Blizzard
Dec 6 2008, 04:04 AM
@Sniper308: Hm... I know why it is happening, I just thought I killed that problem already. The action data of one of the allies doesn't get reset after using a skill. I've been trying to locate all positions in the code where actions need to be reset. It seems that I still didn't get them all.
Are you using charging skills/items?
rock_yusuf_lee
Dec 6 2008, 05:08 AM
i want to have the status bar (health, mana, exp0
to be hided in the first time.
I'm making intro with dialogue but the status bar is visible
it's kinda strange to see it if the status bar is there
Sniper308
Dec 6 2008, 06:23 AM
QUOTE (Blizzard @ Dec 6 2008, 05:04 AM)

@Sniper308: Hm... I know why it is happening, I just thought I killed that problem already. The action data of one of the allies doesn't get reset after using a skill. I've been trying to locate all positions in the code where actions need to be reset. It seems that I still didn't get them all.
Are you using charging skills/items?
I don't think I am. I know I just put the script in, put a few things true and play. I don't think I even know how to use the skill or items charges.
Blizzard
Dec 6 2008, 08:25 AM
The config app makes it as easy as possible. You just activate a charging typs for a weapon/skill/item/enemy and the charge time and it will immediately work in the game.

EDIT: I put up v2.13. Try and see if you still get the "scope" error.
Sniper308
Dec 6 2008, 02:04 PM
QUOTE (Blizzard @ Dec 6 2008, 09:25 AM)

The config app makes it as easy as possible. You just activate a charging typs for a weapon/skill/item/enemy and the charge time and it will immediately work in the game.

EDIT: I put up v2.13. Try and see if you still get the "scope" error.
I don't think I see the problem anymore!
Blizzard
Dec 6 2008, 03:11 PM
Actually there are now other problems. xD I'll fix them tomorrow.
Sniper308
Dec 9 2008, 03:18 PM
QUOTE (Blizzard @ Dec 6 2008, 04:11 PM)

Actually there are now other problems. xD I'll fix them tomorrow.
Still has the scope error.
Blizzard
Dec 10 2008, 06:27 AM
v2.15? Can you then put a small demo together and send it to me so I can check out what the problem is?
Sniper308
Dec 10 2008, 07:03 PM
QUOTE (Blizzard @ Dec 10 2008, 06:27 AM)

v2.15? Can you then put a small demo together and send it to me so I can check out what the problem is?
Ok, I already put the script in a demo anyways because I wouldn't want something bad to happen to my main game!

Now this demo may get a tad annoying since I added a fake loading screen to make the game look more professional, but I'm sure you can take it out if you want to. You'll notice that the error only happens sometimes. Say about 2/5 of the time you fight an enemy, you'll need to be lucky I guess but here it is:
http://www.sendspace.com/file/vqh3r0
Blizzard
Dec 11 2008, 03:32 AM
Don't worry, it doesn't have to be nice. It's just important that I can identify the problem and solve it.
EDIT: v2.2 is out.
Slashgoose
Dec 11 2008, 10:12 AM
OMG! You created a system to configure it! You rule!^^
I don't get one thing. If I have two weapons of the same type, but with different sprites how I name them?
Example: one is named sword and the other stick, the hero is named asd. If I name the sword sprite asd_wpn1 all the weapons will have that sprite. If I configure the script and I enable the "weapon sprites" it asks me to name the sprite asd_001-weapon01. But if I switch weapon the sprite will be the same for all the weapons.
How can I do?
Blizzard
Dec 12 2008, 03:41 AM
The option "Weapon Sprites" in the Sprite Configuration activates a system that allows a sprite for each weapon separately.
Slashgoose
Dec 12 2008, 03:48 AM
I know it, but if I set a sprite asd_001-weapon01.png all the [1] weapons will have that sprite.
Blizzard
Dec 13 2008, 11:54 AM
Then you are using the same icon for all weapons of one type. "Weapon Sprites" allows one sprite for each weapon icon that you use. If you use one icon for all weapons, they all will use that one sprite. It's simple as that.
Slashgoose
Dec 13 2008, 02:21 PM
ooook, I think it's allright now. Thanks for the help, i'll try it later^^.
Blizzard
Dec 13 2008, 04:21 PM
v2.2 is out.
Slashgoose
Dec 14 2008, 01:34 AM
With the manual user of the new version is all clear^^
Sniper308
Dec 14 2008, 02:12 PM
QUOTE (Blizzard @ Dec 13 2008, 04:21 PM)

v2.2 is out.

