소개
이 스크립트를 사용하여 귀하의 게임을하실 수있습니다지도에서 전투를 수행합니다. 상업적인 게임에 대한 예제 애비는 배변에 대한 전설이있다 (다양한 닌텐도 콘솔), 비밀) (snes), 디아블로 2 (컴퓨터), 등등 활성 전투 시스템은 실제 - 시간을 의미합니다지도에서 전투합니다.
이 색상은 다양한 고급 기능을 사용하여 우수한 품질의 게임을 만들 수있습니다 도와 줄와가와가 매우 유연하게 사용하기 쉽습니다.
참고 :이 애비는 매우 강력한 도구에 불과합니다. 그것은 당신의 게임을하게 당신에게 달려 굉장이 도구를 사용합니다.
또한 색상은 더할 나위없이 좋다 참고로이 작업이 당초의 모든 기능을 구현합니다.
기능
* 직접 키보드 입력 (재정 정상적인 rmxp 컨트롤 필요한 경우)
* 지능형 푸드 시스템을
- 지도자 현재 상태를 표시
- 단축키 지정 디스플레이
- minimap / 전체지도
- 사라져요 아웃 있도록 아래에 표시됩니다 플레이어의 경우 플레이어 산책 그의 문자를 볼 수있습니다
* 옵션 8 - 방법 운동
* 옵션 픽셀의 움직임을
* 옵션 강화 운동 (실행하고, 몰래, 점프)
* 사용자 정의 컨트롤을
* 50 개 이상의 옵션 및 설정을 사용자 정의 및 지원
* 적을 드롭 아이템 (그들이 떨어질 수있다는 금)
* 색상은 전 - 메뉴 (호환 대부분의 scene_menu cms - 스페인)
- 기술 / 항목 지정 메뉴 단축키
* 매우 개발한 스프 라이트 처리 시스템
- 애니메이션 sprites에 대한 공격 / 방어 / 기술 / 항목
- 각 무기에 대한 옵션을 설정 sprites
- 각각의 능력에 대한 옵션을 설정 sprites 캐스팅
- sprites에 대한 무기 / 기술 / 항목 / 적을 던진
- 하락 품목에 대한 아이콘을 보여줍니다
* 특수 무기 / 기술 / 항목 / 적을 설정
- 정의 무기 종류 같은 칼, 0, flails, 다양한 무기, 등등
- 정의 기술 / 항목 유형 같은 빔 기술 / 항목을 추적 샷 솜씨 / 항목 등
- 어떤 기술 / 항목 수있습니다에 영향을 폭발
- 설정할 무기 / 기술 / 항목의 범위
- 설정할 적을 공격 유형, 범위, 등등
* 내장된 애벌레
* 지능형 원수 :
- 볼 수 없어이 온다면 당신의 후면에서
- 무슨 "듣기"당신 닫기 또는 뭔가를하고있는 경우에는 (예 : 공격, 등등)
- 가장 최근의 위치를 기억 밖으로 당신을 잃을 만약 그들이 당신을 추적하는 광경을 시도해
-에 의해 정의되는 타일을 통해 볼 수없습니다 "벽",하지만 그들을 통해들을 수있는
- 그들은 벽에 돌아 다니면서 그들의 방법을 찾을 필요하다면, 그들의 목표를
- 매우 개발한 전투 처리를 (예 : 공격을 피하고, 물러 등)
- battlers 배워 자신들의 행동을 관찰, 치료 부상 동맹, 전화에 대한 도움말 등
- 간단하게 사용할 수있는 대부분의 위험하고, 대부분의 개발 rmxp 색상은 아날로그 입력 (전용)
* 아주 간단한 방법을지도에 적을 만들기
* 상태를 제어 :
- 당신의 상태를 볼지도에서 이루어지는 효과
* 다른 색상은 이전보다 낮은 지연
- 가장 강력하고 대부분의 효율적인 이벤트 - 안티 - 지연 시스템을 사용할 수있습니다 : "blizz - abseal"
- 지능형 적을 아날로그 입력 업데이트 및 처리 (적 "생각"필요한 경우에만)
- 지능형 두건의 재생 컨트롤러를
- 빠른 방법의 이벤트 설정을 인식
- 옵션 지능형 로딩 시스템을 passability
- 비트맵을 그리기 속도 증대를위한 사전 - 캐싱
- lagless 적을 건강을 바
- 스프 라이트 스프 라이트가 필요하지 않은 경우에는 처분
스크립트 파일
샘플 게임
Blizz-ABS
Author: Blizzard
Verson: 1.95
Posted: November 22, 2007
Updated: March 01, 2008
Description
Introduction
Using this script in your game will allow you to carry out battles on the map. Examples on commercial games for an ABS are The Legend of Zelda (various Nintendo consoles), Secret of Mana (SNES), Diablo 2 (PC), etc. Active Battle System also means real-time battle on the map.
