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again with a question...

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Super TownieGreat TownieTownie
Joined: 23 May 2010
again with a question...

ok the blizz ABS ... idk how to get the animations going ... i heard that it comes with a program to help you make them but the only things in the folder is the scripts, the help, the configuration program, and two other things that go with the config ... i cant go any further on my games until i figure this out so please help... Lips are Sealed

KILLS: 10-----CRITICAL: 1-----DEATHS: 0

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Townie
Joined: 26 Nov 2006

So what exactly is your problem? "get the animations going" What exactly does that mean?

I thought abs used the charsets that come with the event. or do you mean the attack/special effects stuff? (The cool effects)

Cause your being a little vague Sticking Out Tongue

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Super TownieGreat TownieTownie
Joined: 23 May 2010

sorry haha i mean like the attack defend and special effects ... like for example link in the legend of zelda swings his sword when attacking instead of standing still but doing damage ...

KILLS: 10-----CRITICAL: 1-----DEATHS: 0

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Townie
Joined: 26 Nov 2006
punk_Blood @ Jul 5 2010, 04:56 PM wrote:

sorry haha i mean like the attack defend and special effects ... like for example link in the legend of zelda swings his sword when attacking instead of standing still but doing damage ...

Does ABS even do that stuff? (sorry once again, not to familiar with abs, only saw it once in the past)

cause that stuff sounds like some pretty hard scripting. I mean if it's just using a set of charsets it might be easy (might)

But using a swing animation with a basic charset?...not so much.

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Super TownieGreat TownieTownie
Joined: 23 May 2010

it would be custom charsets for it and i saw it done before i just dont know how to do it ... maybe if i can do like a conditional branch for if c button is pressed change graphic type thing but idk ... so i kinda need help here lol

KILLS: 10-----CRITICAL: 1-----DEATHS: 0

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Super TownieGreat TownieTownie
Joined: 23 May 2010

kind of like this but obviously not as crappy ... and having it work lol:P

KILLS: 10-----CRITICAL: 1-----DEATHS: 0

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Mega TownieSuper TownieGreat TownieTownie
Joined: 15 Jan 2010

Have you read the guide that comes with Blizz-abs?
Might be a good idea to at least read the part about weopons and what not.

Spoiler: Highlight to view
3.2. Blizz-ABS Weapons
Blizz-ABS supports an enhanced weapon system which allows you to create various types of weapons and even define their range. In the Blizz-ABS module exists a class called Weapons which has various configuration methods included.
3.2.1. Type
In this method you can define which type your weapons will be. The options you have are:
sword / axe / claws / unarmed / etc. (damages in close front)
spear / lance (damages only in front)
flail (distant weapon, does not damage close enemies, front)
boomerang (returning projectile weapon, front)
bow and arrow / gun / shuriken (non-returning projectile, NO consumption)
bow and arrow / gun (non-returning projectile, consumes AMMUNITION)
shuriken (non-returning projectile, consumes ITSELF)
For your own convenience, it is better not to let two actors use the same consumable weapon, since if one uses all the weapons up, the other one won't be able to use them as well. If no weapon is left in inventory, the character will un-equip his weapon and use it. Note that if you create ammunition-consuming weapons, you have to set up the items' spritesets (see Blizz-ABS Items for more information). If no target was hit, the item/consumable weapon will drop and turn into a Dropped Object event which can be picked up again.
3.2.2. Projectile Speed
When using types that include a projectile, this option can be used to change the projectile's normal speed.
3.2.3. Range
This setting serves as database for weapon ranges. All ranges are measured in map squares from the center of the attacking square. Any decimal value WILL have its effect if pixel movement is being used.

If you use weapon type 1, the range will be calculated as following:

The red square represents the character, the green square his quantized affection radius, the blue marked area represents the real affection radius. In this example a range (yellow) of 1.5 was used. The range is taken always from the center of the current character. Note how parts of the left and right squares are no affected if a Pixel Movement Rate of 1 is being used.

The range calculation of type 2 is very simple. All enemies within range in front of the character will be attacked. Note how the right squares are not affected if a Pixel Movement Rate of 1 is being used.

