Blizzard
Feb 21 2008, 07:00 AM
@Herbtoker: I'll be sure to include the option to disable running, sneaking and jumping in-game in v1.9.
@D3vil666: Copy-paste the text from the txt file into a script slot in the editor.

@blythe: Yeah, I know about that error. The problem is an edit that I made while I was already working on the ally AI and forgot to change it back. I suggest that you turn off the CATERPILLAR option for now. I already fixed that problem in 1.9 which I will release in a few days. I just need to add some minor features and test it once more.
When you use NumPad[#], be sure not to use NumPad['#'], that's all I can say for now. =/ I fixed a few problems with the controls and control setup in 1.9 as well.
ChaosMaxima
Feb 21 2008, 09:10 AM
Wow... this is one of the best ABSes around. I might just use, the demo has inspired me enough. Even though I don't like ABSes, this one is a peculiarity; I might just use it!
The only gripe I have is that in your demo, the bees were too tough. It stopped me from getting any further, and hence I had to manually delete them.
I have a question though; is it possible to make it so that you don't face a random direction when you're hit? I mean, when somebody hits you, the system makes you move back and face a random direction, which is kinda annoying. Is it possible to disable this?
blythe
Feb 21 2008, 02:10 PM
removed
Mechis101
Feb 22 2008, 07:32 PM
Where can i find this chronicles of sir lag alot?
SeeYouAlways
Feb 22 2008, 07:45 PM
There's a link on the script page (under the "Demo" heading):
http://www.rpgrevolution.com/script/36
Mechis101
Feb 22 2008, 07:57 PM
thank you i will see that i try sir lag alots chronicles
um i tryed the lag alot thing but rpg maker xp said it could not load the actor data can someone help?
D3wil666
Feb 23 2008, 05:53 AM
this symbol ■ i can't paste . square
Blizzard
Feb 23 2008, 09:43 AM
SeeYouAlways
Feb 23 2008, 05:09 PM
It appears that I cannot download anything from your site if the link comes from an external site - I get an image of a bug crawling aroun in the corner.
D3wil666
Feb 24 2008, 04:10 AM
in your site only bug:D
Blizzard
Feb 25 2008, 05:53 AM
Not bug, but hotlink protection. <_<; I'll allow downloads from RRR.
Herbtoker
Feb 28 2008, 05:02 PM
Just to let you know i found a script thats incompatible with blizzabs the enhance weapons script conflicts with the weapon types i can make swords enhanceable but if i try to make any other weapon like a boomerange enhanceable it reverts it back to a sword type. Ill try to figure out a way around it if i do ill post how i did it if you figure anything out then do the same.
Blizzard
Feb 29 2008, 08:20 AM
If the enhance system actually changes the weapon ID, then yes, it will revert back to sword type as any not-defined weapon is sword type by default. You can either set those other weapon IDs as other types or try another system that doesn't change the weapon ID, because the weapon type is connected to the ID in the configuration as you may have noticed.
BTW, Blizz-ABS 1.95 is out, SYA. You might wanna update the links. It's a mile stone in the development of Blizz-ABS. xD
SeeYouAlways
Feb 29 2008, 07:58 PM
Updated! Looks really great. The only problem for me is that I am using RPG Maker VX; otherwise I'd totally use this.
Herbtoker
Mar 2 2008, 10:55 AM
i put the new updated script into a copy of my game and i keep getting an error message it says stack level too high

.
what am i doing wrong i have the three parts in three seperate sections having part 1 on the top. i completely deleted the old script before i put the new one in. could something in my game be causeing this problem or is it a bug of some sort?
Blizzard
Mar 3 2008, 03:44 AM
It is possible that you have some stuff twice. For example, if you are using my Tons of Add-ons you need to put it above, so Blizz-ABS can check something to avoid that bug. Here's a topic for reference on the script order if you are using my scripts:
http://forum.chaos-project.com/index.php?topic=23.0
Herbtoker
Mar 3 2008, 08:09 PM
Well i figured out that I can run with no errors if I totaly take out tons of add ons. I had it above the abs script when I originally tried. when I take it out it works fine. but i figure i'd rather have the newest version of the abs script then
the tons of add ons so im not worried about it.
BTW i love the new update its gonna make things alot easier for me.

I especially love how i can configure it so easily
i think thats the best thing about the new update.
Blizzard
Mar 4 2008, 06:36 AM
Thanks.

