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RPG RPG Revolution Forums > Scripting > Script Submissions > RGSS-Submissions
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spearsy21
I have that already I'm looking for more. Also what about the second part i cant hit any of my enemies even when im right in front of them. its set for projectile so what gives? any ideas? any help wud be great thx!
spearsy21
ah nvm i got it....in ur script editor tool i accidently set it for bow and arrow which i guess requires ammunition? makes sense when i swithed it to just bow it was all good!
Blizzard
Yeah, Bow doesn't require ammo, but Bow and Arrow does. xD
Zeldaknight
Um, I've just had a look at the help file for v1.99 but I can't open it. I'm not connected to the Internet or something????? Anyway that's why this question may sound stupid. Is there a call script to turn on/off the HUD, hotkey menu etc.? Oh, yeah and I have a couple of suggestions for future versions but I'm pressed for time here so I'll post them later (if you don't mind suggestions).
Blizzard
I've posted several times how to enable/disable the HUD and it's in the manual as well.
The manual doesn't require you to be connected to the internet, but Internet Explorer's html interpreter is used for the chm file. Have you tried to open Internet Explorer (even if you have "uninstalled" it, it's not really gone) and set the option not to "work offline"?
Urborg
hi , great abs blizzard
i'm also impressed by the massive support you gave to users
i' can't manage this script 100% yet but i have a problem (maby is a stupis thing)
if the abs is on , my events on "event touch" don't work right : they work as if they where on"player touch"

if i walk to the cell wjere the event is it will trigger
if i'm teleported to that cell or i'm alredy standig there it won't trigger

that happens only when i put the scripts on the gme

i just copy-pasted the scripts into 3 different slots(one for part) and didn't do anything else
i didn't even put enemies on the game

sorry if this is explained somewhere else but i didn't find on the manual and 18 pages of post are too many
maby i missed it
Sniper308
Whoa! I forgot to check in on everything, seems like Blizz is up with his hands full of problems! Here's my question to you blizz, did I miss any updates? mellow.gif
Zeldaknight
Okay, sorry Blizzard. The help file's working fine now and I guess I should have checked the previous posts . . . sad.gif
Urborg
anyone knows how to place characters in the right position for the _atk2 sprites?
if i put them like in the demo the ones facing donw will go 2 cells up when i use the weapon, and the weapon too
the left right and down are good
if i move down the line facing donw ofcurse it won't ork because the weapon will go out of the square and willl not be shown
i don't know why in the demo it works
Blizzard
@Sniper:
I had to fix v1.99 a few times. Best you download the newest version and simply check the release date of v1.99 in your version and the newest one.

@Urborg:
Hm... It's possible that something isn't right in the ABS. Does it work differently if you don't use Blizz-ABS or do you have the same issue?

That question with the sprite offset when looking down has been answered numerous times in this thread already with the same answer each time: Read 2.7.9. and 2.7.10. of the manual.
Urborg
thanks for answer
if i don't use the script it works fine

sorry for the question that has been answered, i'll check the manual

it also happen that sometimes when i set a movement route and than put the 'wait for movement end' option
on a paralle process or autorun the event finishes the move and doesn't execute the next command

is not because the event can't complete the movement, because i checked and it makes the whole movement

but this last issue happens only sometimes on some event even if the command sequence is the same

my rpgmaker is alive and he turns against his owner

edit: sorry if i ask too many questions but is ther a way to add in a conditional branch the condition ' if this item is hotkeyed'?
i'm trying to do something like if you come to a spaghetti plate you will eat only if you hotkeyed a fork
by hotkey i mean the square where you use things with 'J' not the 1 2 3
Blizzard
I'll look into the movement thing. Have you tried it without Blizz-ABS? If it doesn't work without it as well, then it's not Blizz-ABS related.

You can check the hotkeyed stuff by using

CODE
$game_actors[ID].item == ITEM_ID
$game_actors[ID].skill == SKILL_ID


Where ID is the actor ID in the database and ITEM_ID and SKILL_ID the IDs you are checking. You can also access party members instead of actors:

CODE
$game_party.actors[POS].item == ITEM_ID
$game_party.actors[POS].skill == SKILL_ID


where POS is the position starting from 0 (not 1!).
Axerax
I know I've asked this before, but I never got a real straight answer.

