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

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Started by Pheonix KageDesu 883 posts Page 28 of 45 View original ↗
  1. In the future, I want to give up support for MV Versions below 1.6, as in terms of writing code, versions below 1.6 and 1.6 have differences. Writing code and testing on both versions requires additional time. I created a poll to find out which version you're using.

    Small video about huge performance update in future build
    Spoiler
  2. Wow,Interesting for new performance !

    I used 1.6.1 version an already voted.
  3. love this plugin :D
  4. Uncaught ReferenceError: PLATFORM is not defined
    at Alpha_ABS.js:7
    at Alpha_ABS.js:154

    how to settings folider Alpha ABS Libs ?
  5. TenTranVN said:
    Uncaught ReferenceError: PLATFORM is not defined
    at Alpha_ABS.js:7
    at Alpha_ABS.js:154

    how to settings folider Alpha ABS Libs ?

    SRC folder is the plugin source code, it's not working with RPG Maker MV

    Alpha ABS plugin .js file you can download from https://github.com/KageDesu/Alpha-ABS/releases

    Build 944 will be public and available for download soon.
  6. cedr777 said:
    The misaligning might be caused by RPGMaker MV's default animation sheet dimensions, the size for a single animation cell picture is limited by the editor to 192x192. You can solve alignment issues somewhat by scaling and batch shifting the animation frames but this will not always work because you cannot go beyond Y=-312 on the editor.

    Ok, will try that solution for now.

    Pheonix KageDesu said:
    Can you make some video?

    I will try but my laptop is slow. Will do upload when I have the time.

    I hope ai will improve soon! Thanks!

    Edit: After some test I think about trying turning off all the plugins except this(like I did in your atbs) and seems the animations looks fine now. sorry did not think about that. the top left or bottom left offset doesn't show anymore.

    but the misaligning when making custom xy positions still does but I think I can manage to make some steady-simple animations because I download the animations in the resources section. And it's not really a problem for me so I think it's pretty much solved for me.
  7. Hello, need help trying to make the plugin parameter <repeatDelay:X> to work...
    It's supposed to insert an X delay in milliseconds between hits yes?
    In my case it's the skill "Lightning Strike" and "Saturn Thunder" which is set to have repeat: 3 and repeat: 5 respectively along with <repeatDelay:30>, also made sure that the skill i'm using has repeat: x and have it on <repeatDelay:30>, but I just can't seem to make it work :frown: I am using RPGMV 1.6.1 btw.

    and here's a video of my plugin manager along with other screens that might help...

    Very nice addon feature for the multi hitting skill/items btw.
  8. thanks for new update plugin.

    Now I think this is bug.

    When follower enter to first abs map, OK working fine but if follower continue to another abs maps will not follow player and not attack too.

    upload_2018-9-14_12-8-58.png
  9. Hi again, I updated the plugin and when I started the game the UI was all gone even if the tag <ABS> on the map.
    And I think it's on my side because it doesn't throw this error sometimes. I tried to

    - Restart
    - Removed all plugins and save
    - Removed and replaced the plugin.js
    - Replaced the rpg js files and etc but no avail


    It doesn't work but the game will run fine even if I turn on all the plugin or make a new project with only this.

    SC.png
  10. @Mizuchi

    From where you downloaded the plugin on Github.
    Required MV 1.6.1 and above
  11. I'm using 1.6.1
    and I downloaded the latest plugin from here(see screenshot)

    I tried to dl again from there but still the same.

    SC.png
  12. Mizuchi said:
    I tried to dl again from there but still the same.

    I don't have idea why is happening to you if you using 1.6.1.
    I can suggest delete lines in code. From 7456 to 7460 included. It's not affect to the plugin working.

    cedr777 said:
    In my case it's the skill "Lightning Strike" and "Saturn Thunder" which is set to have repeat: 3 and repeat: 5 respectively along with <repeatDelay:30>, also made sure that the skill i'm using has repeat: x and have it on <repeatDelay:30>, but I just can't seem to make it work :frown: I am using RPGMV 1.6.1 btw.

    Maybe 30 is too fast? 120 is default, 1000 = 1 second.

    keizz said:
    When follower enter to first abs map, OK working fine but if follower continue to another abs maps will not follow player and not attack too.

    Yes, it's bug, thanks.
  13. Ok so I removed them.
    But another occurs with the same error with another line of code. Removed them until it works now.

    But since I don't know what would happen I just wanna post here the line.

    11062
    11099
    11104 (It has a few lines inside and removed all of them)

    I hope I won't break anything by removing them. Thank you.
  14. Pheonix KageDesu said:
    Maybe 30 is too fast? 120 is default, 1000 = 1 second.
    yes, thank you very much it worked. nicely done, here is the result.



    edit: Suggestion

    Alright, some of you are probably noticed "Why the cockroach doesn't turn back to normal sprite and stays frozen?", it is because the game needs a proposed plugin parameter<cEonEnd: X> for this to happen. In my case whenever the enemy gets frozen, with <cEonStart: 2> added to the enemy notetag, it will add the "Frozen state" to the enemy. What this does is call common event 002 to change the target events self switch to self switch E to "on." and when it is on the enemy changes it's sprite to Frozen sprite whenever it get's afflicted with the frozen state.

    If we had <cEonEnd: 2> that would remove the Frozen state whenever the state expires OR gets removed(important), I could revert the sprite back to the Cockroach sprite by simply turning off the self switch E for that event.

    If the basic editor self switch A B C D, is not enough in the case of wanting more than 4 states, we could probably use Yanfly's advanced self switches to get more self switches but I haven't tried it yet. So... that's my proposed; "Advanced state animations" for this game, there are probably many more ways it work but so far that's what I've thought out.
    Also, sorry it took a month to propose this, was busy with other things...
  15. Spells Panel custom image not work.
  16. Error loading file saved with YEP_SaveCore plugin.
  17. I have another bug to report, the teamId system does not work correctly if you use NoActive on another enemy.

    For example, I am creating a system to invoke an NPC to help me in battle, when I use ABS activate, the NPC appears, but does not attack the enemy with different teamId, the enemy on the other hand attacks it normally.

    If you have not understood, I can record a short video showing the problem.

    I would like to take advantage of and make a request, if possible, add a parameter in the plugin, so we can control the width of the notification of found items, I have items with big names that are compressed at the current width.

    Currently I have to do this in code, but every time I update the plugin, I have to redo it again.

    Thanks for the work, the plugin is getting amazing.

    EDIT: I've also tried using the YEP_EventSpawner plugin to call an enemy event with different teamId, this time none of the enemies fight each other, even with different teamId.
  18. Thanks for bugs reporting, it's really help me make plugin better.

    Some bugs been fixed in private build 946 (for public will be available in October)
    https://github.com/KageDesu/Alpha-ABS/blob/master/Changelog.md

    Others bugs i will fix in future builds.

    cropots said:
    I would like to take advantage of and make a request, if possible, add a parameter in the plugin, so we can control the width of the notification of found items, I have items with big names that are compressed at the current width.
    Ok, i will do it.
  19. Can anyone give me a tip on how to make a boss that always spawn 3 minions that re-spawn a few seconds after they've been killed...