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

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Started by Pheonix KageDesu 883 posts Page 39 of 45 View original ↗
  1. @BK-tdm and about your previous question, it's seems that we can only decrease the skill panel amount but not increase it nor bind it to a new key. Maybe it will be implemented in the future.

    If I see in the build 980 DEMO, yes it can. Enemy can use <noTarget:1> type skill.
  2. The <noTarget:1> issue on enemies was solved (silly me trying it on a fixed direction enemy) thanks.

    Now im noticing a bigger issue, using "Yanfly Save Core" plugin i made a custom game over screen where you can either quit to title screen or open the save/load screen to reload a previous save, trying to load the save results in nothing being loaded (freezing for a bit then "error" sound) and immediately exiting this screen crashes the game.

    Tried it whitout the plugin and a new save same issue, the worst thing is that this happensif you go to the tittle screen after a game over too and try to load from there.

    If you quit the game entirely and re open it you can load any save just fine but making the player close the game everytime they get a game over is not my intention.

    Im getting two errors, the first one being a maximum stack call error when trying to load a save after a game over from the main menu screen (disabled yep save core, no other save plugins present)
    Error 1
    Alpha_ABS_1128_public.js:2053 RangeError: Maximum call stack size exceeded
    at Function.ABSSkillLoader.checkParams (Alpha_ABS_1128_public.js:7828)
    at Game_SkillABS._checkParams (Alpha_ABS_1128_public.js:20029)
    at Game_SkillABS.initialize (Alpha_ABS_1128_public.js:19838)
    at new Game_SkillABS (Alpha_ABS_1128_public.js:19808)
    at Game_SkillManagerABS.push (Alpha_ABS_1128_public.js:20257)
    at Game_Actor.learnSkill (Alpha_ABS_1128_public.js:14250)
    at Game_Actor.<anonymous> (rpg_objects.js:3566)
    at Array.forEach (<anonymous>)
    at Game_Actor.initSkills (rpg_objects.js:3564)
    at Game_Actor.setup (rpg_objects.js:3442)
    console.error @ Alpha_ABS_1128_public.js:2053
    Alpha_ABS_1128_public.js:2053 Using AlphaABS [Build: 1128 ; on MV 1.6.1]
    console.error @ Alpha_ABS_1128_public.js:2053
    Alpha_ABS_1128_public.js:2053 RangeError: Maximum call stack size exceeded
    at new BaseTexture (pixi.js:24258)
    at Bitmap._createBaseTexture (rpg_core.js:775)
    at Bitmap.get (rpg_core.js:817)
    at Bitmap.get (rpg_core.js:1000)
    at SpriteUIContainer.Sprite._refresh (rpg_core.js:4207)
    at SpriteUIContainer.Sprite._onBitmapLoad (rpg_core.js:4172)
    at Bitmap.addLoadListener (rpg_core.js:1513)
    at SpriteUIContainer.set (rpg_core.js:4000)
    at SpriteUIContainer.Sprite.initialize (rpg_core.js:3978)
    at new Sprite (rpg_core.js:3946)
    console.error @ Alpha_ABS_1128_public.js:2053

    Second one while trying to load form game over screen/mid game (loading in game is a YEP_SaveCore function) gives this error:
    Error 2
    Alpha_ABS_1128_public.js:6154 Uncaught TypeError: Cannot read property 'getIndexUnderMouse' of undefined
    at AASpellPanelManagerMenu._updateInfo (Alpha_ABS_1128_public.js:6154)
    at _thread2.AA.setInterval (Alpha_ABS_1128_public.js:6005)
  3. This occurs every time I get in range of an enemy.

    Error1.PNG
    This happens whenever I add my skills into my class

    Error2.PNG

    These are screenshots of the skills.

    S1.PNGS2.PNGS3.PNG

    Any help would be appreciated. I disabled every plugin that I figured would be clashing with the plugin, and I watched the tutorials a few times.
  4. Hey this is a great plugin, I'm having loads of fun with it! You did a great job! :LZSjoy:
  5. Is there a way to force an enemy action (ABS:1 skill to be more precise) to be used towards a certain event/location? It would help a lot with boss attack patterns.
  6. Using build 1128 on 1.6.2 I get Uncaught TypeError: AlphaAbs.getVersionInfo is not a function.

    And on switching to build 1044 the game loads, no errors. But abs system does not work on maps with <ABS>
  7. BK-tdm said:
    Now im noticing a bigger issue, using "Yanfly Save Core" plugin i made a custom game over screen where you can either quit to title screen or open the save/load screen to reload a previous save, trying to load the save results in nothing being loaded (freezing for a bit then "error" sound) and immediately exiting this screen crashes the game.

    Thank you for find it, i will try to fix issues with "Yanfly Save Core"

    The A-ster said:
    Any help would be appreciated. I disabled every plugin that I figured would be clashing with the plugin, and I watched the tutorials a few times.