I only have 8-way directional movement on, have all the enemy boundary tiles set up, and still the enemies will walk through the boundaries to get to me, why does this happen? I've tried hundreds of things and I just don't understand how to prevent them from doing it.

if you have any way of preventing this, tell me, please.
Blizzard
They CAN'T walk through tiles that were marked with Wall Terrain Tags and/or No Enemy Terrain Tags even if the tile is passable. You either haven't set it up right or your mapping isn't right where the latter can't be the reason because enemies can't walk over passable tiles if they were marked with Wall Terrain Tags and/or No Enemy Terrain Tags (what I just said one sentence earlier). Except, of course, there is a tile on a higher layer that overrides the Wall/No Enemy tag below.
Axerax
I guess explaining in text isn't enough.
I know exactly what you are saying, everything is set up right, and it is a bit insulting if you say I can't map.
Here is proof of exactly what I was saying.




You tell me, you see it in the water don'tcha, well they walk through walls marked with those tags as well. only ground tile that is walkable should be 0.
Urborg
hi there, thanks blizz for answer ,the conditional with that code workswith 60% of the time, i don't know why with some item does'n work but i don't care for as long as i change item id or something inside the item page i manage to make it work

for the movement thing i've tryed without the script and it works but as i told you before sometimes it work even with the script, i don't knowwhat's the difference between 2 events with same sequence (movement - wait for movement end - message):one works the other no

and i have a new question aswell : is there a way to turn off character animations inside the game,
cause sometime i have to change character's skin and i think if there is a way without make again evey atk skl item magic defend spriteset everytime

thanks for support
Blizzard
@Axerax: I'm sorry if you felt offended, I didn't mean to say that you can't map. I meant to say that you just made a mistake, because I thought you would be using empty tiles for the walls and it's too easy to make a mistake there (I talk from personal experience). I will look into this problem. Something else could be causing it.

@Urborg: Have you tried copy-pasting that event and see if it works then?

If you are not using those actions, you actually don't need any graphics. Don't forget that you can enable/disable various controls during the game to prevent the player from attacking if there is no graphic.
Metamorphoze
can somebody reply and post back the script? the link just gave me the rpg maker vx page
Blizzard
There's a link at the bottom of the first post.
Kagutsuchi
Hello everyone, new guy here, testing out this super special awesome stuff =D
I have a problem thought with enemies running away from me. I don't think they "escape" cause they run while facing me, and they don't use the escape animation I have set for them. I have downloaded the Chronicles of Lag A Lot but it doesn't really provide me with any answer :\
Blizzard
As I said earlier in the thread, enemies only escape when you give them the "Escape" action in the database. Enemies usually try to keep some distance from you while engaging you. During that time they do move from you if you get closer, but they keep facing toward you.
onimusuko
Greeting blizzard!
I have to say that i LOVE this system,and the AI really melted me from my seat xD
Okay,to the point,i'd like to ask things to you,here you go:
1.is it possible to apply 8-dir spritesheet (up,up-right,right,down-right etc.) for each character including enemies?
2.is it possible to use graphic for the hud?
3.howdya remove the AI setting option from the menu when you press cancel?i know it isn't usable yet and it really bugs me to see an unusable option >.>
4.how to set an enemy that can be damaged with certain weapon/skill only?say,i wanna make a metal (metal,not music genre tongue.gif) monster,and any attack cant hurt him except the skill 'jazz bombah'.so howdya set things right?

5.is it possible to show picture instead of character sprite on the hud?cuz i want to show the pretty face of batsy when people played my game xD

Hehe,that's lotta question enough,i hope you don't feel bugged by me,and any form of help would be greatly appreciated xD
Oh yeah,btw i have sum suggestion too! (well now the list getting longer than ever xD)
1. It would be great to be able to combine skill.say,the leader charge fire magic,then the 2nd chara charge wind magic,the boom!they unleash a mighty thunder attack!
2.combo system!a must
there,i'm done tongue.gif

Regards,
onimusuko
Blizzard
1. With a custom plugin, yes. I haven't come around to adding an 8-dir sprite system yet. I remember that I came upon some problems during the system analysis for which I didn't have any good solution back then.