Thanks Blizz! Whatever you did lowered the scope problem!

I'd say the problem went from like 45% to like 15%
Blizzard
Dec 15 2008, 07:02 AM
It's still there? Weird... I defined that a skill/item with ID 0 is not a valid action. I'll try to find the actual problem in the project you sent me. As long as it's not 0%, I'm not satisfied. xD
Sniper308
Dec 16 2008, 02:42 PM
QUOTE (Blizzard @ Dec 15 2008, 07:02 AM)

It's still there? Weird... I defined that a skill/item with ID 0 is not a valid action. I'll try to find the actual problem in the project you sent me. As long as it's not 0%, I'm not satisfied. xD
Lol xD the project I sent you isn't fully updated! So you'll encounter it more often. Try this!
Blizz ABS Testing v2.2: http://www.sendspace.com/file/iqqt2fThis demo gets updated almost every time the blizz script gets updated
Axerax
Dec 16 2008, 06:33 PM
If you are still using the Y_Offsets, how exactly are we supposed to change it to fit with the new style you provided no tutorial on exactly what you are supposed to do, it's quite frustrating when you don't explain new features like that. Or is there anyway I can keep using the old offset style cause it's quite a pain to fix this stuff.
Axerax
Dec 16 2008, 08:17 PM
also when I walk under tiles that obscure the player I get this error:
Script 'Blizz-ABS Part 3' line 4192: NoMethodError occurred.
undefined method 'width' for nil:NilClass
What does this mean I'd like to fix it cause it is hindering my abilities to test out my maps.
Thanks
Blizzard
Dec 17 2008, 12:56 AM
Have you regenerated the Configuration Script with the v2.2 application?
I have actually removed the X_Offset setting because it's not needed. It was inconvenient. You'll have to apply to the new style, I'm sorry. But this altered system is now the final one and it has a way better handling and creates up to 50% less lag caused by event sprites. I would have implemented it a long time ago already, but I simply didn't have time so far.
What do you exactly mean with "obscure player"?
And it's not true that I haven't explained it. I ALWAYS leave links to altered chapters in the version history. ALWAYS. I also uploaded a zip file (the link is in an earler post, somewhere in the last 3-4 pages) with the altered sprites from the demo and their new layout.
Axerax
Dec 17 2008, 04:04 AM
I opened my old configuration save file with the v2.2 configure tool. And updated it along with the scripts.
I fixed the graphical problem, as much of a pain as it was, it was set up the same way skills were.
Well when I said obscure this was before I found one that wasn't covering the player. Basically if I went behind a tree and it was overshadowing the character (hiding it) then it would give me that error.
Here is the line that gives me an error:
@cw = self.bitmap.width / @character.pattern_size
It seems to do it on tiles that are marked with a "0" on the terrain tag.
I have walls set to 1 and 3.
No enemies on 1 and 3.
No item drops on 1 and 3.
Allow jumping on 0 and 2.
I can't pinpoint exactly where, but you can go under the arch you see here and if you go towards the right, it will bring up that width error.
Blizzard
Dec 17 2008, 08:43 AM
Yes, you shouldn't mark 0 as Allow Jump Tag. Jumping works for all passable tiles by default. I'll check the priority problem. It's weird that it instantiates a Sprite_Character if there is no character. Blizz-ABSEAL is there to prevent that from happening. -_-
Do you think you could put together a demo with the configuration you are using and send it to me? Try everything on a completely new game first. Maybe it's something you set up in your tileset. Have you tried the part with prioirty without Blizz-ABS?
Axerax
Dec 17 2008, 10:04 AM
Hello,
I switched that jump tag. Still no fix from that.
There are certain parts of the map that cause it, not sure why I can stand right next to it and then walk over and it never gets that problem, but as soon as I go near these certain tiles it brings that error, it is actually right under it on the right side.
I can't make a demo, cause it would be over 100mb, sorry.
I never had these errors until I added the new battle system, so it isn't something of mine from before, it is from the battle system.
I have been messing with it some, it seems to be a big vertical thing of tiles, however I use the same tiles all around, same grass tiles and everything. and it is only to a certain length. Not quite sure what is causing it.
Blizzard
Dec 18 2008, 06:20 AM
Alright then. You're not the only one reporting a problem with that Jumping Tags. I'll look into it and release a new version as soon as I can.
Herbtoker
Dec 18 2008, 01:38 PM
I just installed the latest version of blizz abs into my new game and have had no problems so far and i have to say its the best abs script you can find hands down no bs.
i was wondering is there anyway you can set it up the charge on a weapon to attack at the release of the attack button like on zelda.
Keep making awesome scripts blizz your the best i swear i wont use any other scripts on my games.
Blizzard
Dec 19 2008, 04:02 AM
I thought about implementing trigger-on-release charges already, I'm just not sure yet how to do it best and if it is such a good idea.
BTW, there are actually a few small issues which I will fix later today and release v2.21. xD
Axerax
Dec 20 2008, 04:00 PM
I was gonna suggest can you add music plays during battle and fades out after all engaged enemies are out of range or destroyed?
Blizzard
Dec 21 2008, 08:32 AM
Actually there is a small event system for that already.
http://forum.chaos-project.com/index.php?topic=1516.0
Axerax
Dec 22 2008, 05:00 PM
that's nice, but it doesn't memorize the background music so it plays afterwards. But yeah, interesting way of doing it.
Blizzard
Dec 23 2008, 02:46 AM
It's just adding two more commands, isn't it?
Herbtoker
Dec 24 2008, 03:55 AM
My Blizz abs configuration has been on the frits lately at first it was adding 4 animation frames to every weapon, skill, item, and enemy every time i loaded my games configuration now when i try to configure multiple weapons it mixes up the configuration of them for example it will add the charge of my bow to the sword or revert the bow back to sword or something random like that.
Slashgoose
Dec 24 2008, 08:49 AM
I think we can do that with events...
Dylanf3
Dec 24 2008, 09:22 AM
One thing i need to figure out is how to make allies that act of there own, that they use skills and attack as well!
Can someone plz help me?
Blizzard
Dec 24 2008, 03:26 PM
QUOTE (Herbtoker @ Dec 24 2008, 12:55 PM)

