LOGIN
SEARCH
PROFILE
keys: ↑ ↓
LOGOUT
INDEX
MEMBERS
keys: ↑ ↓
HOME
PORTAL
PLAY ALONG
PLAY with WORDS
PLAY with GRAPHICS
PLAY with SOUNDS
PLAY with CODES
PLAY with PROJECTS
keys: ← →
Guest Access
Register:
Members:



View previous topic View next topic Go down Message [Page 1 of 1]

EVENTALIST
EVENTALIST
#1 WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
[You must be registered and logged in to see this image.]
WABS
Version: Beta 1.6
Author: Mr Wiggles
Date: 9/19/15

Version History



  • Version B1.6 = 9/19/15 - enemy graphic bugs patched, cleaned up ABS modules, fixed spawners and respawn timers, added mouse control to party command menu.
  • Version B1.5 = 9/18/15 - bug fixes, character class overhaul.
  • Version B1.4 = 3/25/14 - bug fixes, 'one sheet' animation script started.
  • Version B1.3 = 12/17/13 - Bug fixes, notice a frame improvement, moving more scripts into more organized fashion.
  • Version B1.0 = 12/12/13 - Bug fixes, moved into beta, HUGE reorganization of the ABS scripts to make it easier for others to study.
  • Version A0.91 = 11/21/13 - Bug patches, Debugger pack! Lots of tools to help find bugs and fixem. Smile
  • Version A0.89 = 7/11/13 - Initial Alpha Release date
  • Version A0.8 = 7/3/13 - Initial Inform date


Planned Future Versions

  • Version 2.0 = Completed (but will be renamed 1.0 after Beta hits 2.0, renaming to help prevent confusion later. This is still in the makings.)


Description


The goal of this ABS is simple, make a user friendly, over the top Shooting system kit for the everyday RMXP game creator. Also in heart and giving back to the community by combining my drive to help teach code and learn more myself in the process, will try to make it a learning experience in some way. I just hope you remember those who gave you the inspiration to learn something new.

Given thanks to those who inspired me, Modern Algebra, Blizzard, Moghunter, Albert fish, and Gameface.

Features
Current Status on Features listed.

  • Weapon in game configure GUI that is instant. (F6 key) Meaning when in game you can edit weapon projectile properties and see instant results while debugging!
  • Squad based in game configurable ally system
    -Auto Targeting shooting, no grid locking.
    -Chat/Interact with fellow squad mates.
    -Shoot a friendly and he'll change teams on you!
  • Unique space saving character animations
    -All character sheet animations are on one convenient file!
  • Starter Graphics: 'Needed'
    - Please assist if you can! Very Happy
    - Using HK sprite style, template by Showkaiser.[You must be registered and logged in to see this link.]
    - It is planed to use the spite sheet style used in this program. [You must be registered and logged in to see this link.]
  • Simple Enemy configuration, spawners, and item events
    -Per map spawn eventing. Make enemies auto populate the map, or have them swarm on a trigger or after a certian time!
    -Still supports RMXP default battle system!
    -Advanced settings conveniently placed right where you want em! (in the enemy event)
    -Loot the dead! Enemy events when on death pages are interactive with the player still.
  • Advanced in game adjustable keyboard/mouse Input Module
    -Problem with controls? Not anymore let the player configure them, their way!


Screenshots
Spoiler:

[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]

Instructions
Because of its advanced nature it is strongly advised that you build off of the WABS RTP kit. The kit includes the default configuration inside of a clean "bare bones" RMXP project file.

script
The script is incredibly large, you can find the script in the included download.

Download: [You must be registered and logged in to see this link.], 20mb sorry for large size RTP database is included.

Support


Post questions, comments, concerns, suggestions here in this thread.

Known Compatibility Issues
Due to all the over lapping edits down the the base RTP scripts. Chances are it wont work with any other ABS system. It might work with any system that writes over the default RMXP battle system tho. So give it a try.

Other than that, there are none that i know of.

Bug Report:

None yet, get out there and find some for me. Smile:p

Restrictions
By using this system you agree to the terms and conditions of the Creative [You must be registered and logged in to see this link.], A copy of this license is included in the WABS download.
Also you have to follow the ([You must be registered and logged in to see this link.]) as well.
EVENTALIST
Show Signature
EVENTALIST
EVENTALIST
EVENTALIST
#2 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
Looking for assistance in creating a Bad Ass demo show casing the features it has to offer. Please PM me with any questions as to completing this task.