    Please, use latest build, on screenshots i see that you used 902, it's deprecated (too old one)

    BK-tdm said:
    Is there a way to force an enemy action (ABS:1 skill to be more precise) to be used towards a certain event/location? It would help a lot with boss attack patterns.

    Thank you again, i will think about it. If you can explain your idea in more detail, it will be good


    @knightrider , You can get some help on Discord Server: https://discord.gg/8EE6PMv
  8. Pheonix KageDesu said:
    Thank you again, i will think about it. If you can explain your idea in more detail, it will be good

    Think bosses from games like Megaman or Metal Slug, they shoot projectiles to a certain direction not the player if you could scrip call an enemy to shoot a no target abs 1 skill you could make boss "patterns" where the player can dodge projectiles.
  9. @Pheonix KageDesu Thank you! If I may request something for future builds? If the visual equipment could be visible on non-abs maps as well?

    Because as of now, if the map doesn't have the, "<ABS>" notetag, it won't show the equipment. It personally kills the mood for me when it goes from a fully customized person to a pretty drab person in a map change. Thanks!
  10. @The A-ster ,after build 1170 Visual Equipment works on NON-ABS maps too.
  11. Hello, for some reason game crashes when i have enabled AABS, it's really weird because before it worked for me and i didn't changed anything in plugin parameters etc. I messed up with other plugins and i deleted some but they don't have anything to AABS. Also i tried disabling QPlus and nothing, game works fine when i disable AABS. Please help
  12. Still among the best I've seen so far. And the other plugin, your inventory system, is one of the best as well. With all the other good plugin creators gone and retired, it is essential to support the ones who are still making top quality plugins!

    Already told you this, but I really, really hope you make some other plugins (skilltree, shop, equip) as well.

    Anyway, amazing work, keep it up!
  13. Raexxar said:
    Hello, for some reason game crashes when i have enabled AABS, it's really weird because before it worked for me and i didn't changed anything in plugin parameters etc. I messed up with other plugins and i deleted some but they don't have anything to AABS. Also i tried disabling QPlus and nothing, game works fine when i disable AABS. Please help
    Okay, nevermind. I found out reason of crashes. When messing with plugin parameters of YEP_ItemCore I do not recommend setting max armors, weapons and items to 0. Actually stupid mistake took hours of thinking about it, i just love making games.
  14. I'm having a problem with this error:
    View attachment 139742

    Don't know how to describe it, but I'm pretty sure i've got it set up right
  15. nevermind
  16. Hey @Pheonix KageDesu I'm really loving your ADB system so far, I'm on build 1174 pro. I had a question about how how to implement aggression based on a switch, for instance, Switch 1 is enabled, then all types of that enemy turn hostile? I tried utilizing the "agressive" parameter and another uAPI.setParamE(2*, "teamID", 1)*Two is the enemyID, but not too much avail. Any help would be appreciated.
  17. Thank you for this @Pheonix KageDesu. Awesome plugin.

    I was wondering, is there a complete feature list somewhere for basic and pro especially, that one can read b4 buying? I still consider rmmv a hobby till i finish my first sellable game, heck my first game at all...and would like to spend as little as possible..
    With further detail i was wondering as certain skills can be acchieved with this, or if there are plans for implementing any of these (since i am afraid of most will be answerd with no):

    a)a skill VISIBLY jumping from player to target connecting both for a few frames (aka. lightning)
    b)and then jumping to further targets (aka. chain lightning)
    c) with connection not in a straight line (bending a little left and right)
    d) animated (the lightning is moving a little as long as it lasts)


    e) same as a) but going through the target and hitting enemies behind target as well
    (sort of a laser blast)
    f) shots flying from player in various directions before redirecting towards target (aka. magic missiles)
    g)same as f) but redirecting themselves towards closest enemy without being targeted( aka. selfaiming missile),

    (f+g)2) a selfbuff that can be charged by channeling or cast with certain amount of charges. for each charge the buff will autoattack an enemy when it comes in range or when player targets it. (prolly scriptable if f)/g) is a yes) (aka. lightning shield)

    h) i think i already read that mouse targeting is implemented? (but just asking again for safety)
    i) shot from player exploding upon expire (aka. fireball; prolly implemented or most likely easyly scripted; just asking for completeness sake)
    j) maybe intresting for ppl trying to build ranger classes: skill upon impact splitting in all kinds of directions (might also be scriptable i guess)

    An answer with a linked feature list answering these questions or aswer in the style of ---- a-c) yes, d-g) coming soon, h) no, i) maybe coming but can be scripted ---- would be much appreciated.

    I hope to not be too annoying with this but i figure lots of ppl might want these skills and to know this. also its 5 min to answer for someone who knows or kage himself, and its days to figure it out otherwise for many out there, just to possibly learn it cant be done. thx for indulding me :)
  18. @Nedwal maybe I can only answer 1 question about features of PRO version here :
    Alpha ABS Pro vs Basic
    Other than that, maybe only KageDesu that can answer.