This ABS has a many advanced features to help you and allow you creating high quality games, is easy to use and is very flexible.
Note that this ABS is merely a very powerful tool. It is up to you to make your game awesome using this tool.
Also Note that this ABS has as good as all the features implemented that were originally planned.
Features- leader status display
- direct keyboard input (overrides normal RMXP controls if necessary)
- intelligent HUD system
- hotkey assignment display
- minimap / fullscreen map
- fades out displays if player walks under them so the player can see his character
- skill/item hotkey assignment menu
- optional 8-way movement
- optional pixel movement
- optional enhanced movement (running, sneaking, jumping)
- customizable controls
- more than 50 options and settings for customization and support
- enemies drop items (they can even drop gold)
- ABS Pre-Menu (compatible with most Scene_Menu CMS-es)
- animation sprites for attack/defend/skill/item
- very developed sprite handling system
- optionally set up sprites for each weapon
- optionally set up casting sprites for each skill
- sprites for weapon/skill/item/enemy projectiles
- shows icons for dropped items
- define weapon types like swords, lances, flails, ranged weapons, etc.
- special weapon/skill/item/enemy setups
- define skill/item types like beam skill/item, homing shot skill/item, etc.
- any skill/item can explode on impact
- set up weapon/skill/item ranges
- set up enemy attack type, range, etc.
- can't see you if you are coming from the back
- built in caterpillar
- intelligent enemies:
- can "hear" you if you are close or doing something (like attack, etc.)
- remember your most recent position if they lose you out of sight and try to track you
- can't see through tiles defined by you as "walls", but they can hear through
- they go around walls if necessary and find their way to their target
- very developed battle handling (like avoiding attacks, backing off, etc.)
- observe battlers and learn from their actions, heal wounded allies, call for help, etc.
- simply the most dangerous and most developed RMXP ABS AI available (exclusively)
- see your status effect take place on the map
- very easy method to create an enemy on the map
- status control:
- the most powerful and most efficient Event-Anti-Lag System available: “Blizz-ABSEAL”
- less lag than other ABS before
- intelligent enemy AI update and handling (enemies “think” only when necessary)
- intelligent HUD refresh controller
- fast method of event settings recognition
- optional intelligent passability loading system
- bitmap pre-caching for increased drawing speed
- lagless enemy health bars
- sprite disposal if a sprite isn’t needed
Images
Download
blizz-abs_1.95.zip (956 KB) Latest Version!
This package contains the script, manual and the configuration utility.blizz-abs_1.89.zip
This package contains the script and the manual.blizz-abs_1.8.zip
This package contains the script and the manual.blizz-abs_1.73.zip
This package contains the script and the manual.blizz-abs_1.72.zip
This package contains the script and the manual.blizz-abs_1.71.zip
This package contains the script and the manual.
Demo
Chronicles of Sir Lag-A-Lot.zip (4.92 MB)
This demo game uses about 80% of the features of this script to demostrate what you can do with it if you are ready to put some serious effort into your game. It does not have allies in battle and does not use the snake-caterpillar boss AI for the final boss yet. Those features might be available in future versions.
This game was NOT compiled and encrypted. You are free to use any resources, but be sure to give appropriate credit. The greatest part of the graphic files was done by me. Since there are graphically edited files by me as well, don't credit me as maker, you can credit me as editor.
This game does not use the default configuration of Blizz-ABS, so don't copy the script from the script editor, use the script provided in a separate text file. The game controls are default, RMXP's controls are being overriden.
This game mainly serves for demonstration of the Blizz-ABS, so if you wonder "Why does this enemy shoot that? How can I make that in my game as well", your best bet is to read the manual and to check out how the configuration was set up. I have additionally added comments on my configuration, you will recognize them by a double ## instead of a single #.
Instructions
Inside the script in the first comment.
If you don't have Microsoft Word and don't want to install it, you can download a Word Viewer here which will allow you to open the manual file:
Word Viewer Download
Blizz-ABS Config requires Microsoft .NET Framework 2.0 to be installed! If you don't have it installed, you can download it from here:
Microsoft .NET Framework 2.0 Download
Notes
Compatibility
80% compatible with SDK 1.x. 50% compatible with SDK 2.x. Compatible with any CMS. Mostly is not compatible with any battle add-ons for the normal turn based battle system. WILL corrupt your old save games. Incompatible with the RGSS100J.dll. This script goes below any other script that modifies the Sprite_Character class.
