Blizzard
Aug 25 2008, 07:21 AM
QUOTE (Zeldaknight @ Aug 25 2008, 05:56 AM)

So would I just make my tree/bush a 100% passive enemy?
Yes, just like Magnus said, you simply have to use \o instead of \e and you will have 100% passive enemies aka lifeless objects.
QUOTE (Zeldaknight @ Aug 25 2008, 05:56 AM)

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.
If you are really gonna do this, many people would be grateful. xD In any case, you should wait until v2.0 before you do that.

QUOTE (Zeldaknight @ Aug 25 2008, 05:56 AM)

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.
Since v1.99 there's an option called "Direct Hotkeys" (2.1.14. I think) which overrides the hotkey assignment for skills and items and you can use the number keys to trigger the skills and items directly.
MagnusTheMad
Aug 25 2008, 07:23 AM
@Blizzard: I think there might be a bug.
After updating my game with 1.99 none of my "Player Touch" events trigger. Could it be something to do with these:
QUOTE
Changed the way enemy passability is handled. Now enemies can be made passable / impassable just like normal events by using the appropriate event option. The feature to allow enemies to fly was removed.
Fixed bug where events that use tiles wouldn't be detected by Pixel Movement correctly.
Added Event Execution Lock option which allows to set it up manually.
I'll keep messing around. If I figure anything more out, I'll let you know.
Blizzard
Aug 25 2008, 11:01 AM
Change the "Event Lock" setting. It prevents that such an event is executed each time the player moves while he's partially on that tile. Just read about it and everything should be clear.
MagnusTheMad
Aug 25 2008, 11:30 AM
QUOTE (Blizzard @ Aug 25 2008, 10:23 AM)

