Alpha ABS (MV) [New cool DEMO, build 1242]

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Started by Pheonix KageDesu 883 posts Page 25 of 45 View original ↗
  1. I'm currently trying version 1.2 build 800.

    I've found issue with setting items into the skill bar, version 1.1 works fine, but will not set in version 1.2

    EDIT: the issue also seems to effect skills, however you can give skill via script call or database on the weapon/armor
  2. What if we could not move to another map, would we be stuck in that map permanently?
  3. How to set up enemies to attack enemies?
    I do not see the tutorial in the .tdf ( 800 tutorial )
  4. any news :D
  5. Hi, your plugin works great!
    Hovewer, when i start a new game, i can use both skills from both classes that earn the skill at lv. 1
    Any fix for this?
  6. Black Mamba said:
    any news :D
    Almost done next build. RPG Maker 1.5.1 support added. Continue work on bug fixes...

    TenTranVN said:
    How to set up enemies to attack enemies?
    See "ABS settings for Enemies" in manual, parameter <teamId>

    keizz said:
    Can I setting for machine gun ?
    Yes
  7. Hi Phoenix, your plugin is amazing, I've been trying it out for a few weeks now. it's been great

    can I suggest a feature which will enhance it further?

    Is it possible to have multi hitting spells, and attacks?
    the Repeat: X in skills seems to be an override for the range of the skill.
    but I would like it if there was a way we could make multi hitting spells.
  8. Update! New build 901
    • fixed bug: game crush after load ABS map with enemy in revive state
    • fixed bug: some items and skills are not installed in the slots from menu
    • added support MV 1.5.1 and above
    • new plugin parameter: Auto Hide for the Spell panel. If false, spell panel will always be visible, even when there is no single skill
    • many small changes and fixes
    This build based on new Core scripts. In this regard, many changes have been made. The most interesting of them:

    • Now all standard image files are built into the code. Folder img\ABS is no longer needed. Only .js file.
    • Settings.js file also no longer needed. All the plugin parameters in plugin .js file
    • New controls key binding system (more compatible with other plugins)
    • Some parts of the plugin have been moved into the another .js files (extensions). They can be optionally connected with the plugin (below main plugin file)
    https://github.com/KageDesu/Alpha-ABS

    cedr777 said:
    Is it possible to have multi hitting spells, and attacks?
    Interesting, maybe later i'll work on it

    escervo said:
    Hovewer, when i start a new game, i can use both skills from both classes that earn the skill at lv. 1
    Any fix for this?

    Will be later, sorry, forgot to include this fix in the build
  9. Hi @Pheonix KageDesu !

    First of all, thank you so much for making this great plugin, is by far the ABS that fits my needs the most.
    From the last update, i really love the new party system, but i found a few problems with it:

    - Allies don't attack sometimes, or use abilities. they made one attack and stop in front of the enemy.
    - I can't heal (habilities or items) or revive allies on battle, there's no way to target allies with spells.
    - Now that we have party, there's a possibility of making the change party events work on ABS maps? that would be awesome to make summons.
    - As the friend said earlier, a multi-hit spell would be sick.
    - Is there a way to make enemies/allies try to stay far for the target? it seems they only do for 1 square, is tere a way to make them stay way from like, 3, 4 squares? (nice for archers/mages enemies/allies).

    The rest of the functions was never better, the compatibility with others plugins is working fine for what I need, thank you so much for the constant updates, this ABS is very close to complete when it comes to the basic features you need for a full game.

    Anything you need, please let me know.
    Thanks~
  10. TypeError: filename.split is not a function
  11. TenTranVN said:
    TypeError: filename.split is not a function
    Turn OFF (or delete) "Alpha_ABS_settings.js" - it's deprecated and used only with 800.
  12. Pheonix KageDesu said:
    Turn OFF (or delete) "Alpha_ABS_settings.js" - it's deprecated and used only with 800.

