, then it begins the boss battle (i.e. “Flandre Scarlet \e[33] \p”) And then it comes another cutscene after its defeat, how I make it? huh.gif
Blizzard
Make a scene using the Auto-Start trigger. After the scene is over the enemy will start attacking. Make the boss trigger a switch upon death (just add the command in his event code) and make another Auto-Start event with that switch as precondition.
GappieMikan
If you can, can post a image of how it is? I'm new at this script
Blizzard
There are several screenshots in the manual of the scripts.
nopenguins2kayak
Alright, I searched this thread for a bit but my question still eludes me. I'm Trying to make a "Beam Style" skill (type 3 in the Blizz ABS script) but can't get the chosen spriteset to work. What I mean is, I'm trying to create a stroke of lightning Beam Skill that strikes anything in it's path, but when I test it, there's nothing but a hit graphic. I've gotten all the other types of skill efects (Shooting, Homing, Fullscreen, etc...) to give me the Sprite set! Why won't it work for the "#3 Beam Effects" Blizzard...Anyone? Thanx in advance!

~nopenguins~
P.S. I noticed that the "Holy Beam" skill from Sir Lag-a-Lot doesn't show anything but a hit animation as well... Glitch maybe? or something missing?

Blizzard
No, the Holy Beam in Sir Lag-A-Lot has no graphic because the Blizz-ABS version used in the example game didn't support beam sprites yet. I have described in the manual (3.6.2. at the end) how the beam animations are applied, but I know that it is hard to picture. The Second Edition of the example game will have an animation which I have already created. Here's the file.
[Show/Hide] Holy Beam sprite for CoSLAL SE
Axerax
Blizz, you said you were going to get to my stuff in a few days, it's been almost a week now, I'm just curious what's going on. Thanks, I'm sorry for being pestering.
~Axe
Jeyhu
How can you add a sombie idle moaning sound with maybe an attack soiund when it attacks you?
nopenguins2kayak
QUOTE (Blizzard @ Aug 19 2008, 01:57 PM) *
No, the Holy Beam in Sir Lag-A-Lot has no graphic because the Blizz-ABS version used in the example game didn't support beam sprites yet. I have described in the manual (3.6.2. at the end) how the beam animations are applied, but I know that it is hard to picture. The Second Edition of the example game will have an animation which I have already created. Here's the file.
[Show/Hide] Holy Beam sprite for CoSLAL SE

Maybe the problem is that I don't have the most recent version of the script...I still can't get it to do a thing with Beam Skill Sprites! I've got version 1.73. If that's not the newest, where might I find the update. and if it is, then maybe I'm just up the proverbial creek with no paddle, cause I feel stuck. I'd really like this to work!

By the way, thanks for everything! The script, the manual, and the assistance. Keep up the great work Blizzard!

~Nopenguins~
Blizzard
There's a link in the first post on the bottom.

@Jeyhu: Wow, people are REALLY being lazy to think when provided with a script with loads of features. You can just make a sound effect in the zombie's attack animation. I have answered this question now at least ten times, a few times even in this thread if I am not wrong. Idle sounds don't exist, you can use a background sound for the map, it should work the same.

@Axerax: I was busy with my own game. Sorry, I completely forgot. I will do it now. BTW, there won't be combos because I didn't add them in v1.99.

EDIT: Ok, there you go.
Axerax
QUOTE (Blizzard @ Aug 20 2008, 04:59 AM) *
There's a link in the first post on the bottom.

@Jeyhu: Wow, people are REALLY being lazy to think when provided with a script with loads of features. You can just make a sound effect in the zombie's attack animation. I have answered this question now at least ten times, a few times even in this thread if I am not wrong. Idle sounds don't exist, you can use a background sound for the map, it should work the same.

@Axerax: I was busy with my own game. Sorry, I completely forgot. I will do it now. BTW, there won't be combos because I didn't add them in v1.99.

EDIT: Ok, there you go.


Thanks again. Upon adding the material and finally testing with stuff. I came across a few errors my self and a few questions, I tried looking through the thread pages and never saw some of this stuff and read over the manual a few times.

