AwesomeMan
Jun 17 2009, 08:45 PM
So, another question: Do you think you could possibly make a configuration utility similar to the one you provide but for HUDs? What I mean is, we browse for the images required for the HUD on our computer, can change a few options, it generates the script, and we add the required images to our games?
Blizzard
Jun 18 2009, 03:48 AM
Yes and no. Yes, because it's possible. No, because HUDs are far too custom (and there are far too many possible combinations) to be able to make one utility that can generate any HUD.
venjulienecorpuz
Jun 18 2009, 06:43 AM
how are the fixes coming along Blizz?
Blizzard
Jun 18 2009, 07:32 AM
Not at all. ;_; I'm quite busy these days. I have exams the next few weeks, plus me and my collegue need to finish the game demo for the publishers. ;_; On top of that I have 3 classes that are quite critical so I need to concentrate on them quite a bit. Not to forget that I need to finish RMX-OS because I get paid for finishing it so it has higher priority. You can imagine the stress. ;_;
AwesomeMan
Jun 18 2009, 09:27 AM
I don't think the generator would have to be too complex...just allow them to upload pictures for HP/SP/EXP, toggle faces on and off, and toggle gold on and off. Then they could set the coordinates for everything.
RPGManiac3030
Jun 18 2009, 11:04 AM
I'm having some problems with actor action animations. I was testing it out with the character using a sword, which should be atk0, but the game looks for atk1 instead...I already set the weapons to how I want in the config, but this same problem happens with all weapons.
Blizzard
Jun 19 2009, 02:03 AM
Read the version history. If you upgraded, things have been changed and you should read it.
QUOTE (AwesomeMan @ Jun 18 2009, 07:27 PM)

I don't think the generator would have to be too complex...just allow them to upload pictures for HP/SP/EXP, toggle faces on and off, and toggle gold on and off. Then they could set the coordinates for everything.
If you think it's that simple to cover all the crazy ideas a human mind can spawn, then try it yourself.

Trust me, it's much more complicated than it seems. Sure, make you able to move some pictures around. That's simple. But what about everything else? As soon as I would make that, I bet it wouldn't take 2 days for somebody to come along and request to add EXP. If I make it too generic, you can't get anything done if you don't know at least some scripting. And then complete noobs will start annoying me with stupid questions like "HOW DO I SHOWZ EXPZ?!!!111" even though it's as simple as tying "exp" in some textbox and even though I said that in the user manual. No, thanks. Been there, done that. Even Blizz-ABS which requires no scripting knowledge doesn't help here. I still get people asking how to add enemies on the map even though I have posted it at least a hundred times, even though it's in the manual and even though it's even in the FAQ. People just don't read instructions and I'm not going to put up with another wave of people like that.
RPGManiac3030
Jun 19 2009, 04:12 PM
Okay, but I'm still having trouble with the actual graphics. When I attack on screen, my character "teleports" and does his normal attack animation, with the weapon a few spaces ahead of him.
I know that the animations are probably in the wrong spot, but I don't know where the right spot is.
Sniper308
Jun 19 2009, 08:41 PM
@Blizzard: lol to that long previous post you did. That's why I try to help you out sometimes by answering the other member's questions, so you don't have to!
@RPGManiac3030: Have you properly aligned the weapon and the sprite exactly? To find the right spot is something I occasionally do, just copy the attacking actor sprites and paste the weapon sprites over the actor sprites, and then just erase the actor sprite copies. That way, it's like perfectly on top!! It may take a few attempts if your not lucky. The "teleporting" thing sounds like the attack animation is also not properly aligned either, do the same with that then do the weapon to make things a lot easier! Trust me, I've been doing this for as long as I can remember using this ABS!
yarden41
Jun 20 2009, 03:04 AM
Sorry for the noob question, but how do i install it?
Blizzard
Jun 20 2009, 03:27 AM
Like every script:
http://forum.chaos-project.com/index.php?topic=198.0@Sniper308: Thanks, I really appreciate it.
@RPGManiac3030: I've posted updated spritesets from the example game a few pages ago. The sprites from the example game don't work properly (as you said, the positions are off) because I have improved the way the sprite system works.
yarden41
Jun 20 2009, 04:13 AM
For some reasone, i cant move, well, not at all, even press on "new game" at the start. It seems like i can do nothing. What's the problem?
ambrosecool
Jun 20 2009, 05:46 AM
He's changed the controls.I know,because I changed it back(

).Try W,A,S,D and H.They should work,if you have'nt been poking around in the script.By the way,I'll be using this for a 3rd game.It's awesome!
EDIT:Might use this for The Serpent's Blade,as a another choice over GTBS.They'll probably work nicely too since Blizz-ABS runs on the map,while GTBS runs by Battle Processing.It's certainly a new idea.No one uses two BS these days.
RPGManiac3030
Jun 20 2009, 07:08 PM
@Blizzard: Thanks, I don't look through the pages, but I know I should.
AwesomeMan
Jun 20 2009, 07:58 PM
QUOTE (Blizzard @ Jun 19 2009, 02:03 AM)

Read the version history. If you upgraded, things have been changed and you should read it.
QUOTE (AwesomeMan @ Jun 18 2009, 07:27 PM)

I don't think the generator would have to be too complex...just allow them to upload pictures for HP/SP/EXP, toggle faces on and off, and toggle gold on and off. Then they could set the coordinates for everything.
If you think it's that simple to cover all the crazy ideas a human mind can spawn, then try it yourself.

