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

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Started by Pheonix KageDesu 883 posts Page 36 of 45 View original ↗
  1. Protagonist7 said:
    @Pheonix KageDesu Is there a way to do stealth mechanics? Any plans to include them?

    If you set Sp-Parameter Target Rate = 0 for player, enemies not will see you. You can use it to develop some stealth in your game

    Sugor said:
    can i askk i'm new here, Are you building a new game base on your plugin that you are making??? I HOPE YOU ARE!!

    Only plugin, not game.


    Ctrl_Alt , what build you use? And, do you transfer between maps when player in battle? (plugin parameter Allow transfer is ON ?)
  2. Is that script support diagonal movement? Please answer cause i want to use it and i ll pay for that script
  3. Serzelius said:
    Is that script support diagonal movement? Please answer cause i want to use it and i ll pay for that script

    Not yet, but maybe will support SAN_AnalogMove plugin
  4. Hey KageDesu,
    I'm pumped to start using this system for zombie killing game I have in mind! - I just had one question. In the 980 demo is there a way to modify the gun so that if you hold down on the action button the gun will keep firing?
  5. Please disregard
  6. Hello, is there a way to create a neutral enemy? Attack only if you attack?
    Trying To set "agressive" to 0 with script call "this.setParamE" but nothing happen, still attacking me, tested with "viewRadius" too with script call, set to 0, still see me !
    I want to make a neutral guy, with choice box, when insulted, become aggresive instead of neutral
  7. I've searched this thread and did not find the answer or anyone having the same issue as me.

    Using version 1044.

    When I open the menu on a map that has enemies on it and close it and approach them, they don't trigger.
    If I leave the map, come back and then approach them, they pursue and attack accordingly.
    Opening the menu kills the enemy's ability to react to player, but transferring to another map and back allows the enemies to then function properly. The menu breaks something, but reloading the map fixes it (this is strange because fixing it does not require an entire game restart).

    Has anyone else experienced this; or figured out how to remedy it? Is there a note tag I need somewhere to fix this?

    I'm having this issue in my main project was able to recreate it in a blank project with no other plugins active.
    This occurs with the most basic of setup: an enemy in the database and that enemy being called in a map. There are no note tags being used anywhere except <ABS> in the map and the required note tags for Skill 1.
    There are no crashes or errors to report.

    Please help because if this is just how this works, then I'll need to find and alternative; it's been a great plugin so far. Not convoluted at all.

    EDIT: Solved. You have to spawn the enemies from the spawn map in order to prevent this. I was just referencing the enemies from the database directly in events.
  8. Hi!
    First very good job for this plugin, it's so amazing!

    I understood how to edit option etc.
    But i have one only problem with the pictures used in the ui.I want to change them.I have a folder with the pictures used.But when i change them, there is no effect in game.the pictures stay the same. ^^
    What the hell ? lol How to change them ?

  9. Hello, been enjoying your plugin a lot! The only problem i have encountered so far is that looted items appeat twice on the item notification bar, exp and money dont have this behavior but any item i add to the character gets listed twice, any ideas what can be causing this?

    On another note, is there a script call to "turn off/on" the abs system? I want to make a cutscene then "turn on" the battle system for a smooth transition into battle.
  10. Hi bro, if i Can help you, i will do it because together, WE CAN Do IT .
    No Idea for items.But for activate or desactivate abs you have a script command like this : showui and hideui to turn on and turn off the ABS.
    I don't remember exactly the command but in the Demo you have an exemple on event to activate abs. You only need to change (show) by (hide).
  11. Hiding the Ui is not the same effect as turning off the AI, i can hide the interface but mobs will still hit you and you are still able to use weapons and skills, im looking for a "turn off ABS system -> play cutscene ->activate ABS" so i dont need to setup a "cutscene map" and then duplicate it with the enemy spawns, thanks tho.

    As for this issue:

    jweav8705 said:
    I've searched this thread and did not find the answer or anyone having the same issue as me.

    Using version 1044.