My Blizz abs configuration has been on the frits lately at first it was adding 4 animation frames to every weapon, skill, item, and enemy every time i loaded my games configuration now when i try to configure multiple weapons it mixes up the configuration of them for example it will add the charge of my bow to the sword or revert the bow back to sword or something random like that.
There is a small problem when generating the configuration which I will fix in v2.21. It should fix that problem as well.
QUOTE (Dylanf3 @ Dec 24 2008, 06:22 PM)

One thing i need to figure out is how to make allies that act of there own, that they use skills and attack as well!
Can someone plz help me?
Erm... they do that automatically. You just have to turn on the caterpillar so they actually follow you around on the map. Depending on their aggressiveness they will engage into combat against enemies on sight.
EDIT: v2.21 is up.
Sniper308
Dec 26 2008, 09:20 AM
QUOTE (Blizzard @ Dec 24 2008, 03:26 PM)

QUOTE (Herbtoker @ Dec 24 2008, 12:55 PM)

My Blizz abs configuration has been on the frits lately at first it was adding 4 animation frames to every weapon, skill, item, and enemy every time i loaded my games configuration now when i try to configure multiple weapons it mixes up the configuration of them for example it will add the charge of my bow to the sword or revert the bow back to sword or something random like that.
There is a small problem when generating the configuration which I will fix in v2.21. It should fix that problem as well.
QUOTE (Dylanf3 @ Dec 24 2008, 06:22 PM)

One thing i need to figure out is how to make allies that act of there own, that they use skills and attack as well!
Can someone plz help me?
Erm... they do that automatically. You just have to turn on the caterpillar so they actually follow you around on the map. Depending on their aggressiveness they will engage into combat against enemies on sight.
EDIT: v2.21 is up.

Huzzah! Just as the the manual describes! You fixed the scope error!

The Blizz ABS demo (The demo I created) shows a perfect example of how fluent the script is!

