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Blizzard
Hm... Using a time setting in the event's name should actually solve the problem, it did for me. You'll have to wait for v2.0 I guess.
If you can't wait that long, make a demo of your game with a map where the problem appears, upload it on sendspace.com and post the download link here. I will take a look at it.
Squeakurs
nah i can wait. I was going to use it mostly for really weak enemies that constantly come at you, but its not anything majorly major. Btw I've been reading some of the stuff you're talking about for v2.0. Can't wait till its out biggrin.gif
Blizzard
Well, 2.0 will only support ally AI and some small extras for now. I will add the other stuff later.
aeioe
Hi, I apologize if this is simple or has already been stated and I've misunderstood, but I'm attempting to make town guards. the guards are Immortal and passive and attack you if you start it. I'd like to make them act similar to guards in fable, however I've run into a few minor issues.

Firstly, how can I make it so that they can talk before you fight them, and possibly even make their messages different once you start fighting.
Second, how can I set switches or variables when an attack commences? (I'd like to record evil and fines if you attack them)

Excellent system mate, Cheers!
~Aeioe

EDIT:: P.S. one other thing, every now and then I receive an exception:
Sprite_Character line 73: TypeError occurred.
no implicit conversion form nil to integer

And the program crashes. I'm not certain what is causing it though as it happens abruptly only about 10% of the time.
Blizzard
I will make a custom alignment system somewhere later where the user can define groups himself. Of course the basic groups will still be there. This is hardly possible right now, but I will add custom event triggers in a later version.

That error you are getting is because you have defined an explosion but no explosion animation ID. In other words some of your configs are looking like "[X, Y]" and Y is greater than 0. It has to be "[X, Y, 0]" if you don't want an animation.
returningshadow
This loks like such a cool script -but I dont understand how to put it in my game! =(
Blizzard
Dylanf3
Tx for this script, it helped me a lot,
used it in my game and put ref to script on GC page.
I like it a lot more then other ABS'es because you dont need any new picturesd for every action (Mr.mo's and XAS)
The script rules and goes with practically all other scripts... and again, thanks for this wonderful script!

Posted the demo 1 day ago and already 6th in top 10 games on dutch game maker site.
Link= Page in dutch
woot.gif woot.gif
Blizzard
Lol, awesome. happy.gif
Squeakurs
I had an idea today for your ABS, if you would like to hear it. It's nothing really big I guess and it has to do with status ailments.

I was thinking that whenever you are hit with a status ailment, that it could be optional to have some kind of thing that affected the player in-game. I know that on the HUD, it doesn't display the status of the character, and what I mean is say your character gets poisoned. You could make a graphic that would appear on the player. i.e.: For poison, you make a character set that displays the word "Poison" above the player's head while they're running around untill the ailment is fixed. Or maybe use an icon that would appear above the character's head.

And then it would be convenient if it were optional, because not everyone would want to make a character graphic for every ailment.
Blizzard
And why not just use a state animation?
Squeakurs
That would actually be a better idea ( teehee.gif who would've thought to use the built in feature)
Wait...
Were they supposed to work in v1.99? Because I have animations set, but nothing happens.
Blizzard
Did you define a state animation? Did you turn ANIMATIONS on in the script or "Animations" in the config app?
project
when i go to menu i receive this error:

Script 'Window_Base' line 95:RGSSError occured.

disposed window


and with map has 5 enemy , my game runs very slowly. Why? :/
Squeakurs
Yes, I do have animations enabled in the Config program, however that one is used for weapon/skill/item animations.
The only available boolean for animations in the script itself is also set to "true", and made sure I had state animations set in the database for each status effect, however I still have no animations for states. Is there a spot within the script that I need to edit to assign animations to status effects, or is it something else?

Also I have found two other bugs:
The explosion feature doesn't work for shooting/thrusting skills, because no explosion occurs. For homing skills, it produces this error:

????? 'Blizz ABS 3'? 4173 ??? TypeError ???????
no implicit conversion from nil to integer

Enemies/Objects can have actions added within the event command box that trigger once the enemy is dead, right? Whenever an enemy is defeated with something in the event command box and is in the general area of another enemy, the enemy dies and the commands in the event command box are executed, however once they are finished executing there is a split second pause and this error occurs:

????? 'Blizz ABS 2' ? 3115 ??? NoMethodError ??????
undefined method `hp' for nil:NilClass

This error doesn't occur with Objects. Haven't tried it with Critters. This error also doesn't occur when one enemy is alone by itself. Only when others are around it.
Blizzard
QUOTE (project @ Nov 20 2008, 03:37 PM) *
when i go to menu i receive this error:

Script 'Window_Base' line 95:RGSSError occured.

disposed window


and with map has 5 enemy , my game runs very slowly. Why? :/

It's probably going slow because your PC's hardware configuration is low.
Line 95 in Window_Base is "# * Draw Graphic" which is a comment which means that it can't possibly cause an error. You have either messed up something, use some weird script that screws everything up or you didn't put Blizz-ABS into 3 different script slots in the right order.

