Sniper308
May 29 2009, 06:05 PM
QUOTE (Adriantepes313 @ May 29 2009, 04:39 PM)

QUOTE (Blizzard @ May 29 2009, 06:40 PM)

Turn of weapon sprites?
I know THAT. you guide was very confusing when it came to this part. How do you turn them off?
Oh man it's been awhile since I checked in! Haven't touched RMXP in ever and I came to see the latest update.
Did you ever try going to script editor and find the weapon sprites and change it from "true" to "false"?
venjulienecorpuz
May 29 2009, 06:52 PM
Blizz, how about making a Boss Hud(Boss Life Bar that is bigger than the normal enemy life bars)? something like this... you still declare it like any normal enemy in the event BUT place some comment or change the name of the event so that a boss hud appears in the screen. Have you tried Requiem ABS in RPG Maker VX? Or how XAS declares a Boss and a Boss HUD? IF so, you'll know what I mean. And I suggest that it appears in the bottom and center of the screen. the HUD will also follow the player (Just like how you declared the life mana and exp bar of the player). When the Boss is killed, the HUD dissappears...
Adriantepes
May 29 2009, 09:09 PM
QUOTE (Sniper308 @ May 29 2009, 10:05 PM)

QUOTE (Adriantepes313 @ May 29 2009, 04:39 PM)

QUOTE (Blizzard @ May 29 2009, 06:40 PM)

Turn of weapon sprites?
I know THAT. you guide was very confusing when it came to this part. How do you turn them off?
Oh man it's been awhile since I checked in! Haven't touched RMXP in ever and I came to see the latest update.
Did you ever try going to script editor and find the weapon sprites and change it from "true" to "false"?

Thank you, i got it working. I owe you one.
Blizzard
May 30 2009, 02:49 AM
QUOTE (venjulienecorpuz @ May 30 2009, 04:52 AM)

Blizz, how about making a Boss Hud(Boss Life Bar that is bigger than the normal enemy life bars)? something like this... you still declare it like any normal enemy in the event BUT place some comment or change the name of the event so that a boss hud appears in the screen. Have you tried Requiem ABS in RPG Maker VX? Or how XAS declares a Boss and a Boss HUD? IF so, you'll know what I mean. And I suggest that it appears in the bottom and center of the screen. the HUD will also follow the player (Just like how you declared the life mana and exp bar of the player). When the Boss is killed, the HUD dissappears...
A few lines of code in the HUD can make that possible. I remember smoebody at my forum requesting something similar. To make it look really nice requires some more work, though.
QUOTE (Adriantepes313 @ May 30 2009, 07:09 AM)

QUOTE (Sniper308 @ May 29 2009, 10:05 PM)

QUOTE (Adriantepes313 @ May 29 2009, 04:39 PM)

QUOTE (Blizzard @ May 29 2009, 06:40 PM)

Turn of weapon sprites?
I know THAT. you guide was very confusing when it came to this part. How do you turn them off?
Oh man it's been awhile since I checked in! Haven't touched RMXP in ever and I came to see the latest update.
Did you ever try going to script editor and find the weapon sprites and change it from "true" to "false"?

Thank you, i got it working. I owe you one.
Why aren't you using the Configuration application?
Adriantepes
May 30 2009, 06:45 AM
QUOTE (Blizzard @ May 30 2009, 06:49 AM)

QUOTE (venjulienecorpuz @ May 30 2009, 04:52 AM)

Blizz, how about making a Boss Hud(Boss Life Bar that is bigger than the normal enemy life bars)? something like this... you still declare it like any normal enemy in the event BUT place some comment or change the name of the event so that a boss hud appears in the screen. Have you tried Requiem ABS in RPG Maker VX? Or how XAS declares a Boss and a Boss HUD? IF so, you'll know what I mean. And I suggest that it appears in the bottom and center of the screen. the HUD will also follow the player (Just like how you declared the life mana and exp bar of the player). When the Boss is killed, the HUD dissappears...
A few lines of code in the HUD can make that possible. I remember smoebody at my forum requesting something similar. To make it look really nice requires some more work, though.
QUOTE (Adriantepes313 @ May 30 2009, 07:09 AM)

QUOTE (Sniper308 @ May 29 2009, 10:05 PM)

QUOTE (Adriantepes313 @ May 29 2009, 04:39 PM)

QUOTE (Blizzard @ May 29 2009, 06:40 PM)

Turn of weapon sprites?
I know THAT. you guide was very confusing when it came to this part. How do you turn them off?
Oh man it's been awhile since I checked in! Haven't touched RMXP in ever and I came to see the latest update.
Did you ever try going to script editor and find the weapon sprites and change it from "true" to "false"?