Bug One: My characters are stuck in auto-animate. So they walk in place, I don't want this to happen, the map has no events on it and it started once I added the ABS.

Problem One: Well I am using spritesheet animations for skills, however each skill has a different width and height in the actual portions of the sprite that show... I have a 125px off-set, do I need to apply that 125px space on the sprite sheet as well?

Question One: With the add on you provided me, can you provide me the segment of code to show the icon of the equipped hotkey, I don't know if you show them differently, but it would help my scripter a lot.

Question Two: Is there any way to resize the minimap you have and position it into the top left corner if I wanted for my own personal HUD?

Question Three: Is there anyway to use our own custom graphics for the minimap images?

Question Four: Is there any way I can disable the script using switches or do I always have to do it through call script?

Thanks,
Axe

P.S. I have the swimming script if you'd like to take a look at it.
Blizzard
Bug One: 2.1.3. of the manual, it's not a bug.

Problem One: Sprite Offset applies to attacks only and only for the first row or frames (down-looking). Skill sprites can be of any size, they don't have to be the same size as the normal character spriteset.

Answer One: It's in the Hud#draw_hskill (line 5009, part 3). Your add-on does not affect anything of that, it uses the already implemented HUD. i.e. if you change the HUD, your add-on will apply to the new change.

Answer Two: Line 5397 of part 2:
CODE
super(Viewport.new(476, 356, 160, 120))

where the numbers are: x, y, width, height. Keep in mind that if you resize it, it will show more than just the screen.

Answer Three: Not without changing the images that are being loaded. They are generated by script and cached for later use. The images for the arrows in the minimap are generated by the "self._green_arrow" and "def self._white_arrow" methods which are at line 396 and 492 respectively in part 2.

Answer Four: Yes, manual chapter 3.2.8..

About the swimming script: There's no need for that. I already know exactly what I need to change and add to make it work.
Axerax
QUOTE (Blizzard @ Aug 20 2008, 12:52 PM) *
Bug One: 2.1.3. of the manual, it's not a bug.

Problem One: Sprite Offset applies to attacks only and only for the first row or frames (down-looking). Skill sprites can be of any size, they don't have to be the same size as the normal character spriteset.

Answer One: It's in the Hud#draw_hskill (line 5009, part 3). Your add-on does not affect anything of that, it uses the already implemented HUD. i.e. if you change the HUD, your add-on will apply to the new change.

Answer Two: Line 5397 of part 2:
CODE
super(Viewport.new(476, 356, 160, 120))

where the numbers are: x, y, width, height. Keep in mind that if you resize it, it will show more than just the screen.

Answer Three: Not without changing the images that are being loaded. They are generated by script and cached for later use. The images for the arrows in the minimap are generated by the "self._green_arrow" and "def self._white_arrow" methods which are at line 396 and 492 respectively in part 2.

Answer Four: Yes, manual chapter 3.2.8..

About the swimming script: There's no need for that. I already know exactly what I need to change and add to make it work.


Alright, thanks for the swift reply, that should help me, I will look into that stuff.
nopenguins2kayak
QUOTE (nopenguins2kayak @ Aug 19 2008, 06:36 PM) *
QUOTE (Blizzard @ Aug 19 2008, 01:57 PM) *
No, the Holy Beam in Sir Lag-A-Lot has no graphic because the Blizz-ABS version used in the example game didn't support beam sprites yet. I have described in the manual (3.6.2. at the end) how the beam animations are applied, but I know that it is hard to picture. The Second Edition of the example game will have an animation which I have already created. Here's the file.
[Show/Hide] Holy Beam sprite for CoSLAL SE

Maybe the problem is that I don't have the most recent version of the script...I still can't get it to do a thing with Beam Skill Sprites! I've got version 1.73. If that's not the newest, where might I find the update. and if it is, then maybe I'm just up the proverbial creek with no paddle, cause I feel stuck. I'd really like this to work!

By the way, thanks for everything! The script, the manual, and the assistance. Keep up the great work Blizzard!

~Nopenguins~



Ummm... Well the new script is loaded (version 1.99) but there seems to be a ton of changes on how to input your weapon/item/skill ids. I was using the whole "when 1 then return 0" input but now that just return's a syntax error. If anyone could show me how to set up at least one weapon in this version of blizz-abs, then I'm sure I could figure it out from there. Thanks.
Axerax
I'm pretty sure he said he did away with 0 so now 0 = 1, 1 = 2, 3 = 4, etc.
Blizzard
That, too. But there's something else. It needs to look like this:

CODE
def self.method(id)
  case id
  when 1 then return 1
  end
  return DEFAULT
end


I suggest that you use the config app if anyhow possible. It will save you a lot of time and headache.
Axerax
Blizzard. I now have another problem. I set up my enemies exactly as you said, but everytime I kill it, it gives me a script hanging error. Any suggestions on how to fix it?
Blizzard
I have no idea what went wrong. O_o Send me your Scripts.rxdata, I'll look into that. Something must've gone terribly wrong.
Axerax
QUOTE (Blizzard @ Aug 20 2008, 07:10 PM) *
I have no idea what went wrong. O_o Send me your Scripts.rxdata, I'll look into that. Something must've gone terribly wrong.

Do you have a messenger I can reach you at, would be easier to explain, cause I've tried everything.
Jeyhu
QUOTE (Blizzard @ Aug 20 2008, 05:59 AM) *
There's a link in the first post on the bottom.

@Jeyhu: Wow, people are REALLY being lazy to think when provided with a script with loads of features. You can just make a sound effect in the zombie's attack animation. I have answered this question now at least ten times, a few times even in this thread if I am not wrong. Idle sounds don't exist, you can use a background sound for the map, it should work the same.

@Axerax: I was busy with my own game. Sorry, I completely forgot. I will do it now. BTW, there won't be combos because I didn't add them in v1.99.

EDIT: Ok, there you go.


Thanks for answering the question. I'm new to this program and scripting in general. Sorry for being a noob.
nopenguins2kayak
QUOTE (Blizzard @ Aug 20 2008, 01:38 PM) *
That, too. But there's something else. It needs to look like this:

CODE
def self.method(id)
  case id
  when 1 then return 1
  end
  return DEFAULT
end


I suggest that you use the config app if anyhow possible. It will save you a lot of time and headache.

OK...weapons are a go... now what the heck does "undefined method `-' for nil: NilCLass" mean? Does anyone know, I get this anytime I try to input a skill. I've read over the manual time and again and tried all the different configs for skill and i keep getting this! I'm so very confused! any help at all would be useful...

No$#%^&$@Penguins!
Blizzard
Where are you getting that error (which line in which part)? BTW, DEFAULT means the default already there, you shouldn't type out DEFAULT in the configuration.
nopenguins2kayak
QUOTE (Blizzard @ Aug 21 2008, 12:46 PM) *
Where are you getting that error (which line in which part)? BTW, DEFAULT means the default already there, you shouldn't type out DEFAULT in the configuration.


Well, that problem solved itself once I decided to take your advice about the Config. App... wow does that help a ton!!! Umm the error was popping up way down in section 2 of the script in with the "Math and Rectangles", I'd be more specific, but it hasn't happened since I started using the config, so I couldn't tell you where exactly it was. I'll be sure to let you know if it pops up again...

Another question I had while we're at it... Am I misunderstanding the concept of the Beam type skills, or am I just screwing it up.

Here's what I've got.... Skill name: Tempest
intended to sweep it's way across the screen, in a straight line, hitting any creature in it's path...
Both the Skill Icon and the Spriteset are named Wind_2
The config is set up as a type 4, beam skill (described as a straight shot that hits anything in it's path)
~when used in test play, a crowd of whirlwinds appear at the extent of the spell range in a huge group (10+ non-moving sprites)
Sure it kills the enemy, but visually, something looks wrong... any suggestions) Really what I'm looking to create is a spell just like "Chain Lightning" from Diablo.