QUOTE (Squeakurs @ Nov 21 2008, 12:21 AM) *
Yes, I do have animations enabled in the Config program, however that one is used for weapon/skill/item animations.
The only available boolean for animations in the script itself is also set to "true", and made sure I had state animations set in the database for each status effect, however I still have no animations for states. Is there a spot within the script that I need to edit to assign animations to status effects, or is it something else?

Status effect animation are automatically applied to the character on the map if the battler has states inflicted. If you use "State Animation Stack" frmo Tons of Add-ons, it even cycles through all animations. There is nothing you need to edit, it's going automatically. If animations are not shown, then it's possible that there is a script which removes the status effect. Also, have you set up your animations right? You do know that animation configurations are treated slightly different in Blizz-ABS, right?

QUOTE (Squeakurs @ Nov 21 2008, 12:21 AM) *
Also I have found two other bugs:
The explosion feature doesn't work for shooting/thrusting skills, because no explosion occurs. For homing skills, it produces this error:

????? 'Blizz ABS 3'? 4173 ??? TypeError ???????
no implicit conversion from nil to integer

This error happens if you define an explosion without an animation ID. I explained that a few posts before.
And yes, there are some types for which explosions don't work, because it's common sense that those types don't "explode on impact".

QUOTE (Squeakurs @ Nov 21 2008, 12:21 AM) *
Enemies/Objects can have actions added within the event command box that trigger once the enemy is dead, right? Whenever an enemy is defeated with something in the event command box and is in the general area of another enemy, the enemy dies and the commands in the event command box are executed, however once they are finished executing there is a split second pause and this error occurs:

????? 'Blizz ABS 2' ? 3115 ??? NoMethodError ??????
undefined method `hp' for nil:NilClass

This error doesn't occur with Objects. Haven't tried it with Critters. This error also doesn't occur when one enemy is alone by itself. Only when others are around it.


That bug was already reported some time ago. Simply change the error giving line to this one:

CODE
to_heal = allies.find_all {|b| b.battler != nil && b.battler.hp < b.battler.maxhp}
project
Problem was the SDK thanks for help but the game is still running slowly.What can I do :/ My computer is new and vista
Blizzard
I don't what what could be wrong that it's running so slow then. :/

BTW, if it is SDK, you should report that error. I told Seph once not to put SDK 2.4 in one script slot because of problems. IDK if he listened to me. This wrong pointing of the error location is one of the possible problems that can occur. >.<

And Blizz-ABS v1.99 should actually run fine with SDK 2.4. o.o
project
I deleted the SDK then playtest and went to menu , that "disposed window" error didn't happen.

But my game is still running slowly.What can I do? :/

I said this

I solved this problem (too much event)

new problem updated xD

I use your stormtronics and I have a problem , when I press F or Esc I dont see controls (hotkeys) , It goes to character menu (status , weapons etc) that can I do :S

(hotkeys=true)

and I have a question.How i change respawn time in game? For example:In Badlands KillerBirds respawn in 10 seconds but in Birdlans they respawn in 5 second , another example:when character in "Curse" Status the monsters on the map will respawn 3 seconds not 10 seconds.
Squeakurs
Well I fixed two of the problems, and one of them made me feel like a complete imbosil...
1) My apologies for the problem about the thing with the event command box, I see that had I looked for it I would have found it.
2) the status animations didn't work because... well... all I was using for the animations was flashing the player a certain color lol. They worked perfectly once I had added graphics to it biggrin.gif my apologies for that one too.

Also, I have figured out what's causing the bug with explosions. When using the Blizz ABS Config, it isn't assigning the explosion animation correctly. In the script, if you wanted to set a homing skill to have an explosion range of 3 with animation 14 to be played you would type in the class ID under module Skill like this:
CODE
when ID then return [HOMING, 3, 14]

and it works correctly. However, whenever the third number is omited in the case that you would not want an animation to be displayed, an error occurs. The Config does not assign the third variable, only the first two.
It would be convenient,though, in v2.0 if it could be optional for an explosion to affect only enemies or everybody, but of course it's not really anything majorly important.