Thank you, i got it working. I owe you one.
Why aren't you using the Configuration application?
because i'm a noob. i figured out how to work it now though. this is a really nice ABS.
MagnusTheMad
Jun 4 2009, 07:53 AM
QUOTE
Script 'Game Battler 2' line 248: NoMethodError occured.
undefined method 'each' for 44:Fixnum
I'm getting this crash bug. It happens, so far, randomly during combat. I'm not sure if it's from player attacks or enemy attacks; I'm still trying to reliably reproduce it. I recently added touch damage script I found by you, Blizz. Once I can reproduce the error, I'll try commenting it out and see if that's linked at all.
Figure I'd post it in case you already knew and had a fix, or if you could spot what the issue is faster than my testing.
Blizzard
Jun 4 2009, 12:18 PM
No, I didn't encounter an error like this for quite some time. Are you using the newest versions and are you always using a new game (not old saved games)? Keep me updated if you can figure out how to reproduce it.
buny
Jun 6 2009, 04:30 PM
Blizz ABS is The Best!!
venjulienecorpuz
Jun 8 2009, 05:18 PM
got one question Blizz, how can you change the design of your hud so it'll look something like this?
From what I can see, this is a PNG type hud right?
EDIT: I also wanted to ask HOW CAN YOU SHOW YOUR CURRENT MONEY IN THE HUD? Like in the lag a lot demo...
Blizzard
Jun 8 2009, 11:21 PM
Get a custom HUD script, what else.
And I won't release the imagesets for this HUD because in 2 months I would probably see 5 or 6 games using it. That always happens. Always. So no.
venjulienecorpuz
Jun 8 2009, 11:43 PM
ah... private things I see... I was just a little curious... coz Blizz ABS hud cant be edited the 1st I downloaded it

.
EDIT: Have you tried adding more things to the system? or my suggestions perhaps?
BUG FOUND(well not really)... its on the gold drop feature... when an enemy drops an item or money, and you try to pick two of them up, only one can be obtained... and the other cant...
EDIT #2: Okay... I just found out that you cant get the items sometimes...
Blizzard
Jun 9 2009, 02:10 AM
Ah, thanks. I've been trying to track that bug down for ages. Now I think I know how I can fix it.
You can either edit Blizz-ABS's default HUD or you can turn it off and use an external one. It's up to you.
I remove money display from the HUD as it's not so vital that you need to have it displayed all the time because it takes up space. Adding it back is rather simple. I made an EXP display plugin (which I removed from the default HUD as well). It would work pretty much the same way.
venjulienecorpuz
Jun 9 2009, 03:15 AM
I played around with the config and see that I cant change the maximum of items, skills, weapons and armors... or am I missing something? o.o
So far I can only edit the Alignment group part...
Blizzard
Jun 9 2009, 05:24 AM
The maximum numbers for weapons/skills/items/enemies are changed in RMXP, not in Blizz-ABS Config. xD
venjulienecorpuz
Jun 9 2009, 07:41 AM
Aha... so when you change the database in your game project, so does the abs config application... I can't believe I noticed that... still quite pretty new to your system... and all of the simplicity of it is just... "addicting" you Blizzard are just pure genius... I demand it! xD
MagnusTheMad
Jun 9 2009, 07:21 PM
QUOTE (Blizzard @ Jun 4 2009, 01:18 PM)