Change the "Event Lock" setting. It prevents that such an event is executed each time the player moves while he's partially on that tile. Just read about it and everything should be clear.
Yeah, I've tried setting it between 0 and 200 frames, but it doesn't seem to have any effect. The Player Touch events still don't trigger from the player touching them. Most of them are one-time events, too. The player touches them, something happens, and it doesn't happen again. Before 1.99, they all worked fairly well.
I also tried adding /eas to the events and changing pixel movement rate. The only effect that allows them to trigger is if I set them all to "through". But then the player can pass through the event, which won't work for certain objects or NPCs, and I'd have to change dozens of hundreds of events to through. >.>
I'll continue to mess around to see if I can make them work again. I'm not sure, anymore, what could possibly be causing it.
Blizzard
Aug 25 2008, 12:25 PM
Not /eas, but \eal. I have no problems with player touch events regardless whether they are through or not. Have you tried it on a new project? If you can't figure out what's wrong, post your Scripts.rxdata (in your Data folder) and post a download link here. I'll try to find the problem then.
MagnusTheMad
Aug 25 2008, 12:33 PM
Alright, here's the verdict:
I tried it in my main project. Player Touch doesn't work.
I tried it in an old test project. Player Touch doesn't work.
I made a new project, inserted the script without touching the config. Player Touch works.
I have no idea what's wrong or how to go about repairing this. I guess I'll keep doing trial and error until it works.
UPDATE 4:35 EASTERN:
I got it. Player Touch events that are graphicless do not work. My player touch events require a graphic to be assigned to it in order for the event to trigger. I know there's some stuff about anti-lag, updating, and stuff with no graphics if I recall. I will continue to experiment.
UPDATE 6:03 EASTERN:
I downgraded to 1.98 to find out if I can narrow it down. Here is what I've concluded;
In 1.98 my player touch events without graphics are passable. The player walks right through them, causing them to trigger. It does NOT require the "through" check box to do this.
In 1.99 my player touch events without graphics become abnormally impassable (making the 1-3 tiles above, below, or somehow adjacent to them impassable). This prevents the player from even being able to actually TOUCH the event, UNLESS the event has a graphic. This makes all of my graphicless player touch events inoperable.
The Theory: I believe that something must be wrong in how it determines passability of the event. The reason I say this is that if the event bases the passability off of the image size, perhaps no image gives it a chud filled number that doesn't give it a specific size? I'm not sure how it works. I'm just trying to help you explore the right direction. What I do know is that everything is fine with 1.98 code, but not so much with 1.99. If you could check it out, Blizz, I'd appreciate extremely. All of my maps are linked with Player Touch events and you can't move around the gameworld right now.
Zeldaknight
Aug 26 2008, 12:01 AM
QUOTE
If you are really gonna do this, many people would be grateful. xD In any case, you should wait until v2.0 before you do that.
Cool . . . I've just got the trial for RMVX so I may have a look at Tons of Add-ons.
I am really going to try but I may need to learn a bit more scripting before I can do that
Anyone got any recommendations for tuts I'll need? (I am using Dubealex's but I haven't really looked at anything else yet)
QUOTE
Since v1.99 there's an option called "Direct Hotkeys" (2.1.14. I think) which overrides the hotkey assignment for skills and items and you can use the number keys to trigger the skills and items directly.
QUOTE
Yes, just like Magnus said, you simply have to use \o instead of \e and you will have 100% passive enemies aka lifeless objects.
Thanks! Sorry, I haven't really looked at v1.99 yet - it came out just as I was getting obsessed with getting VX!
Blizzard
Aug 26 2008, 02:34 AM
Zeriab posted a topic with links for learning RGSS:
http://forum.chaos-project.com/index.php?topic=57.0@Magnus: I tried in my project with and without graphic and it worked normally for me. Ok, let's try it this way. There's something wrong somewhere and I know how I can solve this problem. First, make a copy from your main project. Everything what I say from now on is for the copy, not for the original. Remove every map except one in which you get the problem. Save the project and close it. Go into the Data folder and zip those files:
MapInfos.rxdata
MapXXX.rxdata (XXX doesn't matter, there should be only one such map)
Scripts.rxdata
Tilesets.rxdata
Upload that zip file somewhere and give me a download link. I will find the problem.
MagnusTheMad
Aug 26 2008, 03:34 AM
http://www.filefactory.com/file/0182bf/n/TestData_rarThere we go. It's a simple test map. It has two identical events: one without graphic, one with. The one without is between the two tree stumps. Thanks for your time, man. <3
Blizzard
Aug 26 2008, 04:35 AM
Ok, I found out what is causing the trouble. In normal RMXP events without graphics are considered through automatically which is not the case in Blizz-ABS. When the floor below the event is passable, the trigger works fine. When it isn't, the trigger doesn't work, though. This is because of a mapping technique I prefer using over others. I make the tile in the upper left corner impassable and use it to define all impassable areas on the 3rd layer. I will fix this issue and put up a fixed version. Just give me a couple of minutes to locate the exact problem and fix it.
EDIT: Ah, found it. This happened because of the tile-as-graphic passability fix. I'll put up a full fix as soon as I can.
EDIT: The fix is simple enough so you don't have to download the script again. In part 2, line 5662 to line 5668 should be these here:
CODE
!event.through
# if no tile
if event.tile_id < 384
# impassable
return false
# if obstacle bit is set
elsif @passages[event.tile_id] & bit != 0
Replace them with this piece of code:
CODE
!event.through && (!self_event.is_a?(Map_Battler) ||
event.character_name != '' || event.tile_id >= 384)
# if obstacle bit is set
if @passages[event.tile_id] & bit != 0
MagnusTheMad
Aug 26 2008, 05:12 AM
QUOTE (Blizzard @ Aug 26 2008, 03:57 AM)

