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

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Started by Pheonix KageDesu 883 posts Page 29 of 45 View original ↗
  1. cedr777 said:
    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...
    I guess you could set a common event with a switch (also use the plugin command ABS spawn [Id] [x] [y] in the event body) on the minion that spawns one a few seconds later after the minion is killed.

    (make sure to erase the dead event after, so as to not keep repeating )

    Then once Boss is killed set the switch off....
  2. Hi,

    So I haven't opened my game that uses alpha abs in a while, but it has always worked fine up until now. For some reason in my game, the HUD just doesn't show up and enemies don't attack, even when I am sure all the proper enemy and map notetags are in place. But no errors are showing up.
    So, I tried to run the Alpha ABS demo to see what happens, and an error shows up after the start screen that reads : "ReferenceError SDK is not defined".

    Any idea how I might go about fixing this?
  3. AceofSpades said:
    Hi,
    Any idea how I might go about fixing this?

    Hi, what version of RPG Maker MV you using?
    Maybe problem in plugin settings. Try delete plugin from Plugin manager, save project, and then add plugin to Plugin Manager again.



    New Build 950 feature - firearms system, video about it:
    Video

    Full changelog: https://github.com/KageDesu/Alpha-ABS/blob/master/Changelog.md
  4. Items drop, can be visible in the ground, like diablo series
  5. Pheonix KageDesu said:
    Hi, what version of RPG Maker MV you using?
    Maybe problem in plugin settings. Try delete plugin from Plugin manager, save project, and then add plugin to Plugin Manager again.
    The version is 1.5.2. I tried removing, saving and readding the plugin, but still nothing.
    (I did also try downloading the build 944 but I was unsure exactly which of the js files should be added as plugins)
  6. Hello all,
    I was wondering if it was possible to have custom animations play during battle like when the character attacks it would use a custom sprite sheet, same for casting or using item and so forth. Thank you for any help:)
  7. Woah, the firearm system is a game changer. Looks like I'm back to work. Thanks.
  8. I think I found some bugs in Build 950 *Edit more bug*

    1.When player is in ABS Map and then press Reload, Player can press R repeat all time.
    1.1 Ammo not refill if player press R for continue repeat
    1.2 Reload time will always reset to 0 when press R continue repeat.
    2.When player not in ABS Map,Player can press R for reload ammo any time and can refill ammo perfectly.(UI not show but can refill ammo anytime)

    - Edit More Bug Report -

    3.Follower not show when enter ABS map but showed in normal map.(If setting up "Start Transparent" in system page)

    4.Sometimes when player go to another ABS maps,All remain ammo in firearm weapon will be 0 ,although player will reload before change maps.

    If you want video I can record for you

    I love your script!
  9. Hello, any date scheduled for next update?
  10. Does this play nice with Khas advanced lighting plugin? You mention the Terrax lighting system in the OP. I was hoping you would add something like you did in build 950 with firearms, and have held off till now. I was working on my own, but this would be much better to use. Thanks for all the hard work Pheonix!
  11. Thank you for your hard work ! I will report some bug with I found in private Build 955.

    1.When player change another ABS map,The ammo will be 0 ,Player need to always reload.
    2.So the ammo will reload to max,But player can still press R to reload them again.
    3.When follower died will not disappear.
    4.From bug No.3 When follower died and player change to another ABS map,the follower will be appear in last transfer point.
    5.Always be lagging or blink effect when player or follower or many enemy are all in the same row.
    6.When enemy seen player and into attack,sometimes the follower can't attack enemy and enemy can't attack player too (follower block that way to attack).

    If you want video I can record for you.

    I love your script, Keep up the great work.
  12. we expect the next update by will be more than on mobile device
    1. Increase the size of controls on the interface
    2. Optimize and shrinking the maximum for Android devices
  13. I seem to have an issue with enemies no longer being aggressive or active once they return to their spawn point, or lose sight of player. They can be attacked, and killed without threatening the player.
  14. Hello again!