Have you tried using the most recent version of Tons?
Herbtoker
Mar 5 2008, 06:28 AM
no but ill give it a try and let you know how it goes. and man the new update is so awesome i just have to say that again because now the quality of my game has greatly improved now that i got the script fully functional.
elmangakac
Mar 6 2008, 10:27 PM
Ok...im new...but i have 2 questions......
1 - ....my question its simple....... i can make the skills....i can make the animation of this skills appear in the game.......... but....i cant do that this skills affect the enemys.....can you help me????
2 - exist a way that this script can be compatible with the Perspective map script?
PD: Im sorry because my english....im from Chile
Blizzard
Mar 8 2008, 05:33 AM
1. You need to define the type of the skill and the range. Then you can actually use it. Also you need to select the skill as hotkey and use that hotkey to activate it.
2. I answered your PM. If the Mode07 mod proves to work, I'll post it.
elmangakac
Mar 8 2008, 07:06 AM
QUOTE (Blizzard @ Mar 8 2008, 08:40 AM)

1. You need to define the type of the skill and the range. Then you can actually use it. Also you need to select the skill as hotkey and use that hotkey to activate it.
Yeah... let see... i define the type and the range of my skills and also i can use with the hotkeys system......but...the problem is....that the enemy.....dont recibe the attack...... its like the enemy doesnt appear to be hurt......abesides doesnt appear any number that show the demage that my character do to the enemy.....
let me explain....
First of all i prepare the attack.....

Then.....i do the attack......
Whap!!!
But...the Enemy doesnt recibe any demage...... i dont know if a create wrong the enemy or i need activate something....

......please..... im work with RPGMAKERXP for many time.....but with this system im totally a noob....and i DONt WANNA CHANGE OF BLIZZ!!!!!! T_T.... i dont know what part of the script its bad in my game...... because this enemys can be demaged with normal weapons..... but no with skills.....
Blizzard
Mar 8 2008, 07:37 AM
As you said in the PM you are using 1.0.9.3 (aka 1.63). You should consider updating first.
Megapoopy
Mar 8 2008, 09:35 PM
How do I make a boss sequence with this script, because I can't seem to have events run automatically after the monster's death.
D3wil666
Mar 9 2008, 02:45 AM
Blizzard
Mar 9 2008, 09:01 AM
@Megapoopy: Actually when you kill an enemy his event code is being executed afterwards. (-_-) And what do you mean by boss sequence? If you mean moving by a fixed route and using forced attacks, you can do that easily. Enemies that have a fixed defined route will always move by that route. If you want forced attacks, you can simply use the script call as one of the movement commands and use one of the battleflow commands like changing HP/SP/state, transform, even forced attacks. Read the manual for more information, it's chapter 3.2.10.
@D3wil666: Why have you put Blizz-ABS into 10 different script slots? There are only 3 parts. xD
Megapoopy
Mar 9 2008, 03:55 PM
I mean like have an event automattically happen when the monster(boss) is defeated..
D3wil666
Mar 10 2008, 02:49 AM
so everything put in 3 scripts slots????
Blizzard
Mar 10 2008, 03:12 AM
Yes. There are 3 text files, each goes into an own script slot, no more no less.
@Megapoopy: When you put some event commands into an enemy, they will be executed as soon as the enemy dies.
D3wil666
Mar 10 2008, 04:58 AM
everything i put in 3 slots .now who help for my with this
http://img341.imageshack.us/my.php?image=bepavadinimoee9.png problem
Blizzard
Mar 10 2008, 05:27 AM
D3wil666
Mar 10 2008, 08:10 AM
Blizzard
Mar 10 2008, 09:12 AM
LOL! Only 1.95 (the newest one is actually 1.96) of course. You can delete the older versions.
D3wil666
Mar 11 2008, 05:56 AM
thank sorry for stupid questions
perfect.werks
Mar 11 2008, 03:49 PM
Sweet System; I'm actually new to RPGM, and i'm on VX. how incompatable do you think this would be - And what do you think i would need to port it to VX?
I'm a noob here, will be more active soon.
Thanks!
SeeYouAlways
Mar 11 2008, 10:32 PM
This is 100% incompatible with RPG Maker VX and you would need some knowledge of the RPG Maker XP and RPG Maker VX's scripting system (RGSS and RGSS2) to "port" them over. To be precise, you need to convert the script. I don't know if Blizzard is planning to do that though.
Blizzard
Mar 12 2008, 04:19 AM
I lack the time to do that and keep 2 humongous scripts up to date. I barely have time for the XP version. >.< That means if nobody else will do it, there most probably won't ever be a VX version.
perfect.werks
Mar 13 2008, 01:38 PM
Ah Snap. Well i have worked with ruby on rails before - i can give it a whack and butcher it a bit - but i may not have the time either. i might just buy XP at this point - the comunity/support for it is more developed.
Actually, dicecting this script is teaching me a ton about RGSS1 - so i guess that makes my mind up. i'll go buy XP too.
Thanks guys - see you around.
Blizzard
Mar 14 2008, 03:44 AM
I'm glad that your liking of the system isn't based just on its funcionality, but on the coding as well.