Tanks! :3
EVENTALIST
Show Signature
EVENTALIST
Administrator
Administrator
#3 Re: WABS - A Shooting System
Loading

G@MeF@Ce

avatar
Administrator
Administrator
Administrator
profile
@wiggles - whatever I can do to help, you know I'm down with WABS ^,^

here's an icon/logo concept:

[You must be registered and logged in to see this image.]
Administrator
Show Signature


Hey Guest, check out my demos!
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]




G101's theme colors
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this link.]

[You must be registered and logged in to see this image.]


shhh.... [You must be registered and logged in to see this link.]



[You must be registered and logged in to see this link.]
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr http://www.youtube.com/user/MrGameface101?feature=watch
EVENTALIST
EVENTALIST
#4 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
I like it! Smile Thanks for your support game face.
EVENTALIST
Show Signature
EVENTALIST
Active Member
Active Member
#5 Re: WABS - A Shooting System
Loading

LiTTleDRAgo

avatar
Active Member
Active Member
Active Member
profile
question :

are player must configure all the enemy in the enemy event itself?
(configuring all every event in the project looks like hell if the project have 100++ maps)

it looks like a promising project
Active Member
Show Signature
Active Member
http://littledrago.blogspot.com
EVENTALIST
EVENTALIST
#6 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
No there is a base config tied to enemy id. So really all you need is the 'WABS' comment flag, and 'ID ' comment; everything else is taken care of. The enemy even uses a death switch, default "d" so that you can loot the bodies threw event commands. The reason why all the configuration settings are tagged threw both events and script is gives choices and per event scripting. So you can make enemies of the same type just slightly altered in means of weapon, sight, team, and hearing values to make things tougher or easier.

Also don't forget there is always copy/paste so you really only need to make the enemy once. And spawned enemies are duplicates of the spawner configiered event base clone.

And yea i do see your point, in the long run of people using the ABS they very well could make changes to an enemy to better balance their game/ story what ever it may be. And it would be annoying that if i had to make a change that it require me to make edits to all the enemy events. But that would go with any system that requires prior setting up for work with the default RTP database not just ABS's.
EVENTALIST
Show Signature
EVENTALIST
EVENTALIST
EVENTALIST
#7 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
Alpha 0.89 has been uploaded for anyone that wants to play with the ABS before Version 1.0
EVENTALIST
Show Signature
EVENTALIST
Active Member
Active Member
#8 Re: WABS - A Shooting System
Loading

LiTTleDRAgo

avatar
Active Member
Active Member
Active Member
profile
Bug report?

bug report:
[You must be registered and logged in to see this image.]

[You must be registered and logged in to see this image.]

also a suggestion

suggestion:
instead for inserting comment one by one

[You must be registered and logged in to see this image.]

could you make it like this?

[You must be registered and logged in to see this image.]
Active Member
Show Signature
Active Member
http://littledrago.blogspot.com
EVENTALIST
EVENTALIST
#9 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile

  • Thanks, i didn't test the default battle system with the new input module.
  • Oh, i see it now, the in message window choice options dont work with mouse.
  • Party members follow if dead, not glitch.
  • Yea has something to do with the @attacker variable in the WABS Enemy module
  • They arn't suppose to, they have a configurable fly distance in the module, and accuracy percentage flags as well.
  • Yea they are basic defined to read pre chased pass ability tags, if you cant walk over it bullets can't either. Going to fix with terrain flag.
  • Yes i'm aware of this as well, the bullets are hitting the events before the hit box of the enemy.
  • As long as the frame rate is above 60 i doubt players will notice. Also... [You must be registered and logged in to see this link.] - But i see the potential memory leak, looking into it.


*Remember this is still in the alpha state and is still in heavy development, Check the Bug report prior to posting about one.