Trust me, it's much more complicated than it seems. Sure, make you able to move some pictures around. That's simple. But what about everything else? As soon as I would make that, I bet it wouldn't take 2 days for somebody to come along and request to add EXP. If I make it too generic, you can't get anything done if you don't know at least some scripting. And then complete noobs will start annoying me with stupid questions like "HOW DO I SHOWZ EXPZ?!!!111" even though it's as simple as tying "exp" in some textbox and even though I said that in the user manual. No, thanks. Been there, done that. Even Blizz-ABS which requires no scripting knowledge doesn't help here. I still get people asking how to add enemies on the map even though I have posted it at least a hundred times, even though it's in the manual and even though it's even in the FAQ. People just don't read instructions and I'm not going to put up with another wave of people like that.
Eh, I understand, because if you still have people asking how to add enemies....that's kinda pitiful =P. It took me all of...5 seconds? Of looking at the manual to figure it out (though I still reference what the different ai types are). Fortunately for my game I don't really use the HUD much...I really don't even use any part of the menu much, I just thought it would be fun to (easily, since I'm lazy =P) go crazy with the HUD.
Blizzard
Jun 21 2009, 05:13 AM
Hey, sometimes even I have to check which default AI type is which. That's why it's been written down.

I think that HUDs should be left to scripting since every HUD is unique.
AwesomeMan
Jun 22 2009, 10:06 PM
So, I have another question. It's probably a dumb one, and so I'll probably feel stupid for asking it after calling people out on stupid questions, but anyways...
I have some guards patrolling a hallway. I've set up their AI so that at this point in time, if you get within their range while they're following the path I've created for them, they'll attack you. However, I want them to move towards the player once the player is within their line of sight. So, how do I set up the event so that the move route is changed when the player is visible?
Blizzard
Jun 23 2009, 01:02 AM
It's not a stupid question. Currently enemies with a fixed move route don't change their route no matter what. I was going to add it later so they would leave their route, attack their enemies and the return.
AwesomeMan
Jun 23 2009, 09:01 AM
Oh, okay. Um, you said, "I was going to"...does that mean you are no longer going to add it at all, or just have that plan stalled until you're done with your other projects?
Blizzard
Jun 23 2009, 01:58 PM
I wanted to add it much earlier, but other things always had priority in Blizz-ABS so I haven't added it yet. I will definitely add it somewhere later when I find the time, though.
AwesomeMan
Jun 23 2009, 06:01 PM
Okay, cool. Keep up the good work =]
AwesomeMan
Jun 23 2009, 09:34 PM
Sorry for the double post, but I have another question =P.
How would I configure the script so that I could have a battler graphic pop up whenever that character deals damage on the player? What I mean is, in much the same way that the text from the damage quickly fades into view then disappears, at the same time could I have a semi- transparent battler graphic of the specific enemy the player is fighting quickly fade into view then disappear with each hit?
Blizzard
Jun 24 2009, 08:57 AM
You want sprites on hit? That's already planned. Just like several other features, this one didn't have such a high priority so I haven't implemented it yet.
RPGManiac3030
Jun 24 2009, 09:55 AM
This may have been answered before, but how do I make an arrow to appear on screen when I shoot it? Is there a specific name for the graphic?
AwesomeMan
Jun 24 2009, 11:28 AM
QUOTE (Blizzard @ Jun 24 2009, 09:57 AM)

You want sprites on hit? That's already planned. Just like several other features, this one didn't have such a high priority so I haven't implemented it yet.
Really? Woot woot lol, it's like this abs is going to be centered around my game lol.
Blizzard
Jun 24 2009, 03:00 PM
QUOTE (RPGManiac3030 @ Jun 24 2009, 07:55 PM)

This may have been answered before, but how do I make an arrow to appear on screen when I shoot it? Is there a specific name for the graphic?
Read the manual.
Rotz
Jul 3 2009, 06:49 PM
Sorry if this has been answered already, but I don't believe it has. Is there anyway of disabling the AI Setup/Trigger menus so that the player is not able to choose from them? Thanks in advance.
Blizzard
Jul 4 2009, 04:56 AM
Read a few pages back. I remember posting how to remove those menu commands.
Rotz
Jul 4 2009, 02:58 PM
Excellent, I found it thanks. I searched through the first 10 pages but I didn't feel like scouring the last 27