    I deleted already, my project only has buidld 901
  13. Hello, can the system set up an ability to give more than one consecutive hit in skill?
  14. I'm sorry Phoenix but this latest Alpha_ABS_build_901 broke a few things for me.

    1.) there is a bug with the ABS param: <escapeOnBattle: Z> when it's set to 1 the enemy won't attack you and will just keep it's distance 1 tile away from you. I liked the <escapeOnBattle: 1> parameter because it made it look like the enemy looked as if they were "kiting" the player which added realism to the game which I liked very much.

    2.) "Now all standard image files are built into the code. Folder img\ABS is no longer needed. Only .js file." I cried when I read this as I have already made a few custom images of the RadiusSelect.png and Target.png (because the Target.png wasn't aligning properly with the monster sprite)

    But I am glad you fixed the bug where some items and skills are not installed in the slots from menu. thank you for that.

    Until the issues above Have been resolved, I'm afraid I have to stick with the 208 build for developing our game =(

    BTW I have sent you a video for problem #1 and #2 on your email.

    Thanks again for developing this awesome plugin, you're revolutionizing the MV engine by doing this! XD

    Edit: Can I also request another feature while you're at it?

    -Is it possible to make the <speed:X> affect the enemy as well? I can make skills that stop their movement completely but it seems that <speed:X> doesn't affect them. maybe because their movement is linked to the event that the <ABS:X> param is set too.

    I wan't to create a spell that can slow their movespeed down.

    -is it possible to make the player damage color Red while the enemy damage is in color White, to better distinguish them in battle? things can get pretty chaotic when there are mobs attacking you, the player would be able to better understand the damage that he/she is taking while being ganged up by multiple monsters.

    Edit:
    LeonardoVeloso said:
    Hello, can the system set up an ability to give more than one consecutive hit in skill?

    I asked for this feature too a few days ago, it's the multi hitting spells, and attacks.

    ex: Ragnarok Online(an old school RPG), Magician Skill: "Fire Bolt" hit's the enemy 10 times. (and no, it's not OP as the damage is bundled in one but hits 10 times!)

    https://irowiki.org/wiki/Fire_Bolt

    really want this plzzzz XD, so I can make a Magician class after I am done with Swordsman.
  15. Hello

    thanks for great plugin , I want to know how can I setting for machine gun and reload time with sound while reloading Ex.shotgun ?
  16. @cedr777 , please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.



    I've merged your post this time. In the future, if you want to add something, please use the 'Edit' button. Thank you.
  17. Found a bug with Alpha_ABS.js Version 1.1 (21.10.2016)
    Any skill that you make with notetag <ABS:2> “Circle”, The player is forced to approach the target before casting, plus you cannot cast the skill as the game will tell you; "can't use while moving"
    This bug is not present in the demo build. This bug is also present in the newer builds up to Alpha_ABS_build_901.
    Here is a video demonstrating the bug:

    EDIT: using RPG Maker MV 1.6.1
    EDIT2: I figured it out, it seems the plugin was conflicting with another plugin: "Yami_8DIR.js", a heads up to those who are using this plugin together with Alpha_ABS just disable it as the two are not compatible at some point of the game.
  18. Can I report some bugs here ?

    I used version 1.1 , I think I found some bug , when player move far away from enemy until their lost of seen "Enemy will return to old spot where player found it"

    So can I post some video in here ?
  19. keizz said:
    Can I report some bugs here ?

    I used version 1.1 , I think I found some bug , when player move far away from enemy until their lost of seen "Enemy will return to old spot where player found it"

    So can I post some video in here ?
    It's not a bug, that is what <returnRadius : X> is for.
    If you don't want them returning, set it to a large number like 100.

    keizz said:
    Like this ? if yes not working bro, the enemy still return into last spot , if not please advice me.
    <returnRadius : 100>
  20. Like this ? if yes not working bro, the enemy still return into last spot , if not please advice me.