I like your suggestion, :)Clean up some of the configuration.
EVENTALIST
Show Signature
EVENTALIST
Active Member
Active Member
#10 Re: WABS - A Shooting System
Loading

LiTTleDRAgo

avatar
Active Member
Active Member
Active Member
profile
- Party members follow if dead, not glitch.

it's just look weird, imagine corpse floating around following you

- Yea has something to do with the @attacker variable in the WABS Enemy module

how about you give a panic state (ex : enemy will move around like crazy), if someone shooting at you of course you will panic aren't you?
Active Member
Show Signature
Active Member
http://littledrago.blogspot.com
EVENTALIST
EVENTALIST
#11 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
Panic state sounds nice, and yea your not the only one that says it looks odd.

And my thought behind the party members following you is that they are dead true, but still in your party. And instead of simply disappearing and then reappearing out of no where when revived kinda just dragged around.

Gameface and i have thought about the idea of the corpses staying where they died and you'd have to go back and revive them with an item instead.

And @attacker variable is used for party members and just generic AI. But adding a state on top of it for panic will require some tuning of the AI definitions, and i'll tell ya they where confusing to put into place writing from scratch. :p
EVENTALIST
Show Signature
EVENTALIST
EVENTALIST
EVENTALIST
#12 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
Still working on this Wink at version 0.91 fixing up lil snippets and adding advanced debugging tools for developers looking to use the system in there games.
EVENTALIST
Show Signature
EVENTALIST
Administrator
Administrator
#13 Re: WABS - A Shooting System
Loading

G@MeF@Ce

avatar
Administrator
Administrator
Administrator
profile
heck'yeah! should you have a need for any original resources... lemme know +
Administrator
Show Signature


Hey Guest, check out my demos!
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]




G101's theme colors
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this link.]

[You must be registered and logged in to see this image.]


shhh.... [You must be registered and logged in to see this link.]



[You must be registered and logged in to see this link.]
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr http://www.youtube.com/user/MrGameface101?feature=watch
||||||||||
||||||||||
#14 Re: WABS - A Shooting System
Loading

supercow

avatar
||||||||||
||||||||||
profile
yeah if you have need for some resource to be made give me a pm

i seem to recall this, and not quite remember it at the same time, i hate my memory
||||||||||
Show Signature
||||||||||
EVENTALIST
EVENTALIST
#15 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
Updated! :DLooking for demo mates, super cow, gameface, or any one else interested, was wondering if would like to help in a tutorial game to showcase and help people use the features. Was thinking a military boot camp and your a recruit learning the basics of war and at the end thrown into the battle field in a mini game wave attack. anyone interested in the system contact me. Smile Wait a tick, we could just finish grave walker :p
EVENTALIST
Show Signature
EVENTALIST
EVENTALIST
EVENTALIST
#16 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
Bump for updattes! Very Happy moved all the modules into their respective classes and will begin the move into a more stable system. Beta has now arrived.
EVENTALIST
Show Signature
EVENTALIST
||||||||||
||||||||||
#17 Re: WABS - A Shooting System
Loading

supercow

avatar
||||||||||
||||||||||
profile
nice , although i dont really understand about scripting, but its great you made progress ;D
||||||||||
Show Signature
||||||||||
EVENTALIST
EVENTALIST
#18 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
Sowing the system together into a more uniformed layout easy to read. progress done today 1.2 Will up load when more has been done.
EVENTALIST
Show Signature
EVENTALIST
EVENTALIST
EVENTALIST
#19 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
Updated original post, fixed being attacked after death, fixed member swapped to no-one after game event command party change, fixed projectile old command over write error. Overall more organized system.

Enjoy tinkering! Smile

*back to work....
EVENTALIST
Show Signature
EVENTALIST
Active Member
Active Member
#20 Re: WABS - A Shooting System
Loading

LiTTleDRAgo

avatar
Active Member
Active Member
Active Member
profile
bug report

[You must be registered and logged in to see this link.] [You must be registered and logged in to see this link.]

opinion

- the enemy response is absurdly slow
- at the map 003:Feild (50 x 50), the grass tile is not passable, player can't leave the road, is that intended?
- 20MB filesize is just too large

also

Game_Enemy fix:

Code:
#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
#  This class handles enemies. It's used within the Game_Troop class
#  ($game_troop).
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     troop_id     : troop ID
  #     member_index : troop member index
  # name chamged but sript un-altered.
  #--------------------------------------------------------------------------
  def initialize(troop_id, member_index)
    super()
    @troop_id = troop_id
    @member_index = member_index
    troop = $data_troops[@troop_id]
    @enemy_id = troop.members[@member_index].enemy_id
    enemy = $data_enemies[@enemy_id]
    @battler_name = enemy.battler_name
    @battler_hue = enemy.battler_hue
    @hp = maxhp
    @sp = maxsp
    @hidden = troop.members[@member_index].hidden
    @immortal = troop.members[@member_index].immortal
  end
  alias_method :initialize_rtp_origonal_ene, :initialize
  #--------------------------------------------------------------------------
  # * Get Enemy ID
  #--------------------------------------------------------------------------
  def id
    return @enemy_id
  end
  #--------------------------------------------------------------------------
  # * Get Index
  #--------------------------------------------------------------------------
  def index
    return @member_index
  end
  #--------------------------------------------------------------------------
  # * Get Name
  #--------------------------------------------------------------------------
  def name
    return $data_enemies[@enemy_id].name
  end
  #--------------------------------------------------------------------------
  # * Get Basic Maximum HP
  #--------------------------------------------------------------------------
  def base_maxhp
    return $data_enemies[@enemy_id].maxhp
  end
  #--------------------------------------------------------------------------
  # * Get Basic Maximum SP
  #--------------------------------------------------------------------------
  def base_maxsp
    return $data_enemies[@enemy_id].maxsp
  end
  #--------------------------------------------------------------------------
  # * Get Basic Strength
  #--------------------------------------------------------------------------
  def base_str
    return $data_enemies[@enemy_id].str
  end
  #--------------------------------------------------------------------------
  # * Get Basic Dexterity
  #--------------------------------------------------------------------------
  def base_dex
    return $data_enemies[@enemy_id].dex
  end
  #--------------------------------------------------------------------------
  # * Get Basic Agility
  #--------------------------------------------------------------------------
  def base_agi
    return $data_enemies[@enemy_id].agi
  end
  #--------------------------------------------------------------------------
  # * Get Basic Intelligence
  #--------------------------------------------------------------------------
  def base_int
    return $data_enemies[@enemy_id].int
  end
  #--------------------------------------------------------------------------
  # * Get Basic Attack Power
  #--------------------------------------------------------------------------
  def base_atk
    return $data_enemies[@enemy_id].atk
  end
  #--------------------------------------------------------------------------
  # * Get Basic Physical Defense
  #--------------------------------------------------------------------------
  def base_pdef
    return $data_enemies[@enemy_id].pdef
  end
  #--------------------------------------------------------------------------
  # * Get Basic Magic Defense
  #--------------------------------------------------------------------------
  def base_mdef
    return $data_enemies[@enemy_id].mdef
  end
  #--------------------------------------------------------------------------
  # * Get Basic Evasion
  #--------------------------------------------------------------------------
  def base_eva
    return $data_enemies[@enemy_id].eva
  end
  #--------------------------------------------------------------------------
  # * Get Offensive Animation ID for Normal Attack
  #--------------------------------------------------------------------------
  def animation1_id
    return $data_enemies[@enemy_id].animation1_id
  end
  #--------------------------------------------------------------------------
  # * Get Target Animation ID for Normal Attack
  #--------------------------------------------------------------------------
  def animation2_id
    return $data_enemies[@enemy_id].animation2_id
  end
  #--------------------------------------------------------------------------
  # * Get Element Revision Value
  #     element_id : Element ID
  #--------------------------------------------------------------------------
  def element_rate(element_id)
    # Get a numerical value corresponding to element effectiveness
    table = [0,200,150,100,50,0,-100]
    result = table[$data_enemies[@enemy_id].element_ranks[element_id]]
    # If protected by state, this element is reduced by half
    for i in @states
      if $data_states[i].guard_element_set.include?(element_id)
        result /= 2
      end
    end
    # End Method
    return result
  end
  #--------------------------------------------------------------------------
  # * Get State Effectiveness
  #--------------------------------------------------------------------------
  def state_ranks
    return $data_enemies[@enemy_id].state_ranks
  end
  #--------------------------------------------------------------------------
  # * Determine State Guard
  #     state_id : state ID
  #--------------------------------------------------------------------------
  def state_guard?(state_id)
    return false
  end
  #--------------------------------------------------------------------------
  # * Get Normal Attack Element
  #--------------------------------------------------------------------------
  def element_set
    return []
  end
  #--------------------------------------------------------------------------
  # * Get Normal Attack State Change (+)
  #--------------------------------------------------------------------------
  def plus_state_set
    return []
  end
  #--------------------------------------------------------------------------
  # * Get Normal Attack State Change (-)
  #--------------------------------------------------------------------------
  def minus_state_set
    return []
  end
  #--------------------------------------------------------------------------
  # * Aquire Actions
  #--------------------------------------------------------------------------
  def actions
    return $data_enemies[@enemy_id].actions
  end
  #--------------------------------------------------------------------------
  # * Get EXP
  #--------------------------------------------------------------------------
  def exp
    return $data_enemies[@enemy_id].exp
  end
  #--------------------------------------------------------------------------
  # * Get Gold
  #--------------------------------------------------------------------------
  def gold
    return $data_enemies[@enemy_id].gold
  end
  #--------------------------------------------------------------------------
  # * Get Item ID
  #--------------------------------------------------------------------------
  def item_id
    return $data_enemies[@enemy_id].item_id
  end
  #--------------------------------------------------------------------------
  # * Get Weapon ID
  #--------------------------------------------------------------------------
  def weapon_id
    return $data_enemies[@enemy_id].weapon_id
  end
  #--------------------------------------------------------------------------
  # * Get Armor ID
  #--------------------------------------------------------------------------
  def armor_id
    return $data_enemies[@enemy_id].armor_id
  end
  #--------------------------------------------------------------------------
  # * Get Treasure Appearance Probability
  #--------------------------------------------------------------------------
  def treasure_prob
    return $data_enemies[@enemy_id].treasure_prob
  end
  #--------------------------------------------------------------------------
  # * Get Battle Screen X-Coordinate
  #--------------------------------------------------------------------------
  def screen_x
    return $data_troops[@troop_id].members[@member_index].x
  end
  #--------------------------------------------------------------------------
  # * Get Battle Screen Y-Coordinate
  #--------------------------------------------------------------------------
  def screen_y
    return $data_troops[@troop_id].members[@member_index].y
  end
  #--------------------------------------------------------------------------
  # * Get Battle Screen Z-Coordinate
  #--------------------------------------------------------------------------
  def screen_z
    return screen_y
  end
  #--------------------------------------------------------------------------
  # * Escape
  #--------------------------------------------------------------------------
  def escape
    # Set hidden flag
    @hidden = true
    # Clear current action
    self.current_action.clear
  end
  #--------------------------------------------------------------------------
  # * Transform
  #     enemy_id : ID of enemy to be transformed
  #--------------------------------------------------------------------------
  def transform(enemy_id)
    # Change enemy ID
    @enemy_id = enemy_id
    # Change battler graphics
    @battler_name = $data_enemies[@enemy_id].battler_name
    @battler_hue = $data_enemies[@enemy_id].battler_hue
    # Remake action
    make_action
  end
  #--------------------------------------------------------------------------
  # * Make Action
  #--------------------------------------------------------------------------
  def make_action
    # Clear current action
    self.current_action.clear
    # If unable to move
    unless self.movable?
      # End Method
      return
    end
    # Extract current effective actions
    available_actions = []
    rating_max = 0
    for action in self.actions
      # Confirm turn conditions
      n = $game_temp.battle_turn
      a = action.condition_turn_a
      b = action.condition_turn_b
      if (b == 0 and n != a) or
         (b > 0 and (n < 1 or n < a or n % b != a % b))
        next
      end
      # Confirm HP conditions
      if self.hp * 100.0 / self.maxhp > action.condition_hp
        next
      end
      # Confirm level conditions
      if $game_party.max_level < action.condition_level
        next
      end
      # Confirm switch conditions
      switch_id = action.condition_switch_id
      if switch_id > 0 and $game_switches[switch_id] == false
        next
      end
      # Add this action to applicable conditions
      available_actions.push(action)
      if action.rating > rating_max
        rating_max = action.rating
      end
    end
    # Calculate total with max rating value at 3 (exclude 0 or less)
    ratings_total = 0
    for action in available_actions
      if action.rating > rating_max - 3
        ratings_total += action.rating - (rating_max - 3)
      end
    end
    # If ratings total isn't 0
    if ratings_total > 0
      # Create random numbers
      value = rand(ratings_total)
      # Set things that correspond to created random numbers as current action
      for action in available_actions
        if action.rating > rating_max - 3
          if value < action.rating - (rating_max - 3)
            self.current_action.kind = action.kind
            self.current_action.basic = action.basic
            self.current_action.skill_id = action.skill_id
            self.current_action.decide_random_target_for_enemy
            return
          else
            value -= action.rating - (rating_max - 3)
          end
        end
      end
    end
  end
#end
#==============================================================================