No, I didn't encounter an error like this for quite some time. Are you using the newest versions and are you always using a new game (not old saved games)? Keep me updated if you can figure out how to reproduce it.
It was the touch damage script. I disabled it and haven't had the error since.
That hud in a previous post, what game is that? I just want to play it, check it out. Looks interesting!
I have a couple of questions for you regarding current functionality or future features.
1. Is it possible to set up some kind of combo attack or skill chain system? Examples would be something like, Skill B and C can't be used unless Skill A is used first.
2. I tried using your advanced scan script, for a Scan like spell, but it didn't work. Is it compatible?
3. Is it possible to give projectile skills different speeds for the projectiles? Ex., an arrow from a bow moves at speed 10, throwing spear at speed 7.
Thanks!
venjulienecorpuz
Jun 10 2009, 02:04 AM
Blizz... I wish you luck on that bug that I just reported to you... it's getting pretty annoying in my tests... T_T
MagnusTheMad
Jun 10 2009, 06:39 AM
Blizz ABS, Part 2:
@negative = $game_system.alignments[@group].enemies.clone
I get an error at that line whenever I cast a multitarget spell on several enemies.
"undefined method 'enemies' for nil class"
This is a new one.
EDIT:
Okay, completely unrelated to multitargeting. This error is actually caused by enemy_transform.
"$BlizzABS.enemy_transform(event_id, enemy_id)"
Whenever I call that to transform an enemy into another (which is something I do occasionally either to randomize a screen or give a unique spell-like ability to an enemy, like a self-res, hence I thought it was when they died), I get the error above. I know I'm using the call correctly, because this is all stuff I've had tested and ran succesfully in the past. Were there any changes to the script that aren't in the 2.5+ helpfile, maybe?
Blizzard
Jun 10 2009, 10:43 AM
I'm not entirely sure, but it's possible that either an old save game is messing or for some reason the alignment for the new current group doesn't exist. I'll look into it. It might be something wrong with the system. I don't think I changed anything vital. But as I said, it seems to have to do with the Alignment System so it might be simply a temporary conflict between two subsystems.
As for your suggestions:
1. Already planned. The first version to feature a (very advanced) combo system will be version 3. But that doesn't mean I won't skip 2.6x, 2.7x, 2.8x and 2.9x.
2. Nope. It says it also in the manual. I was going to add a info message subsystem that would be using RMXP's help window class. After that I would have a base to actually make the AAS work with Blizz-ABS.
3. Also already planned. I just didn't have time to implement it yet. It's generally not complicated, I can do it in 15 minutes probably. The problem is the config app. I need to separately add it in the config app, ensure that it all works right, add the options in the classes and set up the script generation for that. On top I need to update all documentation on this. All of this would take at least 2 hours. >.<
About the other things:
The touch damage script got update I think. Check my forum, I think Aqua fixed it since winkio left.
The game was an April Fools joke as ABS version of my game, Chaos Project, with an alternate storyline. I made the HUD entirely in Photoshop. In other words it's fake. But that doesn't mean I won't make the game in the end after all. It's just not very likely and especially not in near future.
@venjulienecorpuz: Thanks. Can you say for sure that you get it each time the enemy is supposed to drop two things?
venjulienecorpuz
Jun 10 2009, 03:41 PM

Not just two but even from just one item that the enemy drops... like I said before, I can get the item sometimes and sometimes I dont... like what is shown in the picture...
ALSO, here is another one that I can suggest.

I have to admit that though it is easy to make actor attack sprites, its still quite a pain making the weapon sprites that they are holding since you have to erase some parts of the weapon so that it doesnt block the actor attack sprite. How about doing it the other way? Make the actor attack sprite block the weapon sprite so that we dont have to erase parts of the weapon sprite? It'd be less painful aside from aligning them
Blizzard
Jun 11 2009, 01:30 AM
Won't work. Then you would need to erase the attacker sprite.

I'll see what I can do with the dropped item things.
kiratzo
Jun 11 2009, 10:10 AM
QUOTE (Blizzard @ Jun 11 2009, 11:15 PM)

Won't work. Then you would need to erase the attacker sprite.

I'll see what I can do with the dropped item things.
huys i have an problem when i i copy pasrte part 2 i get that script par2 line 296 syntax error ocured !!!
when i go to line 296 to see the problem i see that can someone help me[size="2"][/size]
kiratzo
Jun 11 2009, 11:24 AM
QUOTE (Blizzard @ May 21 2009, 11:49 PM)

Not that I know. I don't think anybody has actually done it.
k i found what problem i forgot to restart my pc when i updage framewoek 2 k but new problem at line 4576 name error orcured untiliazint constant blzABS:config
sry for spam i found the solution for all my peoblems by myself and sry for my bad english
kiratzo
Jun 11 2009, 01:03 PM
sry again and again but o do it all the blizz is the abs and gameplay from all but i have one more problem when i going to hit i dont seee the sword and i cant change type of the skills can someone help me
Blizzard
Jun 12 2009, 02:33 AM
Did you turn on Actor Weapon Sprites? Did you generate the configuration script (part 1) with the application and copy-paste it into the script editor instead of part 1?
kiratzo
Jun 12 2009, 05:57 AM
QUOTE (Blizzard @ Jun 13 2009, 12:18 AM)