2. Sure, but not be default. You need an edit of the HUD, best you ask if somebody can make one.

3. Part 3, line 6953-6955:

CODE
      @window = Window_Command.new(192, ['Menu', 'AI Setup', 'Controls', 'Cancel'])
      # disable second option (not available yet)
      @window.disable_item(1)


Change it all to:

CODE
      @window = Window_Command.new(192, ['Menu', 'Controls', 'Cancel'])


Now, further below at line 7058-7072:

CODE
        when 1
          # play buzzer sound effect
          $game_system.se_play($data_system.buzzer_se)
          # don't exit this scene
          return false
        when 2
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create hotkey assignment scene with the current screen tint
          $scene = Scene_Controls.new(@view.tone)
        when 3
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create map scene
          $scene = Scene_Map.new


Change it to:

CODE
        when 1
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create hotkey assignment scene with the current screen tint
          $scene = Scene_Controls.new(@view.tone)
        when 2
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create map scene
          $scene = Scene_Map.new


4. You have elements. Simply make metal an element and set up the enemy's vulnerabilities right.

5. Again, custom edit. There is no character sprite in the HUD, BTW. o.o

As for your suggestions:

1. A combination system can turn out somewhat complicated because you are playing alone while the others are controlled by the AI. Also, enemies would need to work as one entity with a shared mind which would require a total revamp of the AI and I'm not planning to rewrite those 1000 lines of complicated AI handling code.

2. Will be available somewhere after v2.0. There will be 2 types of combos: Key Combos and Action Combos. The former will work in such a way that you don't press one button to execute the right attack but you need to press the right key combination for it. The latter will also quick executions of various skills pressing the right buttons where only the first skill needs to be equipped as hotkey, the rest is like a chain reaction.
onimusuko
oh,so you should tweak the script to use graphic for the hud eh?umm,blizz,can you please help me make it then?i know nothin bout ruby nor do i know who should i ask.
and chain reaction!like vagrant story am i rite?wow thats kewl!cant wait to see it.when will you release v2.0 then?
Blizzard
I'm busy with college right now, need to find a job next week, have some stuff for my own forum to finish (second skin, homepage), have my own game at 82% and want to get it to 90% so I can release the beta version so I'm pretty busy and lack the time. I think I should be able to finish Blizz-ABS 2.0 before Christmas, though.

Sorry, but I can't help you out of the same reasons I just said before.
Felix-0
Blizzard: Were you on RMRK
Blizzard: Is there a way to make the people in Cattapellar effect attacki on there own...or can only one player attack at a time?
onimusuko
aww that's too bad >.>
but it's okay, i understand. Good luck with your project! ;D
Blizzard
@Felix-0:
Yes, I was at RMRK, but I left over a year ago.
As I said many times already, Ally AI will be available in v2.0.
Sniper308
Hey Blizz, would this script be compatible with your ABS?