I haven't really coded it too readable for the sake of performance. RGSS is a scripting language, therefore interpreted and slower than other languages. But I have basically commented every line to make that up.
XXEndreXX
Mar 28 2008, 07:45 AM
hi, thanks for the script, i love it.
But i have a problem with it. Sometimes it comes an error with line 5250 in part 2.
It says:"Stacklevelerror occured. stack level too deep"
Do you know why?
emma979797
Mar 28 2008, 07:47 PM
What do you type in for them to attack you?
Blizzard
Mar 30 2008, 08:11 AM
Nothing, you just need to create an enemy on the map. Read 3.1. of the manual to know how.
@XXEndreXX: Maybe you have some scripts twice. This usually happens if you accidently copy a script twice into a slot. You need to put each part only once into each slot.
Takeru
Mar 30 2008, 10:51 AM
Im in a bit of trouble blizz. I am fairly new to scripting though I have worked with C#, so when I used your script i put it in a new script on top of main but underneith everything else in script editor, and had read the manual, but how do you make proper enemies appear, if its just a simple spriteset that I need just like I need for running and attacking would you know where to get it? im sorry if im wasting your time but i've been threw a lot so far and just need help at this point, thanks in advance.
Takeru
Rukiri
Mar 30 2008, 11:06 AM
QUOTE (perfect.werks @ Mar 11 2008, 03:03 PM)

Sweet System; I'm actually new to RPGM, and i'm on VX. how incompatable do you think this would be - And what do you think i would need to port it to VX?
I'm a noob here, will be more active soon.
Thanks!
It's compatiable but ya gotta convert which takes allot of time, and also I've found the XAS abs the best abs released for RMXP.
Blizzard
Mar 30 2008, 12:12 PM
Not anymore, Mystic. Blizz-ABS tops XAS since v1.9x, I've made sure of that.

@Takeru: It's fairly simply. Just read 3.1. of the manual, it explains thoroughly how to add enemies to the map and it's very easy. About the spritesets, I don't know. I made a couple of spritesets for the example game I made, but only for demonstrations. Some of them are just copies from a slightly edited original. Sprites for ABS-es are quite rare as not many people use and share them.
Rukiri
Mar 30 2008, 04:00 PM
Well it's currently 2.0 atm so I'll have to check it out.
Takeru
Mar 30 2008, 04:26 PM
Ok Thank Blizz, that was very helpful.
Rukiri
Mar 31 2008, 02:17 PM
Hey I'm having some trouble placing scripts 1-3 that were included in the .rar file. The don't seem to fit even with the comments taken out.
Any suggestions?
aschx
Mar 31 2008, 03:12 PM
Blizz, I'm having some trouble getting my "caterpillar" to attack enemies with me... how can I do such?
Also, When you save a game then load it, the caterpillar is no longer valid... leaving just the party leader on the map...
MagnusTheMad
Apr 1 2008, 06:12 PM
I have a small handful of questions/concerns/suggestions.
First and foremost, the config utility that comes with it. Whenever I load a config, I get the following error:
QUOTE
Unhandled exception has occured in your application. If you click Continue, the application will ignore this error and attempt to continue. Iif you click Quit, the application will close immediately.
InvalidArgument=Value of '255' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '255' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
at BlizzABS_Config.Config.loadAnima(FileStream stream)
at BlizzABS_Config.Config.loadConfig(FileStream stream)
at BlizzABS_Config.Config.setupNewConfig()
at BlizzABS_Config.Config.openOption_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Blizz-ABS Config
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Documents%20and%20Settings/My%20Documents/RPGXP/Valikorlia/Blizz-ABS%20Config.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
I get this error whenever I load my saved configuration for my game and it loads only a part of the configuration. I've gotten around it by editing parts of the config, generating, and pasting the section I modified to Part 1 in my game.
Second thing is about the manual. I just thought I should suggest some more details on the actual sprites needed for attack, action, and weapons. Although it's clear how many and what to name them, there's no guidance on how they behave, or that the weapon always appears above the actor and you have to edit out pieces of the weapon so it looks right. Some minor guidance would be helpful! On that end, I've considered making a template for each for my own purposes. I'll post them if I do.
Finally, for the moment, I was wondering if there's any way to add a delay on skill use or attacks? For example, if the skill use animation sprite was the actor casting for a brief second and then having the skill 'cast'. Another would be a heavy weapon, such as a massive hammer for a small child, having a delay on the swing. I didn't notice anything in the manual about or in the config about it, but it is entirely possible I missed it.
I adore the system, all in all, and intend to keep using it. It has limitless potential.
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