Did you turn on Actor Weapon Sprites? Did you generate the configuration script (part 1) with the application and copy-paste it into the script editor instead of part 1?
spirities no sry how i can do that about tha copy paste yes i have do already and part and 2 and 3 copy paste intoo the script
kiratzo
Jun 12 2009, 06:05 AM
how i used that sbc when i used blizz-abs config and ido save i take an sbc what i do with that ???
Kuma-san
Jun 12 2009, 06:13 AM
kiratzo stop the double/triple posting.
The edit button is there for a reason. You have been warned.
kiratzo
Jun 12 2009, 07:16 AM

ok i found again the solution now i need new goods animation for my skills
kiratzo
Jun 12 2009, 10:18 AM
here is my last question how i can found best animations from shooting spells and how i can see the sword whe n atacked or the bow???
Axerax
Jun 12 2009, 12:10 PM
Look, stop ----ing double/triple posting, use the edit button or you're going to receive a temporary ban. I'm the one who reported you in the first place for triple posting, I'm telling you now I will get you that if you don't start using the edit button.
kiratzo
Jun 13 2009, 12:06 AM
k sry i havent seee the buton k but can somee ask in my question ???
Blizzard
Jun 13 2009, 06:52 AM
Turn on Weapon Sprites and read in the manual how to set them up.
kiratzo
Jun 13 2009, 08:19 AM
k ty
Axerax
Jun 14 2009, 01:10 PM
Quick question, how do I go about changing the colors of the minimap. I'm trying to change the wall edge color and the floor color right now. Where do I go to change this stuff?
Nevermind I found the parameters
Axerax
Jun 15 2009, 10:12 AM
Okay, now I do have a question after looking, how would I make the enemy HP bars be only red the whole time?
Blizzard
Jun 15 2009, 02:34 PM
In Control_Sprite_Character#update_health (Part 3) change this:
CODE
bitmaps[1].hue_change((rate / 0.8 - 1.25) * 120)
to this:
CODE
bitmaps[1].hue_change(-120)
That's it.
Gatleos
Jun 15 2009, 02:59 PM
Alright, so here's my question. I'm currently trying to make a "bomb" skill using the skill menu. I've made an icon of a bomb (and named it "bomb"), and set the skill as a timed trap for about 5 seconds. Now, I'm trying to animate the bomb so it just sits there for that 5 second interval (I'll add the fuse-burning or flashing effects later), then does a huge explosion animation when it goes off.
I've been trying to make an animation file of the bomb. First, I made it 4 frames, but when I set the bomb in-game it just cycled through them about 3 times. Then, I tried extending the animation file horizontally by about 4 times its original size, so I could do the whole animation (explosion and all) at once. It still considers the animation as 4 frames long though, so now it just looks like 4 bombs instead of 1 in-game. I've tried adjusting the number of frames in the skills menu in the Blizz-ABS Config, but it doesn't seem to affect it at all... HELP!!!
Whew... that took two paragraphs to explain?!
MagnusTheMad
Jun 15 2009, 05:34 PM
QUOTE (Gatleos @ Jun 15 2009, 03:59 PM)

Alright, so here's my question. I'm currently trying to make a "bomb" skill using the skill menu. I've made an icon of a bomb (and named it "bomb"), and set the skill as a timed trap for about 5 seconds. Now, I'm trying to animate the bomb so it just sits there for that 5 second interval (I'll add the fuse-burning or flashing effects later), then does a huge explosion animation when it goes off.
I've been trying to make an animation file of the bomb. First, I made it 4 frames, but when I set the bomb in-game it just cycled through them about 3 times. Then, I tried extending the animation file horizontally by about 4 times its original size, so I could do the whole animation (explosion and all) at once. It still considers the animation as 4 frames long though, so now it just looks like 4 bombs instead of 1 in-game. I've tried adjusting the number of frames in the skills menu in the Blizz-ABS Config, but it doesn't seem to affect it at all... HELP!!!
Whew... that took two paragraphs to explain?!
I'm not sure if you grasped how the animation thingy works. Let me try and help you.
If you don't edit the frames of the graphic, it would be:
3, 3, 3, 3
If you want it to last more than that on different frames, you would modify it in blizz-ABS to be:
9, 6, 4, 3
And that's how many 'frames' in RPG maker time the frame will display. I hope that makes a lick of sense. I'm not sure if you can do it or not with timed, I haven't tried it yet.
Gatleos
Jun 15 2009, 07:39 PM
I tried using only four frames and changing the timing to 9, 2, 2, 2. The 9 is the bomb, and the 2s are the explosion. However, the four frames just cycle at the same rate no matter what I set the values to.
AwesomeMan
Jun 15 2009, 07:50 PM
@Axerax: You double posted =P
@Blizzard: After looking through the Blizz-ABS Config, I can't find where to turn off the actors stepping while they're standing still. Do I have to go into the script for this?
Blizzard
Jun 15 2009, 10:57 PM
It's the "Animated Actors" option in 2.1.
@Gatleos: That frame configuration is for the actor, not for the bomb. All traps and projectiles are autoanimated all the time, I mentioned that in the manual.
MagnusTheMad
Jun 16 2009, 06:41 AM
QUOTE (Gatleos @ Jun 15 2009, 08:39 PM)

