Just a Suggestion for sprites(animations and poses)
this is such a powerful script, that lets you make and adjust character sprites and animations however you see fit and only use one file, instead of having different files for walk/idle/attack/etc. Quasi used it in his quasi abs so I would just suggest making this script compatible with yours, this way you don't really have to worry about scripting poses and people can just do it on their own.
I also have a few skill types ideas that would be very useful aside from the 4 types you have right now.
1. Dash skills: have the character move to a selected area (aoe damage) or selected enemy (single damage), the kind of skill for a melee class that is trying to catch up with an enemy, it will instantly dash to an enemy's location where it is facing it face to face.
- or a jump skill of the same effect, the character will jump to a selected location or a selected enemy.
- also consider the same but just transferring the character to the location like a teleport skill.
2. Slow projectile skill: like a big rolling rock that moves slowly at the direction the character is facing, and it does damage over time to any enemy on its path, and it will last either until it lands a certain amount of hits, or until it reaches its specified distance.
3. Place trap: basically place a trap on the ground either where the character is standing, or allow them to place it somewhere with the mouse, and damage the enemy when it steps on it.
4. Hook skill: like the vector skills, just have an image stretch to give it the look as if you're shooting a hook at a location or enemy, and upon hitting the target let it be a location or enemy, either pull your character to it, or pull the enemy to the character.
5. Summon skills: this one is probably really hard to accomplish but I'm just gonna suggest the idea - summoning other "actors" who you can control through other skills. For example, you have an enemy targeted, and you summon a monster, you have a skill that is only usable when the monster is summoned, if u use the skill the monster will walk to the enemy and use the skill on him on your behalf, if that makes sense.
last suggestion is for your "follow" system. Instead of just saying you can't use a skill because it's out of range, if you use a skill out of range the actor should automatically pathfind a spot where the skill is within range (if possible to get there)
i really love your system, I'm definetly going to be using it for my game :)
Alpha ABS (MV) [New cool DEMO, build 1242]
● ARCHIVED · READ-ONLY
-
-
Before 'Transfer Player' event command call this 'Script':
$gameMap.stopABS();
AlphaABS.BattleManagerABS.stopABS();
It allow you transfer during battle, but maybe some bugs with states, cooldowns and other.
Seems to work ok. I was more wanting it to be able to escape a area. I have another question. I am trying to create a pause type event where the player and the enemies/events stop movement on the map to have more time to tactically target your enemies and plan your combat abit. I can successfully stop both enemies and player with a script (Yanfly StopMapMovement) and still target enemies. However if the enemy is in attack range it will still attack even though he cant move. I tried to get him to stop attacking with your <Plugin Command> ABS activate W and<noActive:A>but with no luck. I think i could manage to get him to stop attacking if i was able to have enemy event pages to activate with a control switch? Is this possible? Maybe i'm missing something.
Really cool battle system on a side note!
Thanks -
This video is part plugin showcase part class skill tutorial. If you would like to see some of the things this plugin can do the first few minutes of this video show some game play.
-
edit: NVM figured out the error
-
@Asada05, thanks, update to 208 build, i fixed these bugs.
But, why you trying add empty items and skill? :)
At that time, I forgot to add the skill to an actor. And when I check the skill menu, I accidentally press the keyboard. :D -
I get "LOGW is not defined" when trying to assign a skill to the hotkeys. this is on a fresh new project.
EDIT: nvm figured it out, you gotta assign an element.
May I suggest making an indicator for how many charges are left for the Multiple Charged skills system -
I get "LOGW is not defined" when trying to assign a skill to the hotkeys. this is on a fresh new project.
Are you use last plugin build?
edit: NVM figured out the error
I don't understand, what is NVM ?
@neogeokell, I'll figure out how to help you with deactivating ABS.
Phoeny, i cant use <ABS:3> on my weapons? beacuse if i want to make a fire sword that do area damge in front the character?
Not for now, in future maybe. It's not as fast to add because of the need to modify the algorithms of attack for the player, It's may cause many bugs.
@Kkushmar, thanks for Quasi Sprite plugin, It will be useful.
if you use a skill out of range the actor should automatically pathfind a spot where the skill is within range (if possible to get there)
Not moving to spot where the skill is within range It's like a feature :)
I also have a few skill types ideas that would be very useful aside from the 4 types you have right now.
Your 5 skills ideas is really cool and first 3 don't look so difficult to implement. I'll play around with it.
May I suggest making an indicator for how many charges are left for the Multiple Charged skills system
Charges and ammo count indicators had to be ready for Beta release, but I can't think of how best and where to draw it, any suggestions? (a better picture to show)
Guys, alls your suggestions i'am not ignore, but i have limited time so I try to first finish the main part and fix bugs.
For now, i working on key binding and party. Also I have a plan for implementing change weapons with fast keys, like "favorites" weapons. -
-
oh sorry, NVM is just a short for Never-mind haha.
I think weapon swap is a really cool Idea, maybe allow a different hotkeys depending on the weapon type equipped. so like if you swap from a sword to a Gun, the Sword type skills on the hotkeys will be swapped with Gun type skills.
(sorry for giving so many suggestions I'm just spilling any idea I have to give you stuff to think about :) ) -
Sorry if this is basic and all, but is there a way to toggle the ABS system while in a map?
For example, I'd like to have a cutscene and then the battle begins straight after it.
Sorry if it's a stupid question, and thanks for your time. -
$gameMap.stopABS();
AlphaABS.BattleManagerABS.stopABS();
Will let you have battle then dialog.
I looked in the plugin for
$gameMap.startABS();
AlphaABS.BattleManagerABS.startABS();
But I don't see it coded, but you could try that. -
$gameMap.stopABS();
AlphaABS.BattleManagerABS.stopABS();
Will let you have battle then dialog.
I looked in the plugin for
$gameMap.startABS();
AlphaABS.BattleManagerABS.startABS();
But I don't see it coded, but you could try that.
Thanks for the reply, I appreciate it, but...
well, it leaves me with an error: "Undefined is not a function"
Here's the error thingy:
SpoilerTypeError: undefined is not a function
at Game_Interpreter.eval (eval at <anonymous> (file:///C:/Users/USER/Documents/RPG%20Maker/RPG%20Maker%20MV/Games/GAME%20RPG/js/rpg_objects.js:10439:10), <anonymous>:1:10)
at Game_Interpreter.command355 (file:///C:/Users/USER/Documents/RPG%20Maker/RPG%20Maker%20MV/Games/GAME%20RPG/js/rpg_objects.js:10439:5)
at Game_Interpreter.executeCommand (file:///C:/Users/USER/Documents/RPG%20Maker/RPG%20Maker%20MV/Games/GAME%20RPG/js/rpg_objects.js:8897:34)
at Game_Interpreter.update (file:///C:/Users/USER/Documents/RPG%20Maker/RPG%20Maker%20MV/Games/GAME%20RPG/js/rpg_objects.js:8805:19)
at Game_Map.updateInterpreter (file:///C:/Users/USER/Documents/RPG%20Maker/RPG%20Maker%20MV/Games/GAME%20RPG/js/rpg_objects.js:6082:27)
at Game_Map.update (file:///C:/Users/USER/Documents/RPG%20Maker/RPG%20Maker%20MV/Games/GAME%20RPG/js/rpg_objects.js:5989:14)
at Scene_Map.updateMain (file:///C:/Users/USER/Documents/RPG%20Maker/RPG%20Maker%20MV/Games/GAME%20RPG/js/rpg_scenes.js:420:14)
at Scene_Map.updateMainMultiply (file:///C:/Users/USER/Documents/RPG%20Maker/RPG%20Maker%20MV/Games/GAME%20RPG/js/rpg_scenes.js:412:10)
at Scene_Map.update (file:///C:/Users/USER/Documents/RPG%20Maker/RPG%20Maker%20MV/Games/GAME%20RPG/js/rpg_scenes.js:401:10)
at Scene_Map.update (file:///C:/Users/USER/Documents/RPG%20Maker/RPG%20Maker%20MV/Games/GAME%20RPG/js/plugins/Alpha_ABS.js:8510:21)
at Function.SceneManager.updateScene (file:///C:/Users/USER/Documents/RPG%20Maker/RPG%20Maker%20MV/Games/GAME%20RPG/js/rpg_managers.js:1829:25)
(I just changed the user name thingy because I don't want my name getting on the internet, hahaha) -
Try replacing startABS to initABS
-
how i conifgure the weapon SV image, because when i attack with bow, its show mace icon

-
Hello Phoenix, can you give us a list of parameter that we can use, for exemple in <reloadParam:attackSpeed> i want to use:
<reloadParam: character agility*2 + weapon attack speed>
btw is:
<reloadParam:attackSpeed - Character agility>
<reloadParam:attackSpeed-agi>
that way with more agility more fast the attacks -
Sorry if this is basic and all, but is there a way to toggle the ABS system while in a map?
For example, I'd like to have a cutscene and then the battle begins straight after it.
Not any plugin command or single script for it. Maybe i'll create something for this with update.
Now you can use <noActive:X> command for enemies and activate them after cutscene, or you can use Target Rate = 0% for your character and enemies not will see him.
how i conifgure the weapon SV image, because when i attack with bow, its show mace iconSpoiler
-
Hey!
How can I use Terrax lighting system so when I cast a vector spell (ABS 1), there is a light on the vector
Thank you! -
the plugin show something diferent when you do a critical hit?
and you know if is possible to work with YEP.26 – Critical Control
to make critical hate formulas? -
Quick question, is it possable to give an enemy an "attack pattern" (via move route, presumably)?
-
How can I use Terrax lighting system so when I cast a vector spell (ABS 1), there is a light on the vector
Use ABS params: (in skill Note section)
<light:W>, where W - hex color
<lightSize:X>, where X - light radius in pixels (default 100)
For example skill 'ShadowBold' from Demo using <light:#800080>
and you know if is possible to work with YEP.26 – Critical Control
I play around with it and answer you
Quick question, is it possable to give an enemy an "attack pattern" (via move route, presumably)?
In the current version no.