Ok, I found out what is causing the trouble. In normal RMXP events without graphics are considered through automatically which is not the case in Blizz-ABS. When the floor below the event is passable, the trigger works fine. When it isn't, the trigger doesn't work, though. This is because of a mapping technique I prefer using over others. I make the tile in the upper left corner impassable and use it to define all impassable areas on the 3rd layer. I will fix this issue and put up a fixed version. Just give me a couple of minutes to locate the exact problem and fix it.
EDIT: Ah, found it. This happened because of the tile-as-graphic passability fix. I'll put up a full fix as soon as I can.
EDIT: The fix is simple enough so you don't have to download the script again. In part 2, line 5662 to line 5668 should be these here:
CODE
!event.through
# if no tile
if event.tile_id < 384
# impassable
return false
# if obstacle bit is set
elsif @passages[event.tile_id] & bit != 0
Replace them with this piece of code:
CODE
!event.through && (!self_event.is_a?(Map_Battler) ||
event.character_name != '' || event.tile_id >= 384)
# if obstacle bit is set
if @passages[event.tile_id] & bit != 0
<3 Love you.
Works like a charm. Thanks, Blizz!
EDIT: Eee, spoke too soon. It's playable now, but all of my events are passable (Doors, NPCs, switches, etc.). They still trigger on touch, or when I hit the action key, or however they're supposed to. They're just all passable.
azutie
Aug 26 2008, 05:45 PM
ok i can't get any of the config system thing to work!
i changed the movement keys to the regular up down left and whatnot almost like the origanel system
but whenever i try to play the game nothing works!
and yes i did make the script and place it in.
Blizzard
Aug 27 2008, 01:53 AM
You need to replace Part 1 with the generated configuration script. Can you post it?
@Magnus: Ok, I'll fix it. ;_;
EDIT: I knew that something just HAD to mess up when I partially changed the system for event passability recongition. ;_;
EDIT: Better redownload the new version, I fixed something else as well (Set Event Location works now again and item drop is more precise).
MagnusTheMad
Aug 27 2008, 07:08 AM
WORKS! Thanks a lot, Blizz. I will miss your support when you stop working on this.
azutie
Aug 27 2008, 02:29 PM
ok it worked but i can't get the battle system to work at all.
what exactly do i have to do?
on sewcond thought i can't get anything for battles to work
Blizzard
Aug 28 2008, 12:02 AM
Name an event \e[1] and see what happens (K is attack by default).

Read the manual, I have explained everything in there.
azutie
Aug 28 2008, 12:27 PM
if the manual is the document with the ? mine don't work.
Alright that worked but i have another prob while i'm killing something i get an errir and it's at line 3611 in part 3 of the scripts and it says something is wrong with the plus or something
azutie
Aug 28 2008, 12:59 PM
nvm i expieremented and everything works
but how do i use skills and get and Exp bar in the box?
Blizzard
Aug 28 2008, 03:47 PM
Press the skill button and ask somebody to script an add-on for the HUD.
azutie
Aug 28 2008, 07:50 PM
well yeah when i press the skill nothign happens
and Does anyone right now know where to find the add on?
Blizzard
Aug 29 2008, 06:43 AM
I remember that somebody at my forum said he would make it, but I don't remember who it was. (._.)
And have you set up the skill right? Did you set up the configuration right? Did you give the skill the occasion "Always" or "Only in battle"? Did you give the skill an appropriate scope (i.e. one ally, all allies, one enemy, etc.)? Does it make a buzzing sound when you try to use it? Try a normal battle (just use an event command to call one), can you use your skill there?
azutie
Aug 29 2008, 12:58 PM
ok it worked i accidently had it on menu only. lol i feel stupid
Ganon
Aug 29 2008, 03:59 PM
I keep getting a "Stack level too deep" error when selecting new game form the menu. I notice the line varies.
I only have one enemy event, and though I am using tons, It happens the same with or without.
If you have any idea what's causing this, please get back to me.
Blizzard
Aug 29 2008, 06:02 PM
Ganon
Aug 30 2008, 04:02 AM
I already saw this, and even if they are in the right order they won't work. As I said, if i remove all but the abs, I get the same error.
Blizzard
Aug 30 2008, 06:39 AM
And you have put all 3 parts in different slots (goes for both Tons and Blizz-ABS)? If yes, upload your Scripts.rxdata on sendspace.com and post a download link, I will look into it.
Ganon
Aug 30 2008, 01:00 PM
Nvm, I got it to work... I hope, I think I copied it wrong.
Omegas7
Aug 30 2008, 03:28 PM

I click in your script link but it just keeps sending me to the rpg revolution home page... Broken link?

Or bad bad luck for me?