I tried using only four frames and changing the timing to 9, 2, 2, 2. The 9 is the bomb, and the 2s are the explosion. However, the four frames just cycle at the same rate no matter what I set the values to.
After a quick glance at the config, I don't think you can change the timing of the bomb charset, yet. You can change the timing of the cast or charge animation the character uses, but not the projectile/bomb/trap. Your best bet is to make the animation in the charset just the bomb, and to use a regular animation in the database as your explosion.
Edit: The Blizzman beat me to it.
AwesomeMan
Jun 16 2009, 01:33 PM
QUOTE (Blizzard @ Jun 15 2009, 11:57 PM)

It's the "Animated Actors" option in 2.1.
@Gatleos: That frame configuration is for the actor, not for the bomb. All traps and projectiles are autoanimated all the time, I mentioned that in the manual.
I've got 2.5, is it not available in that one?
RPGManiac3030
Jun 16 2009, 05:00 PM
Is there a way to remove the AI settings from the menu? I have 2.54, but only one character is playable at a time in my game, making those options useless. Are one of the earlier versions without the AI system?
MagnusTheMad
Jun 16 2009, 05:13 PM
QUOTE (RPGManiac3030 @ Jun 16 2009, 06:00 PM)

Is there a way to remove the AI settings from the menu? I have 2.54, but only one character is playable at a time in my game, making those options useless. Are one of the earlier versions without the AI system?
Funny you say this! I recently just got done redoing my menu so that the premenu is eliminated. I added the AI behavior and trigger menu options to the normal game menu and changed Skills to open the Hotkey area. In order to do that, I put a CMS script above main but below Blizz ABS Part 3. I keep the scripts seperate so updating Blizz-ABS doesn't override all my custom goodies.
This is the best way I can come up with for you to do this. If you need any help finding/using a CMS to make this happen, let me know.
Axerax
Jun 16 2009, 07:49 PM
QUOTE (AwesomeMan @ Jun 15 2009, 10:50 PM)

@Axerax: You double posted =P
@Blizzard: After looking through the Blizz-ABS Config, I can't find where to turn off the actors stepping while they're standing still. Do I have to go into the script for this?
No I didn't, different day.
Blizzard
Jun 17 2009, 02:53 AM
QUOTE (AwesomeMan @ Jun 16 2009, 11:33 PM)

QUOTE (Blizzard @ Jun 15 2009, 11:57 PM)

It's the "Animated Actors" option in 2.1.
@Gatleos: That frame configuration is for the actor, not for the bomb. All traps and projectiles are autoanimated all the time, I mentioned that in the manual.
I've got 2.5, is it not available in that one?
It's been there since one of the much older versions. With 2.1. I was referring to the chapter in the manual. xD
QUOTE (RPGManiac3030 @ Jun 17 2009, 03:00 AM)

Is there a way to remove the AI settings from the menu? I have 2.54, but only one character is playable at a time in my game, making those options useless. Are one of the earlier versions without the AI system?
Either what Magnus said or you need to edit the menu. I coded it like all of RMXP's menus, but since RMXP's menu default setup isn't that flexible, it's not as simply as changing one line. You need to find "def update_before_main" in part 3 (press CTRL+F for search) In that method you will see this piece of code:
CODE
# if not actors in the party
if $game_party.actors.size == 0
# play buzzer sound effect
$game_system.se_play($data_system.buzzer_se)
# exit method
return
end
# play sound
$game_system.se_play($data_system.decision_se)
# create AI setup scene with the current screen tint
$scene = Scene_AI_Behavior.new(@view.tone)
when 3
# if not actors in the party
if $game_party.actors.size == 0
# play buzzer sound effect
$game_system.se_play($data_system.buzzer_se)
# exit method
return
end
# play sound
$game_system.se_play($data_system.decision_se)
# create AI setup scene with the current screen tint
$scene = Scene_AI_Triggers.new(@view.tone)
when 4
Simply delete exactly this piece of code. In part 2 there should be this line (by default, line 326):
CODE
CommandsPreMenu = ['Menu', 'Hotkeys', 'AI Behavior', 'AI Triggers', 'Cancel']
Change it to:
CODE
CommandsPreMenu = ['Menu', 'Hotkeys', 'Cancel']
And that should do it.
AwesomeMan
Jun 17 2009, 06:10 AM
Oohhhhh, Okay, I see what you're saying now. Thanks!
RPGManiac3030
Jun 17 2009, 01:54 PM
Okay, thanks. I will get working on that.
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