[Show/Hide] Hey project, read this part about your lag problem

Part of the problem with you experiencing heavy amounts of lag may be due to the fact that you have Vista. Vista uses 2GB of RAM. Vista systems normally come with 2GB of RAM so Vista will run properly, but of course if Vista is using up the 2gigs of ram, that leaves next to nothing for other processes. Blizz ABS is very nicely modified so that it does not eat up ram nearly as much, but because of what it affects, it is still going to require more RAM than the normal program would, this is unavoidable simply because of the RPGM's coding. You can check how much RAM your system has and subtract 2gigs from it and see what's left.
[Show/Hide] Read this if you don't know how to check your system specs
1)Go to the Start Menu.
2)Right click on My Computer and go to Properties.
3)This menu will show how much RAM you have on your system.


Of course this could not be the problem at all, and you may have to many scripts that are running in your game, but the ABS does a great job of coordinating stuff.
project
I solved this lag problem (too much event)

but I have a problem again xD

I use stormtronics and I have a problem , when I press F or Esc I dont see controls (hotkeys) , It goes to character menu (status , weapons etc) that can I do :S

(hotkeys=true)

and I have a question.How i change respawn time in game? For example:In Badlands KillerBirds respawn in 10 seconds but in Birdlans they respawn in 5 second , another example:when character in "Curse" Status the monsters on the map will respawn 3 seconds not 10 seconds.
Blizzard
So the Config app didn't add explosion animation IDs correctly? I'll take a look at that then.
I already added a fix for the case that no animation ID was specified. The fix will be included in v2.0.

@project: About your STCMS problem: http://forum.chaos-project.com/index.php?topic=23.0

project
???

I dont know why you give this link to me.

STCMS is compatible with ABS isnt it? But when I press X it goes to menu directly , no controls or something
Blizzard
No. If you don't get the pre-menu, your scripts are not in the right order.

BTW, Blizz-ABS v2.0 might be out in the next few days (maybe even tomorrow). A very ignorant person enraged me by praising XAS AGAIN without proper argumentation. -_-
Squeakurs
It's k, Blizz. I've tried the XAS battle system, and I won't lie to you it is incredibly nice, but it takes twice as long to set up and is double the confusing. It seems the XAS is better for "team" projects, where you have multiple people working on graphics and settings.
Whereas the Blizz ABS is not as nice graphic-wise, what it lacks in this area it more than makes up for in compatability in that your massive archive of add-ons works completely in unison with it as well as many other things. It's much easier to set up and understand (partly because its not in a different language lol) and can be just as graphically entertaining if one puts enough effort into it.
Me personally enjoy your abs better, not because I'm posting this in your topic that is about the ABS, but because it took me 1 day to fully set up a game with the script whereas I still havent finished setting up a game with the XAS. I am a single man team, so I guess that may have something to do with it also, but the fact that I can incorporate everything and more that the XAS offers in less than half the time is saying something.
If I had to put them in order, Blizz ABS would be in 1st with the XAS in an average distanced 2nd, but of course I'm not saying the XAS sux, it just takes a significant amount more effort to get to work, and then there are probably compatability issues.
Apologies if this wasn't entirely "ABS related" but I decided to throw my own two cents biggrin.gif
Blizzard
Actually you can make Blizz-ABS graphically as appealing as XAS is. The thing is just the demo. XAS demo is way flashier than the Blizz-ABS demo. That's why I am going to release another version of the Blizz-ABS example game that use Blizz-ABS v2.x which will be "Chronicles of Sir Lag-A-Lot EXA Edition". I'll leave it a mystery what "EXA" means. xDI

It's true, XAS is not a bad system at all. It just requires a lot of work to get it working well. The thing is just that you can do miracles with the same amount of work in Blizz-ABS. Instead of spending the time to get Blizz-ABS working, you can add more stuff and enhance it to a degree where XAS can't keep up even closely. People are praising XAS because they can do a lot with it a lot of work. Blizz-ABS can do actually much more if you would put the same amount of effort into it like you had into XAS just to make it work.

And don't worry about it. happy.gif I appreciated any comments, because if I want to make Blizz-ABS better than XAS, I need to know what you can do in XAS and simply implement it better and easier-to-use in Blizz-ABS. xD
Squeakurs
Well said, Blizz. But I also have some other ideas for v2.0:
[Show/Hide] Idle Animations
1) the use of idle animations. You probably know what I'm talking about, but it just means the character is animated using a different character set while they're stationary.