    Sorry, I only realized today that <cEonEnd: X> was implemented in the previous builds.
    here is my testrun on it.

    video:


    As you guys can see it works by running a common event (turn on/off self yanfly Self switch)when the frozen state is removed or has expired. In my case what it does is simply turns on/off for the event to do so. thus changing the sprite.

    my only problem is that whenever multiple enemies get frozen and then gets unfrozen, the other currently frozen monsters get released from the frozen state as well (without getting hit by a spell/attack)

    I am clueless why, and I don't know but the problem might be on my side so I can't report this as a bug yet...

    All the plugin parameters and editor setting are in the video if anyone can help...

    This is a really nifty feature that I wanted for a while now.

    edit: btw the self switches are from Yanfly's Self Switches so that it's not limited by the editors A B C D self switches.

    If needed, I can send a complete copy of our game project files to Phoenix.
  15. cedr777 said:
    Hello again!

    Sorry, I only realized today that <cEonEnd: X> was implemented in the previous builds.
    here is my testrun on it.

    video:


    As you guys can see it works by running a common event (turn on/off self yanfly Self switch)when the frozen state is removed or has expired. In my case what it does is simply turns on/off for the event to do so. thus changing the sprite.

    my only problem is that whenever multiple enemies get frozen and then gets unfrozen, the other currently frozen monsters get released from the frozen state as well (without getting hit by a spell/attack)

    I am clueless why, and I don't know but the problem might be on my side so I can't report this as a bug yet...

    All the plugin parameters and editor setting are in the video if anyone can help...

    This is a really nifty feature that I wanted for a while now.

    edit: btw the self switches are from Yanfly's Self Switches so that it's not limited by the editors A B C D self switches.

    If needed, I can send a complete copy of our game project files to Phoenix.

    Think that's a function on how the common event is run ( the process will rn for all events that are currently being affected ), not sure if there is a way around it.
  16. Black Mamba said:
    Items drop, can be visible in the ground, like diablo series

    It's interesting but it not core feature, i will make it only if i have enough free time.

    aston00 said:
    Hello all,
    I was wondering if it was possible to have custom animations play during battle like when the character attacks it would use a custom sprite sheet, same for casting or using item and so forth. Thank you for any help:)

    Wait for build 965

    cropots said:
    Hello, any date scheduled for next update?

    I think, maybe on next week, but in this month is definitely.

    MaGicBush said:
    Does this play nice with Khas advanced lighting plugin?

    I have not tried with Khas lighting plugin. Terrax lighting supported and works fine.

    keizz said:
    Thank you for your hard work ! I will report some bug with I found in private Build 955.

    Thanks, something i fix in build 965. It will be helpful if you create a video about party members bugs.

    TenTranVN said:
    we expect the next update by will be more than on mobile device
    1. Increase the size of controls on the interface
    2. Optimize and shrinking the maximum for Android devices

    In near future Alpha ABS UI will be updated, and it will support different sizes. Optimization i not guarantee, because i not works especially with mobile devices.

    Mojo907 said:
    I seem to have an issue with enemies no longer being aggressive or active once they return to their spawn point, or lose sight of player. They can be attacked, and killed without threatening the player.

    Thanks, i fix this in build 965.

  17. I add some video please watch for me, this is bug right ? sorry for interupt sound in video.



    Your plugin is great I love it.
  18. keizz said:
    I add some video please watch for me, this is bug right ? sorry for interupt sound in video.

    [embedded media]

    Your plugin is great I love it.

    If you are a donor at Patreon you get constant updates, the public version is currently at 944, in patreon we are already at 965. Many patches on the ammunition system have been made.
  19. Hrm why doesn't he mention the patreon thing on the first post? I was confused as well since I could only find the build 1.2 944, but hes been showing off stuff from newer builds I want to use. Github shows the new builds on the change log also which made it more confusing until I saw your post about patreon cropots. I think I will start helping out on patreon for a while since he added the gunplay in build 950 to this system :D.