    When I open the menu on a map that has enemies on it and close it and approach them, they don't trigger.
    If I leave the map, come back and then approach them, they pursue and attack accordingly.
    Opening the menu kills the enemy's ability to react to player, but transferring to another map and back allows the enemies to then function properly. The menu breaks something, but reloading the map fixes it (this is strange because fixing it does not require an entire game restart).

    Has anyone else experienced this; or figured out how to remedy it? Is there a note tag I need somewhere to fix this?

    I'm having this issue in my main project was able to recreate it in a blank project with no other plugins active.
    This occurs with the most basic of setup: an enemy in the database and that enemy being called in a map. There are no note tags being used anywhere except <ABS> in the map and the required note tags for Skill 1.
    There are no crashes or errors to report.

    Please help because if this is just how this works, then I'll need to find and alternative; it's been a great plugin so far. Not convoluted at all.

    EDIT: Solved. You have to spawn the enemies from the spawn map in order to prevent this. I was just referencing the enemies from the database directly in events.

    Saving in an abs map with enemies nearby and then loading the save seems to turn off their battle AI too, they detect but dont chase/attack, you can still kill the enemies but their responses are off, havent tried the "spawning" way as i manually setup the enemies by database reference but ill give a try to spawning.
  12. For a cutscene you can make 2 same Map and you teleport character, on the first Map you put <ABS> on commentary and on the second not.You can put the same chara for ennemies but in your second Map they will be off. :)
    But i think you khnow already this ahah
    You wanted instant on/off.
    Sorry i forgot ui do no effect on battle system, my bad, because on m'y game i put show ui on <ABS> Map and hide ui on the classic Map, so i had "mix" the commands^^.
    (Sorry if i don't understand very well or for my Bad english i'm french lol)
  13. Just noticed a bug in the 980 demo. When you have no weapon equipped, walking around uses the standard 3 frames per sprite direction, however if you look closely once you equip a weapon like a sword, gun or bow, it switches to only using 2 frames per sprite direction. I noticed this because I tried testing it with a different sprite of my own when I replaced the PNG file.

    Has anyone else ran into this or know where in the plugin I can resolve this issue? - Or do I need to become a Patreon supporter and download the pro version?

    Thanks
  14. I have gunblade like weapons in my game, I want the standard attack to be melee. Is there a way to make it so a skill separate from the
    weapon can be used for shooting, with the ammo system? It isn't a problem for the magazine size and fire rate to be the same across
    every weapon.
  15. Hello. I have a problem with the installation of alpha abs. When I put everything from alpha abs datas into my game it's shows me this.
    Any solutions? Thanks.
  16. BK-tdm said:
    Hello, been enjoying your plugin a lot! The only problem i have encountered so far is that looted items appeat twice on the item notification bar, exp and money dont have this behavior but any item i add to the character gets listed twice, any ideas what can be causing this?

    On another note, is there a script call to "turn off/on" the abs system? I want to make a cutscene then "turn on" the battle system for a smooth transition into battle.

    You can use a commentary like <noActive:A> in an event's first page so it's AI will only activate with a plugin command.
    The plugin command to activate it is: ABS activate eventName
    You'll need a page for the deactivated enemy, a page for the activated enemy (with the self switch A as condition in this example) and a page for the dead enemy, so your event will need at least 3 pages.

    Kingslayer said:
    Hello. I have a problem with the installation of alpha abs. When I put everything from alpha abs datas into my game it's shows me this.
    Any solutions? Thanks.

    You're showing us the tab "Elements", could you take a screenshot of the tab "Console"?
  17. SMO_Valadorn said:
    You can use a commentary like <noActive:A> in an event's first page so it's AI will only activate with a plugin command.
    The plugin command to activate it is: ABS activate eventName
    You'll need a page for the deactivated enemy, a page for the activated enemy (with the self switch A as condition in this example) and a page for the dead enemy, so your event will need at least 3 pages.



    You're showing us the tab "Elements", could you take a screenshot of the tab "Console"?

    Which one is the tab Console? Sorry.
  18. Kingslayer said:
    Which one is the tab Console? Sorry.
    kagedesu abs system.png

    This one, it shows where the errors come from.
  19. You're using multiple builds at the same time, that's the problem! Choose one and deactivate the others on the plugin manager bro :D