Anyway thanks for the help and the awesome battle system, keep up the good work.
Stillios5
Jul 8 2009, 01:53 PM
Hi
i downloaded and it look awesome
but i dont fully understand the manual because im Dutch
can someone explain me the main stuff i need to know??
sorry for the stupid qeustion but i hope someone can help me
Blizzard
Jul 9 2009, 01:21 AM
It's all in the manual. I have explained it there so I don't have to explain it over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over. I can't explain it any better.
Stillios5
Jul 9 2009, 08:20 AM
But can you maybe add some examples ??
Blizzard
Jul 9 2009, 08:47 AM
There's an entire example game. And not just one. There are several example games out there (two of which I made myself).
Stillios5
Jul 9 2009, 01:31 PM
Can you maybe give a link to a game with the same Abs system??
Blizzard
Jul 9 2009, 11:53 PM
All links can be found in the official Blizz-ABS topic at my forum:
http://forum.chaos-project.com/index.php?topic=106.0
Stillios5
Jul 10 2009, 02:24 AM
ok thank you
Axerax
Jul 14 2009, 02:40 PM
Hello Blizz.
Currently I am trying to do a simple Press Space key to activate a conditional branch, however It doesn't seem to work. I think Blizz ABS overwrites the default game-pad keys. I was wondering what I can do to get this to start through a call event to check if ANY key was being pressed to activate this conditional branch. Any help is appreciated!!
EDIT: As well I could also use this for the UP, DOWN, and ENTER key.
Blizzard
Jul 15 2009, 03:21 AM
*points to 3.2.4. in the manual*
MiwaFox
Jul 16 2009, 01:47 PM
I downloaded the most recent (At least it was the most recent when I last checked >_>) Blizz ABS update and for some reason my characters won't attack anymore.
I currently don't have them using action animations while testing but they just don't seem to be attacking?
Or has the attack been updated and I've simply got to re-read the updated manual? > >;; (On a side note, I have the attack set to the 'A' key)
Blizzard
Jul 18 2009, 02:43 AM
You probably just replaced the configuration script with a fresh one.
Axerax
Jul 23 2009, 06:41 PM
How do you remove the damage display all together I don't want to see how much I hit enemies for on the screen nor see how much they hit me for.
Blizzard
Jul 23 2009, 11:25 PM
Part 2, line 4000 should be this one:
CODE
def request_damage_sprite(char, damage = nil)
Just put "return" (without the double quotes) below it and that's it.
Axerax
Jul 24 2009, 11:48 AM
Much appreciated, it works great! Thanks again for your help

EDIT: Just out of curiousity, why did you never add a "Multi-Drop" portion to the script, most ABS games enemies drop more than 1 thing, like gold and an item or two, sometimes rare items.
You could do something like this:

I forgot to add the percentage of the drops next to it.
But they would probably display like
Comment:
[001]: Potion 55%
[026]: Pouch 20%
[120]: Stamina Potion 79%
Shoot you could even add this to the config if you wanted to get it even more clean. Just an idea I had since I haven't seen anything for this.
Blizzard
Jul 26 2009, 10:52 AM
*points to Tons of Add-ons' Multi-Drop*
EDIT: Ah, crap. Looks like I forgot to update the first post here when I released v2.55 about a month ago. >.< *updates*
RPGManiac3030
Jul 26 2009, 11:51 AM
How do I make allies like guards?
Let me guess, "Manual"?

Oh, and if this hasn't been mentioned before, Is there a way to make the name of the dropped item appear? I, and mabye players, might not know what the item is until they go into the menu.
Axerax
Jul 26 2009, 01:55 PM
To answer your questions, yes check the manual, that one is pretty clear for the allies, since they are set up similar to enemies.
As for displaying your loot, that's something that is better suited for a custom HUD. I've seen it done before, where the words fade-in from the bottom of the display list scroll up and fade out at the top of the display list.
Blizzard
Jul 26 2009, 11:29 PM
Actually I was going to make a plugin that displays a information window. Each time you get EXP, gold, a level, an item, etc. it would display it in the corner. But I ultimately abandoned that idea because I am going to make it work over the RMXP help window on the map. xD It will look a lot like the one from Secret of Mana.
Axerax
Jul 28 2009, 09:35 AM
Ah that's a pretty nifty idea. I've played a few Mana games, they usually do a pop and scroll sorta deal right?
Blizzard
Jul 29 2009, 04:34 AM
v2.56 is up. This time I didn't forget to post it here. ._.;
MagnusTheMad
Jul 29 2009, 05:29 PM
Thank you so much for fixing the enemy transform bug. I use it to do some smoke and mirrors in certain areas (random enemy generation, for example). It pretty much had my whole game broken, but it works once more.
Much appreciated.
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