#--------------------------------------------------------------------------
# Script by: Mr Wiggles
#==============================================================================
#class Game_Enemy < Game_Battler
  attr_accessor :respawn, :type, :weapon, :sight, :hear, :atkspeed, :team
  #--------------------------------------------------------------------------
  def initialize(troop_id, member_index, *args)
    unless (abs = args[0]).is_a?(Array)
     return initialize_rtp_origonal_ene(troop_id, member_index)
   end
    args.size == 8 && abs = args
   @enemy_id = abs[0]
    if abs[1] == 0 # no weapon? make fists...
     @weapon = ABS_Weapon.new(animation2_id)
      @weapon.name = "Fistacuffs"
      @weapon.type = 0
      @weapon.mash_time = WaitTime.hsec
      @weapon.max_dist = 1
    else
      @weapon = $data_absweps.include_wep?(abs[1])
    end
    @respawn  = abs[2]
    @type     = abs[3]
    @team     = abs[4]
    @sight    = abs[5]
    @hear     = abs[6]
    @atkspeed = abs[7]
    super()
    @hp = maxhp
    @sp = maxsp
  end
end
Active Member
Show Signature
Active Member
http://littledrago.blogspot.com
EVENTALIST
EVENTALIST
#21 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
*sigh... i typed a failry long response talking about all the issues with the system, im too lazy to retype them. safari crashed...