[Show/Hide] MOG - Scene Character Select Script
#_________________________________________________
# MOG_Character Select Screen V1.1
#_________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Transition Type(Name).
CSTR = "006-Stripe02"
end
$mogscript = {} if $mogscript == nil
$mogscript["char_select"] = true
############
# Win Char #
############
class Win_Char < Window_Selectable
def initialize
super(-600, 0, 150, 150)
@column_max = 2
self.opacity = 0
refresh
self.index = 1
self.visible = false
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@item_max = 8
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end end end
def draw_item(index)
end end
##############
# Scene_Char #
##############
class Scene_Char
def main
@command_window = Win_Char.new
@command_window.back_opacity = 0
@command_window.visible = false
@command_window.index = 0
@back = Plane.new
@back.bitmap = RPG::Cache.picture("MN_BK")
@back.z = 10
@char_back = Sprite.new
@char_back.bitmap = RPG::Cache.picture("CH_Menu0")
@char_back.z = 20
@char_back.opacity = 0
@char_sel = Sprite.new
@char_sel.bitmap = RPG::Cache.picture("CH_ID1")
@char_sel.z = 100
@char_sel.opacity = 0
@char_name = Sprite.new
@char_name.bitmap = RPG::Cache.battler("001-Fighter01",0)
@char_name.z = 100
@char_name.x = -300
@char_name.y = 180
@char_name.opacity = 0
@fundo6 = Plane.new
@fundo6.bitmap = RPG::Cache.fog("Fog01",0)
@fundo6.blend_type = 1
@fundo6.z = 15
@fundo6.opacity = 200
actor = $data_actors[1]
@name = Sprite.new
@name.bitmap = Bitmap.new(200,100)
@name.bitmap.font.size = 48
@name.bitmap.font.bold = false
@name.bitmap.font.name = "Georgia"
@name.color.set(0,0,0)
@name.x = 100
@name.y = 500
@name.z = 9998
@name.color.set(0,0,0,255)
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
@name2 = Sprite.new
@name2.bitmap = Bitmap.new(160,100)
@name2.bitmap.font.size = 48
@name2.bitmap.font.bold = false
@name2.bitmap.font.name = "Georgia"
@name2.color.set(0,0,0)
@name2.x = 102
@name2.y = 502
@name2.z = 9998
@name2.color.set(55,200,255,255)
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
Graphics.transition(60, "Graphics/Transitions/" + MOG::CSTR,1)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end end
for i in 1..50
@char_back.zoom_x += 0.01
@char_back.opacity -= 10
@char_back.x -= 5
@char_name.x -= 3
@char_name.y -= 3
@char_name.zoom_x += 0.02
@char_name.zoom_y += 0.02
@char_name.opacity -= 7
@char_sel.opacity -= 10
@char_sel.zoom_x += 0.01
@char_sel.opacity -= 10
@char_sel.x -= 5
@name.opacity -= 10
@name2.opacity -= 10
Graphics.update
end
Graphics.freeze
@command_window.dispose
@back.dispose
@char_back.dispose
@char_sel.dispose
@char_name.dispose
@fundo6.dispose
@name.dispose
@name2.dispose
$game_map.autoplay
end
def update
@back.ox -= 1
@fundo6.ox += 1
@fundo6.oy += 1
@command_window.update
@char_back.opacity += 10
@char_sel.opacity += 10
if @char_name.x < 100
@char_name.x += 20
@char_name.opacity += 6
@name.y -= 7
@name.opacity += 6
@name2.y -= 7
@name2.opacity += 6
elsif @char_name.x >= 0
@char_name.x = 100
@name.y = 370
@name.opacity = 255
@name2.y = 372
@name2.opacity = 255
@char_name.opacity = 255
@char_back.opacity = 255
@char_sel.opacity = 255
end
case @command_window.index
when 0
actor = $data_actors[1]
@char_sel.bitmap = RPG::Cache.picture("CH_ID1")
@char_name.bitmap = RPG::Cache.battler("001-Fighter01",0)
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
when 1
actor = $data_actors[2]
@char_sel.bitmap = RPG::Cache.picture("CH_ID2")
@char_name.bitmap = RPG::Cache.battler("010-Lancer02",0)
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
when 2
actor = $data_actors[3]
@char_sel.bitmap = RPG::Cache.picture("CH_ID3")
@char_name.bitmap = RPG::Cache.battler("013-Warrior01",0)
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
when 3
actor = $data_actors[4]
@char_sel.bitmap = RPG::Cache.picture("CH_ID4")
@char_name.bitmap = RPG::Cache.battler("019-Thief04",0)
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
when 4
actor = $data_actors[5]
@char_sel.bitmap = RPG::Cache.picture("CH_ID5")
@char_name.bitmap = RPG::Cache.battler("008-Fighter08",0)
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
when 5
actor = $data_actors[6]
@char_sel.bitmap = RPG::Cache.picture("CH_ID6")
@char_name.bitmap = RPG::Cache.battler("023-Gunner01",0)
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
when 6
actor = $data_actors[7]
@char_sel.bitmap = RPG::Cache.picture("CH_ID7")
@char_name.bitmap = RPG::Cache.battler("029-Cleric05",0)
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
when 7
actor = $data_actors[8]
@char_sel.bitmap = RPG::Cache.picture("CH_ID8")
@char_name.bitmap = RPG::Cache.battler("038-Mage06",0)
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
end
if Input.press?(Input.dir4)
@char_name.x = -300
@name.y = 500
@name.opacity = 0
@name2.y = 502
@name2.opacity = 0
@char_name.opacity = 0
@name.bitmap.clear
@name2.bitmap.clear
end
if Input.trigger?(Input::cool.gif
$scene = Scene_Title.new
end
if Input.trigger?(Input::C)
Audio.se_play("Audio/SE/007-System07", 150,150)
case @command_window.index
when 0
$game_party.add_actor(1)
when 1
$game_party.add_actor(2)
when 2
end
$scene = Scene_Map.new
end
end
end
onimusuko
Blizz i have some questions
1.theres an option to enable static animation right?but when i enabled it the character keep doing a walk animation in it's place >.>
there's another option eventually,by making a special spritesheet with static animation.what i'd like to ask is,how to make the character change graphic when you press the direction button?
2.is it possible to make a double branch condition?say,when you press right and up change player graphic to "..." how would i do that?
Thanks biggrin.gif
Blizzard
1. It's the "ANIMATED_IDS" or "Animated Actors" option. Read 2.1.3. in the manual.
You don't have to worry about the static animation part, I will add idle animations later. When you don't walk, those sprites will be displayed instead.
2. You can use one scripted condition with the code "Input.press?(Input::UP) && Input.press?(Input::RIGHT)" or you can just use a nested branch like