Blizz-ABS Config requires Microsoft .NET Framework 2.0 to be installed.
Credits and Thanks
- Blizzard
Author's Notes
Please download the User Manual and read it to learn how to use Blizz-ABS. If you don't read the Manual, you will not be able to use many of the great features this ABS supports.
Version History
1.95 (March 01, 2008)
- 1. Blizz-ABS is now to be used as 3-parted script to separate configuration settings and functional code. Insert part 2 and 3 directly below part 1 and the system should work without problems. Part 1 is for configurations only while the other parts are the actual code. This Blizz-ABS version will corrupt savegames that used an older version!
- 2. Now you don’t have to set up the configuration like in a usual script. Blizz-ABS comes with a special application that makes configuration easier than ever before. It will generate the configuration script after you are done.
- 3. Improved manual a lot and separated the documentation on how to set up the configuration manually from the actual manual. Now the manual only explains the options and settings.
- 4. Fixed crash bug when using the observation attribute.
- 5. Fixed bug where enemies wouldn’t observe correctly.
- 6. Fixed bug where player wouldn’t apply movement speed determined by a forced movement event command.
- 7. Fixed bug where enemies wouldn’t change the spriteset..
- 8. Fixed bug regarding target selection when using skills and/or items.
- 9. Fixed bug where hotkeying skills/items on the usage keys would fail if the HUD was turned invisible.
- 10. Fixed bug where using an item would cause a crash due to the global observer trying to update data.
- 11. Fixed bug where an enemy would not correctly try to track down the player when he’s out of sight and stop moving and acting at all.
- 12. Fixed bug where enemies that have no skills would never attack if using the action attribute.
- 13. Fixed bug where enemies wouldn’t move if operated by the “Set Move Route” event command.
- 14. Fixed bug where only one enemy’s code would be executed if two or more enemies died at the same time.
- 15. Fixed bug where certain enemies sometimes would stop acting because they were targeting a dead target.
- 16. Fixed a memory leak with the player’s force movement commands.
- 17. Fixed glitch where the health bar of invisible enemies would still be visible.
- 18. Fixed glitch where enemies would move strangely if a Pixel Movement Rate higher than 0 was used when evading attacks until getting ready.
- 19. Fixed glitch where animations on characters would be at wrong positions sometimes.
- 20. Fixed glitch where remaining skill count wouldn’t be refreshed when resetting the hotkeys and then hotkeying the same skill as before.
- 21. Fixed glitch where dropped item events would stop blinking when leaving the map scene and returning afterwards.
- 22. Grouped configurations settings.
- 23. Every setting involving terrain tags now supports use of more than one terrain tag.
- 24. Added “Allow Jump Terrain Tags” option.
- 25. Added “Match Health Bar Width” option.
- 26. Added “AI Memory Count” option.
- 27. Added Respawn Point feature and added “3.1.5. Create a Respawn Point” in the manual.
- 28. Added possibility to create lifeless objects that can be destroyed and added “3.1.5. Create a lifeless Object” in the manual.
- 29. Added Respawn Point feature and added “3.1.6. Create a Respawn Point” in the manual.
- 30. Added possibility to retrieve dropped item events using returning projectile weapons (i.e. get a dropped item with a boomerang closer).
- 31. Added possibility to block enemy movement by adding \m in their name.
- 32. Added possibility to make enemies immortal block by adding \i in their name.
- 33. Added possibility to turn on/off running, sneaking and jumping in-game.
- 34. Added possibility to turn on/off caterpillar in-game.
- 35. Added possibility to create events that act like dropped Items and added “3.2.8. Dropped Item-like Events” in the manual.
- 36. Added status effect control and configuration and added “3.2.9. Status Effects” in the manual.
- 37. Added battleflow controlling commands (such as transform enemy, set enemy HP/SP, etc.) and added “3.2.10. Battleflow Controls” in the manual..
- 38. Added default beam animation and possibility to use beam sprites.
- 39. Added defensive attribute ability to evade non-homing projectiles; now enemies will attempt to avoid projectiles if the defensive attribute is being used.
- 40. Added an enhancement to the leader attribute; now when a leader is ready to attack, he can override the AI Memory Count of his allies and even synchronize the target(s) in order to assist him in the attack.
- 41. Improved the way controls work. Now more keys can be set up.
- 42. Improved the way enemies perceive their environment.
- 43. Improved the way enemies track down battlers who were lost out of sight.
- 44. Improved the way the destruction engine emulator works.
- 45. Enemies that have the “Escape” action now might run away. If the action attribute is being used together with the observe attribute, the enemy will evaluate his chances and run away if his enemies are evaluated as too strong.
- 46. More stable than ever.
Sources
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