Thanks for your input lil drago, hopefully you like the system, there is never a time when your not learning how to code. I've been working on this for a lil over a year and still never seems to get much farther, to be honest maybe its just not my thing.

But the fun thing about code is that, just that its fun. It gives me a place to escape and write and create. hopefully people like the system when its all said and done but thats up to the user. From alpha to beta there have been some major changes in the script data base and a cast moving of scripts to new places.

I'm slowly reaching the point of retireing, i wanna say giving up but retirement sounds better. I dont script nearly like i use to and perhaps thats just because my life around me is changing and perhaps i need to change with it as well.

This script has just became open source, anyone reading this, go on jump into it and start making your own changes i could give a dairy air about it. I gave up my game making days a long time ago, there is far more work in it then i had ever to hope. The copy right doesnt mean jack, its just there to give people thought before they go off claiming the system as their own. There are what? 10 years of RMXP material now? So many of the scripts seem to just be clones anyways, and once you get the ruby syntax down there really isnt much more then that. Less you run into the win32api and do calls to OS system for input and misc. window and sound options.

Who ever decides to pick it up, all i can say is i hope you have fun with the learning experance, enjoy your self. And yea i mean it, this system is as done as it will ever get. i feel like its at the point where if some one wants to learn they would simply pick it up and decompile the code and quite easily learn how it was put together.

Also i will end on this note, it was not anything you said lil drago. I've simply been thinking this for some time now, i just been caught up on how i would even go about retirement. Other then this, I'm done.. lol

You guys have fun learning, inspiring and teaching. I just wanna hang back for a while and continue learning python. Smile
EVENTALIST
Show Signature
EVENTALIST
EVENTALIST
EVENTALIST
#22 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
version 1.4 released.
EVENTALIST
Show Signature
EVENTALIST
Administrator
Administrator
#23 Re: WABS - A Shooting System
Loading

G@MeF@Ce

avatar
Administrator
Administrator
Administrator
profile
 Twisted Evil heck yeah

quick link re-added +

can't wait to try this out tonight!
Administrator
Show Signature


Hey Guest, check out my demos!
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]




G101's theme colors
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this link.]

[You must be registered and logged in to see this image.]


shhh.... [You must be registered and logged in to see this link.]