Sucks to be me...?
It's ok now it works

.
Omegas7
Aug 30 2008, 03:35 PM
It's ok now it works

.
Omegas7
Aug 30 2008, 03:44 PM
sO i Download the script and put the 3 parts in the script editor?
at the bottom?
Blizzard
Aug 31 2008, 02:05 AM
Ganon
Aug 31 2008, 09:15 AM
I sometimes get a nil can't be converted to fixnum while attacking an enemy can you help me with this?
EDIT
It's a line in game_party about gold, I think it is because the enemy drops no gold.
Blizzard
Aug 31 2008, 09:43 AM
CODE
#----------------------------------------------------------------------------
# gold_result
# enemy - the killed enemy event
# Processes gold gain after the death of an enemy.
#----------------------------------------------------------------------------
def gold_result(enemy)
# if enemy drops gold
if enemy.gold != 0
# get gold
gold = enemy.gold
# if Tons is there
if $tons_version != nil
# if version is correct and using Different Difficulties
if $tons_version >= 6.4 && TONS_OF_ADDONS::DIFFICULTY
# multiply gained gold
gold = gold * $game_system.gold_rate / 100
end
# if version is correct and using Passive Skills
if $tons_version >= 6.5 && $game_system.PASSIVE_SKILLS
# multiply gained gold with each actor's rate
$game_party.actors.each {|actor| gold *= actor.gold_rate}
gold = gold.to_i
end
end
# return gold value for further processing
return gold
end
# no gold
return 0
end
There is no possible way for that to happen except if you are using an older version.
Ganon
Aug 31 2008, 02:38 PM
Strange because I have 1.99 but adding gold fixed it.
azutie
Aug 31 2008, 07:36 PM
is there a way that i can change the look of the hp,sp bars?
Blizzard
Aug 31 2008, 07:47 PM
In the HUD not without custom scripting. Best you get a custom HUD then.
XP&VX
Sep 1 2008, 09:31 AM
Is There A Unencrupted Demo of this script? i having some feww problems but it works great! its somewthing like plug-in and play!
AWSOME!
azutie
Sep 1 2008, 09:43 AM
QUOTE (Blizzard @ Aug 31 2008, 07:09 PM)

In the HUD not without custom scripting. Best you get a custom HUD then.
Ok then and how setting should i put the enemies on i've tried every AI thing and they always run away
Blizzard
Sep 2 2008, 06:52 AM
No, the AI has nothing to do with it. You gave enemies the "Escape" aciton in the Enemies database. They don't run away if they don't have that action.
@XP&VX: There's an entire example game which can be found in the projects section. You should be able to find it in threads posted by me.
azutie
Sep 2 2008, 02:04 PM
QUOTE (Blizzard @ Sep 2 2008, 06:14 AM)

No, the AI has nothing to do with it. You gave enemies the "Escape" aciton in the Enemies database. They don't run away if they don't have that action.
@XP&VX: There's an entire example game which can be found in the projects section. You should be able to find it in threads posted by me.
AH...
Axerax
Sep 2 2008, 08:23 PM
Actually my enemies run away as well and I do not have escape as an option, should I put Escape, Rating 1? I was gonna ask about this earlier as well, it is quite annoying when they always run.
Blizzard
Sep 3 2008, 01:42 AM
QUOTE (Manual @ 4.1. What Blizz-ABS AI is capable of)
Blizz-ABS AI is so far the most advanced and developed RMXP ABS AI available. It is exclusively used in Blizz-ABS. The AI controls both allies and enemies since many procedures for them are the same. The AI does not control the character that is being controlled by the player. While the character is not moving, the AI updates the perception of the character. Enemies have a perception that is being described more detailed in Enemy Perception. Allies' perception is limited to the screen. Everything the player can see on the screen can be seen ally AI controlled allies as well. Such allies do not possess an own way to perceive the environment. When opponents are in sight, the major steps of the AI are following:
1. Decide action.
2. Store data for the current action.
3. If the action targets one character, request path to this character.
4. Freeze until requested path was calculated.
5. Find target and execute action upon the target without getting damaged too much.
Those steps represent the main guideline for this AI. Path calculation is completely lag-free as the path is not calculated instantly but each character needs to request a path first. The algorithm is based on the A* algorithm, a heuristic derivate of Dijkstra's shortest path algorithm from Graph Theory. Each frame only 5 nodes are being tested on passability to avoid huge lag which makes a maximum of 200 nodes or an average path length for 10 characters per second. Further a global observer logs actor activity and manages the observations of enemies on the map. This decreases processing time as the activity is logged only once instead of being logged by each enemy separately.
They are trying to keep a safe distance from you before they attack if it's that what you mean. Heck, they can even avoid non-homing projectiles.