CODE
@> Conditional branch: If pressed button UP
  @> Conditional branch: If pressed button RIGHT
    ### YOUR STUFF HERE
  : end
: end


@Sniper308: I checked through the code and I don't see anything that would cause a problem. It should work.
Sniper308
@Blizz: Okay thanks, just making sure.
nopenguins2kayak
Hey Blizzard, me again! I haven't bothered you in quite a while huh? Anywho, I was wondering about two things. The first is the Enemy AI, I'm basing my game kind of like Alundra (PS1) and find that the enemy AI is too intelligent, I'd like me creatures to actually attack me instead of dodging around until my back is turned. Any way I can dumb the AI down a bit. Also I'm not seeing a way to edit the in-game menu, I'd like to remove the AI controls option from the menu because I don't intend to use it in my project. If the menu was simply "Menu, Controls, and Cancel" I'd be perfectly happy. Thanks in advance!
Blizzard
I'm saying this one more time: The AI Setup option is NOT for enemies, it's for allies which will be supported in v2.0. I am not going to remove that option in v2.0, but it will be possible to completely disable or remove it during the game if somebody doesn't use the ally AI at all.

If you want to downgrade your enemies in intelligence, just set the full power attribute to true and make them weaker. They will simply keep attacking you and that's it. Do not use any other AI option.
nopenguins2kayak
QUOTE (Blizzard @ Nov 5 2008, 08:49 AM) *
I'm saying this one more time: The AI Setup option is NOT for enemies, it's for allies which will be supported in v2.0. I am not going to remove that option in v2.0, but it will be possible to completely disable or remove it during the game if somebody doesn't use the ally AI at all.

If you want to downgrade your enemies in intelligence, just set the full power attribute to true and make them weaker. They will simply keep attacking you and that's it. Do not use any other AI option.


Yeah, I realize that the AI control is for Allies, not enemies. So the answer is, NO, I cannot remove it from the menu at this point. Thank you, I'll be watching for v2.0!

As far as the enemy AI goes, I don't know how to put it. If I recall, an earlier version of the ABS allowed for you to use the enemy's evasion score to determine how likely they are to flee when the battle is going poorly for them. While using this in the past, I would set it rather low for a Bear, who would attack "Full Power" until they were nearly dead, then they would flee. a bat would have a high setting so they would flee soon after being damaged. Then there was the zombies, who would mindlessly attack no matter what until they were destroyed. Now I've got monsters that kind of dart around no matter what. Maybe I'm just missing something here.
Blizzard
That's very easy to make, because I changed the way when enemies decide to run away. Simply give the bear the escape action, make its rating 10 and set the HP condition to, let's say, 10%, where the bat would need a precondition of 99% HP. Then the usual action decision algorithm will be applied (if you are NOT using the action attribute). If you are using the action attribute, then enemies will decide when they should run away differently. If you additionally use the observer attribute, enemies will evaluate how much damage an actor does per second and decide whether it may be smarter to run away (since he wouldn't stand i.e. 5 seconds against him) than attacking that actor. Also, you can simply set the default AI to 00000001 (Enemy Behavior Configuration) and every enemy will have the full power attribute only.

I should probably rename the full power attribute because it has nothing to do with power, it's basically an override for the waiting time until they attack. >.<
nopenguins2kayak
Awesome, that worked great! I was so pre-occupied with all the AI settings that I totally forgot about the basic monster actions! Thanx!