[You must be registered and logged in to see this link.]
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr http://www.youtube.com/user/MrGameface101?feature=watch
EVENTALIST
EVENTALIST
#24 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
Look what else i found, [You must be registered and logged in to see this link.], the RTS project i started a few years back.
EVENTALIST
Show Signature
EVENTALIST
Administrator
Administrator
#25 Re: WABS - A Shooting System
Loading

G@MeF@Ce

avatar
Administrator
Administrator
Administrator
profile
mr_wiggles wrote:Look what else i found, [You must be registered and logged in to see this link.], the RTS project i started a few years back.

F'YAH! start a new topic for that?
dude I'm so making resources for your engines +

@WABSb1.4 - first of all ~ amazing progress!
the shooting of the shooting system has got to be the best one I've seen for RMXP +

the ally system is so b@d@$$, my eyes went @.@ when I kept shooting the guy at the bar!

as for the certain events with move routes cancelling when player is on same X/Y... could this be caused by 'not returning' certain code when event.x/y = player.x/y?
Administrator
Show Signature


Hey Guest, check out my demos!
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]




G101's theme colors
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this link.]

[You must be registered and logged in to see this image.]


shhh.... [You must be registered and logged in to see this link.]



[You must be registered and logged in to see this link.]
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr http://www.youtube.com/user/MrGameface101?feature=watch
EVENTALIST
EVENTALIST
#26 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
It was a lil bug in the code i found it and fixed it in that demo already. And thanks glad you like it. Taking it slow and steady with the engine, but it still is a project that hopefully is organized in a way that future script writing enthusiasts can understand some of the code and learn from it like i have writing it.
EVENTALIST
Show Signature
EVENTALIST
ACTIVATED
ACTIVATED
#27 Re: WABS - A Shooting System
Loading

SpriteZilla

avatar
ACTIVATED
ACTIVATED
ACTIVATED
profile
It may just be my pc but, I tried to open that link (the Wabs beta demo) above and it went to a blank page in Opera, Chrome, and Firefox... Any tips?
ACTIVATED
Show Signature
ACTIVATED
EVENTALIST
EVENTALIST
#28 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
Disable ad blocker its an adfly link, brought to you by mediafire.
EVENTALIST
Show Signature
EVENTALIST
EVENTALIST
EVENTALIST
#29 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
Minor fixes to control menu and projectile tile collision.
EVENTALIST
Show Signature
EVENTALIST
Administrator
Administrator
#30 Re: WABS - A Shooting System
Loading

G@MeF@Ce

avatar
Administrator
Administrator
Administrator
profile
always good to see updates on WABS +++


Administrator
Show Signature


Hey Guest, check out my demos!
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]




G101's theme colors
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this link.]

[You must be registered and logged in to see this image.]


shhh.... [You must be registered and logged in to see this link.]



[You must be registered and logged in to see this link.]
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr http://www.youtube.com/user/MrGameface101?feature=watch
||||||||||
||||||||||
#31 Re: WABS - A Shooting System
Loading

supercow

avatar
||||||||||
||||||||||
profile
nice, its awesome to see this keep continued
||||||||||
Show Signature
||||||||||
EVENTALIST
EVENTALIST
#32 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
Latest stable release has been posted, enjoy.
EVENTALIST
Show Signature
EVENTALIST
EVENTALIST
EVENTALIST
#33 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
Version 1.6 has been released! Changed some of the features listed in the first post as well.
EVENTALIST
Show Signature
EVENTALIST
EVENTALIST
EVENTALIST
#34 Re: WABS - A Shooting System
Loading

mr_wiggles

avatar
EVENTALIST
 EVENTALIST
EVENTALIST
profile
Started working on the implementing the new graphic sheets. It is working currently but i would like to find a way for teh code to disect the graphic and beable to borrow the legs when running and walking. And to show those legs under the body that is aiming with a gun. That way when your running/walking it will pull a gun out and look decent.

A lot of pixel related alignments and the graphics will have to be lined up properly so that there wont be any jittering. But again the ABS/Character gen will put it all on one character sheet and do all the work. All you'll have to do is pick some clothes and make the graphic. Then have a weapon that calls the animation ID for the attack position.

In the character gen project, there is a gimp file that has layers for the graphics. This will show the catigories that are color coded red, they show the sections of the character sheet. When i finish implementing the character sheet style i will post another update.
EVENTALIST
Show Signature
EVENTALIST

Sponsored content

profile

View previous topic View next topic Back to top Message [Page 1 of 1]

 

Chatbox system disabled
Personal messaging disabled