[Show/Hide] Large Enemy HP Bar
2) The ability to create a gradient bar anywhere on the screen displaying an enemy's HP bar. Since there's already a really nice auto-fit hp bar that appears over the head of enemies, I think that it would be nice to have this feature to use for bosses. I know that for the bosses I'm making, I'll probably end up manually controlling their AI to give them a real kick, but a lot of the time some of them will be off-screen, making it impossible to check their HP bar, or they may be REALLY large and the bar over their head may not be visible. Just maybe have a bar that can be resizable, moveable, etc. with script commands to make it neat-o.

[Show/Hide] Damage Counter
3) Have a "damage counter" per-day like in The Secret of Mana where whenever you attack, you have to wait for the counter to recharge before you can do a full strength blow. This keeps the player from cornering and pounding on an enemy.

[Show/Hide] Stamina Feature/ Disable Flinch
4)Being able to disable the "flinch" feature for some enemies, say for bosses so that when they're struck it doesnt interrupt their attack, OR you could add a "stamina" feature. What I mean is that an enemy won't flinch untill they've taken a set amount of damage and/or hits.


Most of this stuff I'm pulling from the ABS games on the Super Nintendo, etc., but if they are possible with RGSS would be really nice to incorporate into a game. I believe I speak for most anyone when I say that what is desired is to be able to make a game truly the same as say The Secret of Evermore or The Secret of Mana, but I don't want to copy Square Enix's style, either.
Blizzard
1. Already planned for a later version.

2. I know what you mean, but I'll leave that up to others. If you wanna move the bar around, it would be easier to make a small edit in the script instead of implementing that feature natively.

3. There is a frame penalty after executing actions, but I'll think about it.

4. Maybe, I'll see.

I was also copying ideas from those two games (among others) while designing the ABS, don't worry about it. xD
In any case, those features will not be available in v2.0.
Redd
Dang dude the script isn't showing up... I'm gonna go to the other site and see if it's there or not biggrin.gif
Blizzard
As I said, best you download from my site. Also, v2.0 has FINALLY been released! biggrin.gif

EDIT: And an immediate update to v2.01 so people stop complaining about missing fonts. tongue.gif

Download link to v2.01
project
yeah thanks a lot!!! smile.gif
Rukiri
I'll have to test this out later, seems cool.
Blizzard
BTW, you best redownload v2.01. There were a few small issues which I fixed. Basically stuff that I didn't change after testing and refactoring.
Rukiri
I'll see if I can't replicate Zelda Minish Cap ABS with this, it should if it has pixel movement.
I'm at work atm, so won't be able to create the zelda blizz abs until around 7-7:30PM Central time, your scripts are clean event hough I'm not a ruby programmer yet but I know programming and the indention is nice. Very well commented^^

Edit:
Will this work with resolution scripts? Cause I want to use the snes resolution + a full screen resolution if alt+enter is pressed.
Squeakurs
well I replaced v1.99 with 2.01 and got everything set as I think it should be... opened it up and hit "new game" and got this error...

Script 'Blizz ABS 2' line 1322: NoMethodError occurred.
undefined method 'battler' for #<BlizzABS::Processor:0x3cbe4b0>
Pinky
I'm sorry to point this out, but for some reason one of the charasets I'm using for one of my allies blends into the characterset I picked for the maon hero. Here's a screen of the odd problem. The blue mixed in the blond girl is the characterset of one of my allies. Please help me fix this problem I really want to use this ABS in my game.

Click to view attachment
Blizzard
There were a few typos in the script due to the fact that RGSS doesn't support automatic refactoring. <_<;
I put up a fixed version 2.01 so please redownload. (That's also directed at you, Squeakurs. smile.gif)

@-Mystic-: Fullscreen should work as it doesn't affect the ABS. I'm not sure about resolution scripts. It will probably need a small edit or two. Also, Blizz-ABS supports pixel movement, don't worry about that. smile.gif

@Pinky: Hm... It's something with the caterpillar. That's not a blending, it's another actor standing behind. Are you sure that you are using the most recent version? I also suggest that you upgrade to the revision of v2.01 that I put up just a few minutes ago.