The range calculation of type 3 is a little bit more complicated. The first half of the range will be skipped as flails can't attack close enemies. The rest will be attacked as usual. A range of 4 was used in this example. Note how the most right squares are not affected if a Pixel Movement Rate of 1 is being used.

The range calculation of type 4, 5, 6 and 7 is identical to 1. The only differences are that a returning projectile (type 4) will attempt to return to the character that used it after it has reached the position of its maximum range and that the other types will only damage the first enemy they encounter. Ranges are limited to the screen size; any projectile that goes out of the screen will be removed instantly. You cannot shoot through enemies or any tile with a terrain tag from Wall Terrain Tags. Only returning projectiles can hit more than one enemy. Any enemies on the way back of a returning projectile will be attacked as well. The spritesets for non-consuming, self-consuming and returning projectile weapons need to be named projectile_weapon_ID where ID is the weapon's database ID without leading zeros. Spritesets are auto-animated all the time.

example:
Weapon ID 5 - projectile_weapon_5.png
Weapon ID 7 - projectile_weapon_7.png
3.2.4. Penalty
Defines the time that needs to pass after a weapon has been used before the actor can move and act again. Works independently from Charge Times.
3.2.5. Animation Frames
This configuration setting allows you to use a custom number and time of spriteframe animations. Each element defines the number of frames how long one spriteframe of the spriteset should be displayed. The number of spriteframe times defined here also defines the dimensions of your spriteset.

example:
4, 2, 3, 6, 2, 2

This example would display the first spriteframe for 4 frames, the second for 2 frames, the third for 4 frames, the fourth for 6 frames, the fifth for 2 frames and the sixth for 2 frames. RMXP's default number of spriteframes is 4 while in this example it would use 6 spriteframe to play the entire animation. Keep in mind that the frame animation will be forced to be played until the end which means that changing this setting will limit the minimum Penalty Time to the sum of all frame times. In the example above it would be 19 for the given weapon.
3.2.6. Charge Type
Defines charge types and times. There are three charge types.
Freeze on Charge
Move on Charge
Trigger after Charge
Freeze on Charge freezes the battler's actions and movement until the weapon has been charged up. Move on Charge freezes only the battler's actions. As soon as the weapon has been charges up, the attack will be executed. Trigger after Charge freezes only the battler's actions as well, but the weapon has to used manually after if was charged up. The charge times can be defined if a charge type has been defined as well.
3.2.7. Charge Animation Frames
Same as Animation Frames but displayed during charging.
3.2.8. Consumable Ammunition Items
Allows weapons to consume items to work. The item has to be assigned hot item for the weapon to work. One weapon can consume different items, in this case the weapon will only consume the item that the player has currently hotkeyed. If there are no more items left, the attack will fail. If the weapon can't consume the hotkeyed item, the attack will fail. Allies' items for usage can be set up directly by changing the party leader and setting it up or over the AI menu. The spritesets for the item projectile need to be named projectile_item_ID where ID is the item's database ID without leading zeros. Spritesets are auto-animated all the time.

example:
Item ID 7 - projectile_item_7.png
Item ID 68 - projectile_item_68.png

When an enemy gets hit by an item projectile fired by an item-consuming weapon, the item effect will be applied on the target as well. This way it is possible to create weapons with no power and make the ammunition carry the power effects. Note that items don't consider actor attributes in damage calculation.

No eventing necasary

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Super TownieGreat TownieTownie
Joined: 23 May 2010

okay seriously thank you!!!! Laugh Laugh Laugh Laugh this wasnt in the help section of mine ... i think someone deleted it Undecided cuz i pulled it off of a game

KILLS: 10-----CRITICAL: 1-----DEATHS: 0

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Mega TownieSuper TownieGreat TownieTownie
Joined: 15 Jan 2010

Really!?!
I'll upload the whole manual if you want me to...
Here

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Super TownieGreat TownieTownie
Joined: 23 May 2010

cool thanks haha Laugh now i can start on my game again

KILLS: 10-----CRITICAL: 1-----DEATHS: 0

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Mega TownieSuper TownieGreat TownieTownie
Joined: 15 Jan 2010

lol, your welcome! Laugh

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