Well done!
Blizzard
Dec 26 2008, 12:24 PM
Yeah. The last occurences with the scope error were because of defending actions. I had to change some core things in the system, but it's better and more stable now.
Dylanf3
Dec 27 2008, 05:28 AM
When i put them in catterpillar, they dont act from themselves, they just follow me and they dont attack.
how do i change that?
Sniper308
Dec 27 2008, 08:18 AM
QUOTE (Dylanf3 @ Dec 27 2008, 05:28 AM)

When i put them in catterpillar, they dont act from themselves, they just follow me and they dont attack.
how do i change that?
That seems simple enough for me to answer. Have you even tried to set the AI behavior to aggressive or offensive?
Blizzard
Dec 27 2008, 12:48 PM
Aggressive will make them attack. Also, are you using v2.x? Any version below 2.0 doesn't have ally AI at all.
Dylanf3
Dec 28 2008, 11:03 AM
ah... i think that's the reason, i use 1.9 XD
it is my favorite till now... XD
Axerax
Dec 28 2008, 12:01 PM
Blizzard,
I have been recently trying to do a collection and placement switch event system for my game. But unlike before without the ABS when I use an event picture it only shows a portion of the image and sometimes nothing at all. Here is an example of what I mean.

I circled the areas where there should be an image. Is there any way to change terrain without doing this or is there a way for you to fix it?
Thanks,
~Axerax
EDIT: In addition to this, I was wondering how do you activate a switch after an enemy dies to do a cutscene after a boss dies or something, cause I was trying to figure that out. I tried reading the manual but couldn't find anything that specified how.
Psycho5554
Dec 28 2008, 04:21 PM
I'm wondering if someone can help me with this
I'm probably missing something really obvious but....
Anytime I use the ABS configuration anything I do dosn't really effect the game...
I found I could change things in the script for movement and such, but I'm kinda stuck on what I
need to do for skills and weapons.
So if someone knows another way to edit weapons and skills, or why things don't seem to be changing, I'd appretiate it if someone could tell me^^
Also, when I save the configuration data I put it in the game folder. I've tried in the data folder too but that didn't seem to fix it.
Hope that makes sense^^
Blizzard
Dec 30 2008, 07:23 AM
QUOTE (Axerax @ Dec 28 2008, 09:01 PM)

Blizzard,
I have been recently trying to do a collection and placement switch event system for my game. But unlike before without the ABS when I use an event picture it only shows a portion of the image and sometimes nothing at all. Here is an example of what I mean.

I circled the areas where there should be an image. Is there any way to change terrain without doing this or is there a way for you to fix it?
Thanks,
~Axerax
I can take a look at it. I changed the sprite handling system, it's possible that a bug is there. And can you be more specific what you meanw ith "terrain"?
QUOTE (Axerax @ Dec 28 2008, 09:01 PM)

EDIT: In addition to this, I was wondering how do you activate a switch after an enemy dies to do a cutscene after a boss dies or something, cause I was trying to figure that out. I tried reading the manual but couldn't find anything that specified how.

QUOTE (Psycho5554 @ Dec 29 2008, 01:21 AM)

I'm wondering if someone can help me with this
I'm probably missing something really obvious but....
Anytime I use the ABS configuration anything I do dosn't really effect the game...
I found I could change things in the script for movement and such, but I'm kinda stuck on what I
need to do for skills and weapons.
So if someone knows another way to edit weapons and skills, or why things don't seem to be changing, I'd appretiate it if someone could tell me^^
Also, when I save the configuration data I put it in the game folder. I've tried in the data folder too but that didn't seem to fix it.
Hope that makes sense^^
Did you generate the configuration script and copy-paste it into part 1
like I've written in at several places in the manual and in the application documentation file? Saving is there so you don't have to configure your entire game again if you decide that you want to change something.
Axerax
Dec 30 2008, 09:19 AM
The terrain thing is if you use the tileset, then use a tile as the event picture. I didn't have this problem before version 2.0 It worked fine in 1.9.

Okay this is strange, it started today, but now when I use skills and attacks, it looks as if it uses the right spriteset, but it views it inbetween each sprite frame, hard to explain, but it animates but looks as if it is shaking and glitching. You might really want to look at how it is set up again, cause it is messed up.
Blizzard
Dec 31 2008, 03:25 AM
Oh that. This is because of the animation frame number for the sprites. Check if your configuration is ok. There was a bug that added the default configuration frames (3, 3, 3, 3) to the animation frames each time you would load the config. I fixed it in v2.21. As I said, check "sef self.frames" and "self.charge_frames". Best if you go through your weapon/skill/item/enemy configs and remove the animation frames though.
Axerax
Jan 1 2009, 10:30 AM
That helped, did you ever figure out the other problem yet? Thanks for the information on that problem. But to note I was using the version 2.1 of the configuration.
Blizzard
Jan 2 2009, 05:28 AM
Not yet, no. It's probably related to the sprite system. Sorry, the last few days have been a big rough and the coming ones will be even worse so I can't take a look at it right now.
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