EDIT: Ok, there were even more edits... This is the "final" v2.01. Best you redownload it, recreate the configuration with the application and continue working.
Rukiri
QUOTE (Blizzard @ Dec 1 2008, 03:23 PM) *
There were a few typos in the script due to the fact that RGSS doesn't support automatic refactoring. <_<;
I put up a fixed version 2.01 so please redownload. (That's also directed at you, Squeakurs. smile.gif )

@-Mystic-: Fullscreen should work as it doesn't affect the ABS. I'm not sure about resolution scripts. It will probably need a small edit or two. Also, Blizz-ABS supports pixel movement, don't worry about that. smile.gif

@Pinky: Hm... It's something with the caterpillar. That's not a blending, it's another actor standing behind. Are you sure that you are using the most recent version? I also suggest that you upgrade to the revision of v2.01 that I put up just a few minutes ago.

EDIT: Ok, there were even more edits... This is the "final" v2.01. Best you redownload it, recreate the configuration with the application and continue working.

Now when you say fully do you mean it supports events? what's the point of saying fully when it does not support events.
Pinky
I fixed the problem with the catapiller but I have another problem. I just noticed I can't attack with the character I'm using, but my allies can and I did not change the attack button or anything else in the script.

EDIT: Never mind I redownloaded the new version and it works fine.
Blizzard
QUOTE (-Mystic- @ Dec 2 2008, 04:03 AM) *
Now when you say fully do you mean it supports events? what's the point of saying fully when it does not support events.


The ABS supports pixel movement fully. Normal events are not part of the ABS. I excluded event pixel movement because it would complicate thing unnecessarily (and create more lag) and more than 99% of the people don't need it.

I also updated the script to v2.02.
OMG_RAWR!
This is very good thanks!
Blizzard
I put up v2.03 fixing a few more issues. Lol, each time I publish an overhaul version, a few minor version updates ome right after to fix the issues created by the overhaul before. xD
project
is it the latest ? (will you do upgrade it again?)
rock_yusuf_lee
i got an error from v.2.03 and v.2.02

"Script "Blizz-ABS 2" line 239: TypeError occurred.
Cache is not a class".
MiwaFox
I downloaded the newest edition of the Blizz ABS. It's so much more fun! But I was wondering if there's any way I can add sound to my character when they jump and land?

Also, just a suggestion: Like jumping and dashing, what about swimming where the character's sprite changes when they touch deep water and make splashy sounds like in the Zelda games?
Blizzard
QUOTE (rock_yusuf_lee @ Dec 4 2008, 07:36 AM) *
i got an error from v.2.03 and v.2.02

"Script "Blizz-ABS 2" line 239: TypeError occurred.
Cache is not a class".


Are you sure that you put in all three parts of the correctly script? Also, if you used an older version, have you regenerated the configuration script?

QUOTE (MiwaFox @ Dec 4 2008, 07:57 AM) *
I downloaded the newest edition of the Blizz ABS. It's so much more fun! But I was wondering if there's any way I can add sound to my character when they jump and land?

Also, just a suggestion: Like jumping and dashing, what about swimming where the character's sprite changes when they touch deep water and make splashy sounds like in the Zelda games?


It was requested by somebody else already a long time ago. I simply had other priorities so I didn't implement it yet. Same goes for swimming. smile.gif

EDIT: Another update. Now it's version 2.1. biggrin.gif
MiwaFox
QUOTE (Blizzard @ Dec 4 2008, 12:46 PM) *
It was requested by somebody else already a long time ago. I simply had other priorities so I didn't implement it yet. Same goes for swimming. smile.gif

EDIT: Another update. Now it's version 2.1. biggrin.gif


So you might be putting jumping SE and a swimming option in later? *Sparkly eyes* You sir, are my hero!

Edit: Also, I forgot to ask. Do Old Blizz ABS save files (Eg: 1.99 ver) work with the newer versions?
Blizzard
Game save files or configuration save files? If the latter, then yes. I don't know about the former, but probably no.

EDIT: Also, v2.12 is up. Keep in mind that the sprite animation system was changed. That means that the old example game templates don't work anymore! I have taken the freedom to upload the files from the example game that were altered: http://downloads.chaos-project.com/BlizzABSCharacters.zip
The system is now more convenient and since there are not additional map animation sprites, lag has been reduced. The Y offset is not needed anymore since the weapon sprites are now centered over the actor. Also now the action sprites and the weapon sprites are separated which means that if you don't use "Weapon Sprites", you need attack sprites for each type AND one weapon sprite for that type. Read the manual, read the version history, I've written it all down.
Sniper308
Sup Blizz, I still catch up with the times! But ever since you came up with v2.0, I also had this problem most of all and it would happen occasionally. I have v2.12.

What does it mean? huh.gif
rock_yusuf_lee
oh now i got it
thanks
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