Um, I don't know if maybe I found a glitch or what, But I keep getting an error message on my test play:

"BlizzABS 3-?-3611--?no method error???
undefined method `+' for nil"

"3611 @id = $game_map.events.keys.max + 1"

any Idea what I did wrong here. It happens each time I'm about to kill the last enemy on the screen.

Blizzard
Are you using v1.99? If yes, are you using the most recent update? I updated v1.99 a few times after the initial release to fix some small issues. Just check the release date.
nopenguins2kayak
QUOTE (Blizzard @ Nov 6 2008, 10:37 AM) *
Are you using v1.99? If yes, are you using the most recent update? I updated v1.99 a few times after the initial release to fix some small issues. Just check the release date.


~Yeah, I'm on v1.99, but I haven't updated in a couple months, and I can't figure out where to get an update. Gotta Link?

If mine is the newest, what's up with this error?
Blizzard
As I said, I did a few updates on v1.99 (let's say 1.991, 1.992, ect. without typing it in the version), just compare the release dates then. The link to the most recent version is at the bottom of the first post. Just download it and try if it works with that code. You only need to replace part 2 and 3 since the configuation hasn't changed at all within the few updates of v1.99.
nopenguins2kayak
QUOTE (Blizzard @ Nov 6 2008, 01:31 PM) *
As I said, I did a few updates on v1.99 (let's say 1.991, 1.992, ect. without typing it in the version), just compare the release dates then. The link to the most recent version is at the bottom of the first post. Just download it and try if it works with that code. You only need to replace part 2 and 3 since the configuation hasn't changed at all within the few updates of v1.99.


I'll worry about that later I guess, (the link is down on the first posting< or doesn't exist anymore). Thanks, I'll check later!
Blizzard
Oh sorry, my bad. I changed the folder structure on my site and I didn't update the link in the first post. Here it is: http://downloads.chaos-project.com/scripts...-ABS%201.99.zip
nopenguins2kayak
Yep, that worked! Thanks!

~Nopenguins!~
Squeakurs
Very nice script, lovin the non-lag in all of it biggrin.gif My pc thanks you for this too

I have the option for enemy repawn turned off, however I want a certain enemy to respawn. The guide instructs to create a respawn point for the enemy, which I do and it all works well untill I kill the enemy at which point I get an error that reads:

????? 'Blizz ABS 3' ? 5879 ??? NoMethodError ????????
undefined method `*' for nil:NilClass

I figured that it was freaking because I was requesting a respawn point and had respawning set to off. Was wondering if there is something I can do to turn on respawning for this enemy without having other enemies respawn? Checked the manual and couldn't find anything on the topic. Any ideas?
Blizzard
That was a big from an earlier version which I fixed. Just download the most recent version and try it. It shouldn't happen in the most recent release of v1.99. Probably not in any release of v1.99.
Squeakurs
Redownloaded and replaced the script with the new one, but I still get the same error.

If I'm not mistaken, in order to make a respawn point you create an event and add "\respawn[1, 2, etc...]" into the name. Whenever I put this I get the same error.

Are you sure you linked to the newest script? I may have the wrong one, but in the version history the newest version says:
Date v1.99: 4.08.2008
Blizzard
I can't believe it. -_- I fixed that issue only to create it again by the fix. Find line 4712 in part 3, it should be:

CODE
enemy, time, attr, id, time, lock = 0, 5, 0x00, nil, nil, nil


Change it to:

CODE
enemy, time, attr, id, lock = 0, 5, 0x00, nil, nil


That will fix it.
Squeakurs
That line in part 3 was a comment, and I couldn't find that line of code in part 3, so i checked part 2 and found it. But when I replaced the line with the one you suggested, all the events I had on the map began to flash white for 5 seconds then dissapeared...
Blizzard
Yeah, it was part 2, just a typo. Ok, this shouldn't be happnening... Use the old line instead and just set a time for the respawn. If you set a time for the respawn point you will not get the error in the first place.
Squeakurs
I tried setting the respawn time to 5 seconds, and when I killed them they never respawned. I tried different times (as if it mattered lol) but to no avail and got the same result of the enemy never respawning. I've double checked to make sure i have everything in the right order and im using the basic script just with the abs, tons of add ons, and a couple other things that affect the message system and title screen mostly.
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