As I said, turn on the Flee Loop animation and you will see when they are really running away.
spearsy21
Sep 3 2008, 10:50 PM
okay this goes back to an earlier post on this thread that i cudnt get my problem solved from....i am trying to get this blitzABS system down and im just basically doing a test game learning about its features...where im at now is the action sprites...i understand about the animations having to be named correctly and in the same folders ie hero_atk1 and hero_atk1_shortsword or whatever....that i got thro just fiddling around with animations. but the id number that must be included at the end of the "atk" - what is that and where do I reference it from? seriously cant figure this one out for the life of me any help wud be great thx
Blizzard
Sep 4 2008, 02:35 AM
I didn't mention any IDs in the "atk" sprites. O_o
spearsy21
Sep 4 2008, 09:49 AM
Hey thanx for the reply....Perhaps I worded it wrong. My apologies for the confusion. I'll take a passage out of your manual to be sure.
"2.7.1. Actor Action Sprites
This is a special feature of Blizz-ABS. If you turn this feature on, you MUST have the
appropriate spritesets. This will change the spriteset of the player and allies when they are
attacking, defending, using a skill and/or using an item and it will play a sprite animation."
"You have to add _def on defending spritesets, _skl on skill spritesets and _itm on item
spritesets like in the examples. Attack sprites need to be named slightly different. Since it is
possible to create different weapon types, you have to use a special sprite for each weapon
type. You need to add _atk to the spriteset and the number of the weapon type."
See I can get defending spritesets to work because its just the one sprite set and naming it with the _dfn extention. but assigning weapon spritesets to specific weapons so they animate accordingly to its coorsponding weapon, well thats where get messed up. I know it has to do with the number in the file name that I'm supposed to add (ie hero_atk0.png), I just don't know what or how exactly. Is "the number of the weapon type" just a reference from something in the database. Something tells me this is so simple and im just trying to hard ha.
Blizzard
Sep 4 2008, 09:56 AM
Oh no, it's the weapon type.
1 = sword type
2 = spear type
3 = flail type
etc.
Didn't I refer to chapter 3.5. for that information? O.o;
spearsy21
Sep 4 2008, 10:14 AM
QUOTE (Blizzard @ Sep 4 2008, 01:18 PM)

Oh no, it's the weapon type.
1 = sword type
2 = spear type
3 = flail type
etc.
Didn't I refer to chapter 3.5. for that information? O.o;
Heh probably did...I tried to read as much as I could before I went looking for a forum to post on ha. guess I still managed to miss that. That was driving me crazyyyy! Thx dude!!
Blizzard
Sep 4 2008, 12:47 PM
I just checked. No, I haven't put a reference in that chapter after all. >.<
spearsy21
Sep 4 2008, 01:54 PM
...one more for ya Blizzard. I managed to get the sword animations working fine but for projectiles I'm having a bit of difficulty. Heres where I'm at. I chanaged the script for the coorosponding weapon to identify it as a bow and arrow, and then named all my files accordingly. I don't get an error message in game but the sprite animation is really messed up and all over the place and I can't actually hit the target either. I figure I must be using the wrong charset or something (if anyone cud reference me to anything that would work for a projectile thatd be great) or it wudnt be messed up, but how come even tho I am within the range i set and in a straight line from em i still cant hit the enemies?
Blizzard
Sep 4 2008, 07:08 PM
Blizz-ABS example game, has several resources:
http://www.sendspace.com/file/nesu9q
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.