yes i saw that already but it doesnt answer my question . but thx anyway.
i find the map inventory and visible boxes great. really awesome. but a lot of that seems circumstantial to me and has nothing to do with the actual core of an abs.
Love your signagure btw. Zekken.
i am really intrested if ranged skills can do more than shoot a projectile from a to b (which in itself is already great) as asked in detail above ;)
Correction: i know it can do more than the projectile from a to b. seen most yt vids concerning themselves with alpha abs and read what i could find.
If i had to specify my questions from above here goes...:
i figure a skill can be made to retrigger itself to go from first target to a 2nd one after impacting on the first one. aka. chainlightning effect. (confirmation appreciated).
what i dont know if is possible: can the animated image of an arrow be exchanged for a lightning image that can be manipulated in length and with to connect caster and enemy and later further enemies, using the animation not to move the projectile forwards but just on the spot animation and thus have the optics of chain lightning...
and so on...
Alpha ABS (MV) [New cool DEMO, build 1242]
● ARCHIVED · READ-ONLY
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Hey all,
I have encountered this error multiple times with the plugin even after reinstalling the plugin the correct way multiple times. I have attached a photo of the error log. Does anyone know how to fix this error?
-Thank you! -
@4Locke So, not an expert at all. But, I've been working with this plugin a bit recently. And every error I've had has been related to images. So, I'm gonna ask, did you put the image folder in correctly? The whole folder should be copied into the img folder of your project. I may be way off, but like I said, it's been the source of my issues, so I thought I would recommend it.
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I'm getting this error when i try to use San_AnalogMove
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@Alexandre_Master How is your plugins order? SAN_Analog Move is supposed to be on top of AABS I think
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either way i'm getting the same error@Alexandre_Master How is your plugins order? SAN_Analog Move is supposed to be on top of AABS I think
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Completely excellent plugin that I am having a lot of fun using and playing around with.
Question, though - when you are using an Area Select skill, is it possible to change something in the script so that you can move while you are aiming? -
@Alexandre_Master maybe it's an incompatibility problem. Try disabling other plugins. And probably there's a people that can help you more in the discord server https://discord.gg/8EE6PMv
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Can I just use this plugin for the visual hotkey? How to add item to the hotkey? Is it only for skills?
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Do you mean the skill panel? Go to the item menu and click on the one of the item and then click the key that correspondence with the panel (default is 1-8). The item occasion should be "battle screen", add <ABS:0> to the note section, and make sure that the item is consumable.Can I just use this plugin for the visual hotkey? How to add item to the hotkey? Is it only for skills?
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Alpha ABS Demo Project by Jeremy (one of my supporters), include build 1158
Download: DropBox (warning -> heavy, 330 mb) -
Alpha ABS Demo Project by Jeremy (one of my supporters), include build 1158
Download: DropBox (warning -> heavy, 330 mb)
Upon talking to the old man I get a reference error
uAPI is not defined -
AADefense still working in 1174, but after update it's not working anymore?
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either way i'm getting the same error
Have you figured out what caused this error? I'm having the same issue. -
Upon talking to the old man I get a reference error
uAPI is not defined
MV is 1.6.1 and above ?
AADefense still working in 1174, but after update it's not working anymore?
Should works, i will check it. Thanks for reporting.
Have you figured out what caused this error? I'm having the same issue.
If you using build 1128, try using build 1158 , you can find it in Demo project, see my post above
Alpha ABS Z (for MZ) in development. First details about new UI and features
Lightweight and faster...
As you can see, the UI of AABS Z is different. It has become simpler and easier. But it has not lost its flexibility and customization. The main changes affected the code. In Alpha ABS, there was a problem that the interface lowered FPS on low-end PC's and mobile devices. I rewrite all the basic elements from scratch, making them easier and more productive. The AABZ interface should works 50% or more faster than in Alpha ABS.
Edit all default UI elements in Plugin Parameters
Almost all interface elements will be customizable via the plugin parameters with flexible settings.
uAPI for UI elements, control during game via script calls
Using special uAPI script calls you can change UI elements during game. Like, you change main character and want hide MP gauge and show TP, end etc.
Custom UI elements
In plugin parameters you can add own UI elements. And control them during game with uAPI
* some example of custom character interface, that you can easily create via plugin parameters
And...yes, in-game UI Editor is back

You can allow player edit UI in game or using this tool for easy get x,y for own UI elements when design game
Features:
- Support custom UI elements editing
- You can prohibit editing any UI element (like Reid bust on gif)
- Grid and snapping
- Cursor X,Y, any element X,Y, easy to setup positions for UI elements in plugin parameters
- Drag and Drop
* All this stuff in development and something may change -
New Animation system.
For Alpha ABS Z a new animation system was written from scratch taking into account the your suggestions and problems of previous systems (Motion System and Motion System 2).
Idle animations
When your character is not moving, you can play idle animation. Optional.
Different states (animation sets)
AABS have two main animation states - walking (weapon unarmed) and in-battle (armed). Walking state is required, in-battle is optional. Quick switch during game.
Actions
- Attack
- Defense
- Customs
8 - way movement "from box"
AABSZ at start will support 8 direction movement, optional
8 - way movement extended
Supports 8 directions isometric animations, but files not included with AABSZ
Animation files structure *
Each frame - is different file .png file, sprite sheets not supported. Simple naming rules.
* folder structure may be changed before first Beta release
Reid hero starting pack
Thanks to my friend and very good pixel artist Ekaterina Stadnikova AABS Z will include Reid animations and some enemies, you can use them in your games.
Summary
- Idle animations
- No frame count limit
- Actions
- Animations for map events
- Animations for character
- Animated visual equipment system (in development, almost done)
- Flexible settings in plugin parameters for each animation
- Quick animations states (sets) change during game
* All this stuff in development and something may change -
The most wonderful plugin of all! Looking forward to the release!
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Hi everyone!
I made a plugin with some bug fixes for old builds (it has some bug fixes for recent builds too).
Here's it's page on github: AABS_FixPack
I hope it helps someone :smile:
Cheers :kaoluv: -
Hi
I like your abs, but I want to know does it have a combo?
Like when you press Z 3 times, it comes combo.
Also, If my party can use combos, it will be great and I will use it. -
Hi everyone!
I made a plugin with some bug fixes for old builds (it has some bug fixes for recent builds too).
Here's it's page on github: AABS_FixPack
I hope it helps someone :smile:
Cheers :kaoluv:
Sadly your fix crashes my game, using AABS 1158.
Code:TypeError: Cannot read property '_mySummonUnit' of null atGame_player._.getSummonUnit (Alpha_ABS_build_1158.js:22043:26)
EDIT: Commented out code at line 390 (FIX: Removing summoning from map after using "Recover All") Game runs, will test the fixed, thanks again!
Id love to have the "reloads on every map change fix" :kaoslp: