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

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Started by Pheonix KageDesu 883 posts Page 43 of 45 View original ↗
  1. Hello, i realy enjoy your plugin.. i ever wont to find one like this.
    I need a little help. In my game i have few scenes where my player become invisible.. by changing his grapich with none. But with this plugin On it take ever the sprite in dedicated folder of the plugin.
    I try to read the documentation page but i didn't understand.. i try with command RemoveAnimaLayer 0 Harold but wont work.. i need something for remove only for a scene
    <xAnima:Harold> from player notes.. and re-add it later
  2. white90 said:
    Hello, i realy enjoy your plugin.. i ever wont to find one like this.
    I need a little help. In my game i have few scenes where my player become invisible.. by changing his grapich with none. But with this plugin On it take ever the sprite in dedicated folder of the plugin.
    I try to read the documentation page but i didn't understand.. i try with command RemoveAnimaLayer 0 Harold but wont work.. i need something for remove only for a scene
    <xAnima:Harold> from player notes.. and re-add it later
  3. @Leprikon01 @Pheonix KageDesu
    Ok, good one but i need too .. change the sprite with another one.. for animation scene like sit, use a phone, shoot with a handgun etc.. If i cannot disable it, atleast is possible to change with another Baseanimation set ?
  4. Is there a way to make a bleeding debuff which stacks 5 times and increases the dmg of your Auto attacks and the dmg of a special attack tailored to the bleeding effect with each stack?

    Hopefully someone can help me so i can finish my demo project.
  5. New Demo project, by @RyanYe
    Based on actual Alpha ABS buid
    Have tons of cool stuff, gameplay ideas and many features implementation

    2021-10-30_18-30-55.png

    Download:

    Mega

    Mirror



    Alpha ABS Z

    I am also continuing to work on ABS for RPG Maker MZ. There is already a private beta version for my subscribers (on site with first capital P letter). I will make a public beta soon.


    b9ddjrdcVN.gif
  6. Will the loot be effected by extra loot added using the Yanfly loot plugin? Or will it only use the loot as defined in-engine?
  7. KaitlynKitty said:
    Will the loot be effected by extra loot added using the Yanfly loot plugin? Or will it only use the loot as defined in-engine?
    Alpha ABS supports both way. Auto loot and your own loot implementation. Enemy - is just event, do what you want.
  8. Is there a way to make SV weapon animations be used as cast animations?
    Edit: I'm dumb.
    Edit 2: I'm still dumb. How do I make enemies use weapon animations?
  9. KaitlynKitty said:
    Is there a way to make SV weapon animations be used as cast animations?
    Edit: I'm dumb.
    Edit 2: I'm still dumb. How do I make enemies use weapon animations?
    Unfortanally only Alpha ABS Z supports SV weapons for enemies
    ABSZ_WeapMotionForEnemies.gif

    In Alpha ABS (mv) you can achive this only creating AnimaX animation for enemy.

    P.S. Alpha ABS Z public beta will be available for download in January 2022
  10. Pheonix KageDesu said:
    Unfortanally only Alpha ABS Z supports SV weapons for enemies
    View attachment 211339

    In Alpha ABS (mv) you can achive this only creating AnimaX animation for enemy.

    P.S. Alpha ABS Z public beta will be available for download in January 2022
    Would it not be possible to update AABS MV for that functionality?
  11. KaitlynKitty said:
    Would it not be possible to update AABS MV for that functionality?
    Ok, I will add this feature with update, but don't know exactly when, maybe in January or February in worse case
  12. Pheonix KageDesu said:
    Ok, I will add this feature with update, but don't know exactly when, maybe in January or February in worse case
    Just knowing it's in the to-do list is enough for me. Good luck.
  13. Hmm, it seems that while CCEX is supported, the Dynamic Actors extension for it isn't. That's unfortunate.
  14. Hey everybody, i'm using the last version of the plugin and i have an issue with Battle Animations.

    My character sprites are not the same size as regular MV characters and i had to use the Offset the sprites in the XAnima Animation Settings.

    Now when these characters are hit by a skill with a battle animation, the battle animation is displayed at the feet of the character and when i try to offset it in the animation manager of the database it doesn't change anything.

    I don't have any other active plugins in my project.

    How can i fix this ?
  15. strbxl said:
    Hey everybody, i'm using the last version of the plugin and i have an issue with Battle Animations.

    My character sprites are not the same size as regular MV characters and i had to use the Offset the sprites in the XAnima Animation Settings.

    Now when these characters are hit by a skill with a battle animation, the battle animation is displayed at the feet of the character and when i try to offset it in the animation manager of the database it doesn't change anything.

    I don't have any other active plugins in my project.

    How can i fix this ?
    In database, animation option "position" (center, feet, screen, head) should take effect on displaying position of animation.
    If you want more help from me, better made some small Demo project with this issue and send me via PM, i will check myself and try to fix with in update (if it's a bug or flaw)
  16. Pheonix KageDesu said:
    In database, animation option "position" (center, feet, screen, head) should take effect on displaying position of animation.
    If you want more help from me, better made some small Demo project with this issue and send me via PM, i will check myself and try to fix with in update (if it's a bug or flaw)

    Thanks for the short reply, i tried changing the "position" to feet or head, it does take effect but i'm afraid it's not precise enough.

    I sent you my sample project via private message, hopefully you can find a solution because i've been trying all week to find a fix.
  17. I'm very interested in purchasing and support the complete version of this battle system, however there is a major thing I want to know. Beside all the functions, can I use any number of sprite animations frames? Let me tell a sample, like my Hero character will have:
    Attacking Animation Sprite = 12 frames ( or 12 parts in the animation total )
    Receiving Damage = 6 frames
    Walking = 9 frames
    Casting Magic = 8 frames
    Using item = 7 frames
    ....

    Notice that I will not use any of the MV standard sprites, but rather custom sprites that are work of my own, and they have a lot of different number of frames for each pose. Does this System allows me to do this with my sprites, not only for my character but for enemies as well?
  18. @Ronivan it is possible, but you require the other plugin of [AnimaX]
    as well in order to make any frame for each attack, dmg etc possible.

    I also suggest to test it out if it DOES work what you want.
    as it only have probably a restriction of layers, but also very powerfull.
  19. I don't get it. You create a battle system with a very narrowed vision of limited sprites frame? The system cannot do the major and basic thing of allowing any animation frame size? Nah, I will stick with Unity.
  20. A couple of issues I've been having:

    Enemies and the player can detect and shoot each other through walls. Is there a way to prevent this?
    Enemies sometimes ignore a skill's cooldown. I have no idea why.

    There doesn't seem to be a way to set an enemy to have range to their basic attacks. I had to set up a dummy skill for it.