~Nopenguins~
Blizzard
Beam Skills use a different kind of sprite. Go one page back, I posted an example just recently. I made it this way to save disk space.
nopenguins2kayak
QUOTE (Blizzard @ Aug 21 2008, 05:48 PM) *
Beam Skills use a different kind of sprite. Go one page back, I posted an example just recently. I made it this way to save disk space.


OK, you've lost me completely... I checked your manual, looked back one page at the Holy Beam you posted, but I still don't get what you mean. I'm sorry to keep pestering, but the beam skills animations don't make a bit of sense to me... I'll send you a copy of the sprite I'm trying to use. This sprite looks great as a shooting or even a homing effect, but how can I get the same visual on a beam? Could you maybe doctor it up and tell me what I'm doing wrong?

~Nopenguins~
Blizzard


This happens with that one single image of a down looking beam. Beams are not animated and they just fade out. I suppose I could change that so it works just like the rest... I'll see.
Dark Gaia
Hey Blizzard. Just wanted to comment and say that I started making a game using your ABS yesterday and am VERY impressed by the ease of customization and the fluidity and accuracy of the features. Combining it with a script that allows parties up to 6 people, I can make pretty fun real time battles which are exciting. But, I have a few questions. One, is it possible to begin the game with the HUD turned off, then automatically turn it on? Cause the config only allows it permanently off, and then if I leave it on, it displays in my intro scene. Also, are there any add ons or scripts you can suggest that allow the other party members to fight on their own, as they get attacked while walking with caterpillar on and do not retelliate unless I switch control to them. Three, will this work in VX, as I have recently aqquired VX and wanted to continue the game in it.
Blizzard
1. 3.2.7. of the manual. I'll change that in v2.0 so it's located where the configurations (2.4.x.) are.

2. This will be available in v2.x. I'm currently working on my own game to get the beta out (it's 73% done, w00t) so v2.0 won't come out for at least 6-7 more weeks.

3. Sorry, but no. A conversion would take a lot of time and I had to keep 2 scripts up to date. Since I will retire from RMXP soon, there is no point. There might be a conversion afterwards since it will kinda be "the final version".
Dark Gaia
Thanks. I suppose I can continue using VX. Really looking forward to your game and to the AI party members add on. Thanks again and good work with the system. It's the best ABS I've yet seen.
nopenguins2kayak
QUOTE (Blizzard @ Aug 22 2008, 02:53 AM) *


This happens with that one single image of a down looking beam. Beams are not animated and they just fade out. I suppose I could change that so it works just like the rest... I'll see.


Ok... now I get what you mean...he he. Sorry for all the pestering. Don't worry about making the sprites work for beams like they do for the others, I can tell you've got a lot on your plate. (Unless it's a simple switch, then that would be awesome!) Thanks for being so patient with me Blizzard! I can't wait to get my project off the ground!

~Nopenguins~
nopenguins2kayak
OK, got another question for anyone who's able to help... Forget the beam skills for now, I'm just wondering if there's a way to create some type of delay in both skill effects and enemy deaths...

Here's what I mean: I'm using a shockwave effect spell, but my opponents are gone before the use animation is even started... is there anyway to delay the damage just long enough for my animation to finish. It's not a big deal, but it looks a little awkward visually.

Also, the enemies are dead before the Hit animation finishes and cuts it off early. I'm assuming because the enemy is no longer on the map, the animation stops as it has no target. I thought that making sure every monster drops gold would guarantee there would be a target for the animation, but I'm not convinced it will help.

Any ideas on how to fix either problem anyone?

~Nopenguins~
Blizzard
I know about that issue. I did once try to change the system so the problem gets fixed, but I couldn't get it done quickly. I remember having some massive problems and a good reason why I stopped working on that. I'll see what I can do.
nopenguins2kayak
QUOTE (Blizzard @ Aug 22 2008, 06:10 PM) *
I know about that issue. I did once try to change the system so the problem gets fixed, but I couldn't get it done quickly. I remember having some massive problems and a good reason why I stopped working on that. I'll see what I can do.


Alrighty then. Everything looks really cool on the stronger foes, but not so hot on weaker ones! I must say though, your system really exceeds my expectations as is! I have faith dude!

~Nopenguins~
Axerax
Blizz, I know you have a set way of displaying font, is there any way to change at least what the font style itself is for displaying damage and healing and stuff like that?

EDIT: I found where I had to change it in the script, nevemind that any more.

However, I do have a question, even though I set up walls to be 1 terrain tags, enemies will still barge through them at an angle, even with 8 way directional movement off, it does this. I do have the pixel movement on, is that causing the problem?
Blizzard
I know what this is. To improve performance I used a simplified test for the terrain tag which is detected at the center of the character and doesn't work on the whole character. I made it this way because somebody can have more than one terrain tag when standing on multiple tiles which would cause complications. This should happen only with pixel movement. I will see if I can do something about that in the next version. *types down a note*
Zeldaknight
Um . . . I'm thinking of upgrading to RMVX and so I was wondering if I could try translating this script (once v2.0 comes out) and your Tons of Add-ons to RGSS2?
And will v2.0 have an ally AI?
And one more thing . . . which bit of the script deals with the pre-menu and using hotkeys because I was wondering if I could try replacing a bit with some from another ABS I've found called the XAS because (no offence Blizzard) I like their skill and item set up better.
You set a skill by pressing the skill key in the skills section of the menu and you use a key to change the set skill eg. I have the skills Holy Fire and Aqua Blast. I set Holy fire to the J key by pressing it in the menu then I use [ and ] to change the set skill to Aqua Blast and back.
And one more thing (again) how can I make switches that are triggered when hit by a weapon and bushes you cut down with a weapon?

Sorry for having so many questions . . . your script is just so awesome!
Blizzard
Yes, 2.x will have Ally AI. You can make bushes to be lifeless objects and just put event code in there which will be executed when they are destroyed.

I don't know but I doubt that I will translate Tons of Add-ons for RMVX. Even Blizz-ABS conversion is most likely not to happen.

I personally find it annoying to have to enter the menu for every hotkey change because is screws up the fluid gameplay. Imagine you have two enemies, one absorbs light and is only weak against darkness and the other absorbs darkness and is only weak against light. I had to change the hotkey a thousand times when those two always are together. While in XAS for every change you have to enter the scene (which disrupts the player, he can get attacked, etc.) while in Blizz-ABS you just press a button and you have the skill ready for use.
Whatever you say. If you like XAS more, then use it and don't ask questions about Blizz-ABS. Those two systems are completely different.
Zeldaknight
So would I just make my tree/bush a 100% passive enemy?

Anyway, what I was really meaning was if I could have a go at translating those two scripts? I'm really just asking you for permission.

Yeah, I see what you mean . . . but actually now I think about it I was wondering if you could do away with the skill and item keys and just have the skill/item used when you press the hotkey. Anyway I'll have a look so don't bother replying to this bit.

And thanks for adding an ally AI, this is just what I was waiting for biggrin.gif !
MagnusTheMad
QUOTE (Zeldaknight @ Aug 24 2008, 07:56 PM) *
So would I just make my tree/bush a 100% passive enemy?

Anyway, what I was really meaning was if I could have a go at translating those two scripts? I'm really just asking you for permission.

Yeah, I see what you mean . . . but actually now I think about it I was wondering if you could do away with the skill and item keys and just have the skill/item used when you press the hotkey. Anyway I'll have a look so don't bother replying to this bit.

And thanks for adding an ally AI, this is just what I was waiting for biggrin.gif !



RTFM! biggrin.gif

There's a section in Blizz's manual that explains exactly how to make objects you can destroy with attacks. Instead of /e you use /o in the event name. It makes it an object - a bush, a sign, a door. It just sits there, with whatever graphic, and you set up the stats like you would any other enemy (I make most of mine 0 in all but HP, or you get dodging doors). Then it can get smashed up. Almost all questions are answered in the manual, honest to god.

Also, don't forget that the event code of the object's event triggers when it's smashed. I used that to create a variety of puzzles and effects. wink.gif
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