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

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Started by Pheonix KageDesu 883 posts Page 7 of 45 View original ↗
  1. Pheonix KageDesu said:
    @Hikaru , maybe reason in ECMAScript 6, your browser probably does not support this.

    I took your advice and enabled experimental JavaScript settings underneath the flags for Chrome, but it still doesn ot seem to work.


    I also looked into Google Chrome Canary, which would still not operate properly.


    I then moved over to Mozilla Firefox, which I was reasonably sure had ES6 support (I also tried Nightly just to make sure), but instead I received this error:


    HRRm6IA.jpg


    I'm not sure what's wrong. Is there any browser that has support for this feature? Thanks in advance!


    EDIT 1: I do not have Microsoft Edge (no Windows 10), but I heard it has class features involving ES6, so that might be a solution.


    EDIT 2: Found another error: "repl: super() outside of class constructor (9426:3)" Small Edit: I know it's basically the same thing as the previous error but it provided me with a line, although when I was fiddling around in Chrome it was saying all instances of "super" were incorrect, but I thought I'd include it anyway.
  2. Last week I was busy, but now back to work on the plugin. Preparing the update, you will see: 

    • Favorite weapons
    • The skills descriptions on UI (when you move mouse over the skill icon)
    • Key binding
    • Some improvements in UI editing mode

    Some screenshots, but still in development.

    Spoiler
    2016-09-29_23-04-10.png2016-09-29_23-20-44.gif2016-09-29_22-51-01.png2016-09-29_22-50-46.png2016-09-29_22-52-381.png


    Hikaru said:
    it provided me with a line, although when I was fiddling around in Chrome it was saying all instances of "super" were incorrect, but I thought I'd include it anyway

    Maybe reason not in ECMAScript 6, i don't test it in browser. Anyway, in future update i'll try rewrite classes which using 'super' keyword. 
  3. Any way to add compatibility to use skills gained from weapons and armors? Currently if you give an armor a skill learn param it adds the skill but it's doesn't let you add it to the hotbar and use it.
  4. @Driftwood Gaming, thanks, it's bug, i'll fix it in next version 1.1.


    @Hikaru, in version 1.1 Is browser support will be, I already done it.


    So, the next update (to version 1.1) is ready on 70%, it's will included all of the features that I described above, as well as many small improvements.
  5. Hello Phoenix!


    i want to make a enemy with a percentage chance to appear in the map execute a animation, and run from the player, atay a little and desapear.


    31254c1816354267b5a1da80fc4bd6fe.png


    so i rolled a randon variable, but when i teleport to the map he always appear, and i do not know how to make it run away
  6. Anyone got this working with yanfly's smart jump? I gotta platform yo!
  7. I really love this plugin! I tried Quasi's but it didn't seem to flow as well as yours, at least for my game.


    I know the plugin is still in Beta, but has anyone else experienced lag problems? Every time I go to a certain part of my test map, the FPS drops down to 2 from 60-61. I'm aware it could possibly be compatibility issues with other plugins, but it didn't seem to be any of Yanfly's at the moment.


    I turned off the ABS at one point and the problem was resolved.


    I turned off MOG_Weather_EX and GALV_LayerGraphics, didn't fix the problem.


    EDIT: Yanfly Message Core caused it to frame drop. 


    EDIT: Now I feel like this Plugin isn't compatible with any plugin that makes changes to Messages. Specifically Word Wrap? YED_WordWrap.js gave the same effect.

    Spoiler
    FPS Drop.PNG.
  8. This plugin is really cool already. The built-in HUD and ability to bind items/skills to it is a feature that really comes in handy, and the ability to move the HUD around is also amazingly useful. A couple suggestions and a question I've come up with:


    1 - Perhaps there's a way to make enemies not attack the player when they're adjusting the HUD, or perhaps a way for them to adjust it on non-ABS maps? 


    2 - Can you make it so that some items don't trigger the "battle starting" animations/text? I've set up an item that acts as a torch when the player has it set to a HUD slot. However, it's odd to see a torch trigger a battle scene.


    3 - Is there a way to make it so that enemies will avoid an area after a certain criteria is met? For example, perhaps the player could light a torch in a dark cave, and the nearby enemies will now avoid entering a certain radius around the torch?


    Thank you for making such an awesome plugin! I can't wait to see how it'll develop in the future!


    Edit: Just remembered another question I have. Is it possible to check via script call whether an item is in the HUD hotbar?
  9. GameFire said:
    This plugin is really cool already. The built-in HUD and ability to bind items/skills to it is a feature that really comes in handy, and the ability to move the HUD around is also amazingly useful.

    How exactly did you get Item Binding to the hud working? I can't seem to get it.
  10. @Almateria Put <ABS:0> in the notetag of the item, set Occasion to battle screen, set Consumable to no, and set Scope to user. Then set up the common event and have the item call that event.
  11. @Black Mamba, you use Plugin Command 'ABS activate' twice, remove it from line 2. You need this command only after you check random.

    loki2007 said:
    Anyone got this working with yanfly's smart jump? I gotta platform yo!

    I'll check it out.


    @Almateria, thanks for tests, will see what I can do to fix the problem.

    GameFire said:
    1 - Perhaps there's a way to make enemies not attack the player when they're adjusting the HUD, or perhaps a way for them to adjust it on non-ABS maps?

    In version 1.1 this problem will be solved. 

    GameFire said:
    2 - Can you make it so that some items don't trigger the "battle starting" animations/text? I've set up an item that acts as a torch when the player has it set to a HUD slot. However, it's odd to see a torch trigger a battle scene.

    Will see what I can do to fix that.

    GameFire said:
    3 - Is there a way to make it so that enemies will avoid an area after a certain criteria is met? For example, perhaps the player could light a torch in a dark cave, and the nearby enemies will now avoid entering a certain radius around the torch?

    Can't deal with this issue for now, yet only if you make this with event commands and the moving route of the enemy.

    GameFire said:
    Is it possible to check via script call whether an item is in the HUD hotbar?

    function skillIndexOnUI(itemId, isItem?), where itemId - ID of item (or skill) from Database, isItem? (boolean) - is Item (true) or Skill (false). Return index from 0 to 7 or -1 (if isn't on HUD)


    example:


    //check if skill (with id 2) on UI


    2016-10-10_22-10-23.png
  12. @Pheonix KageDesu So even if it's an item we use "skillIndexOnUI"? Or do we use something like "itemIndexOnUI"?
  13. @GameFire, skillIndexOnUI with true on the second argument. 


    P.S. The old name of the function :)  From an early version when place the items on the skills panel are not supported...


    $gamePlayer.battler() - work only on ABS map, if you want check on not ABS map, try $gameParty.leader().


    'skillIndexOnUI' function part of Game_Actor class. 
  14. Pheonix KageDesu said:
    @Almateria, thanks for tests, will see what I can do to fix the problem.

    Oh my gosh! I'm so sorry, but it seems like my problem was fixed by using the PreloadManager Plugin. My guess is that my game was only lagging with your plugin because it was struggling to load all the picture images that I had. I'm sorry again for the misleading!
  15. I am getting the following error if I try to select an empty item slot.


    TypeError: Cannot read property 'occasion' of undefined
        at Window_ItemList.isEnabled (file:///C:/js/plugins/Alpha_ABS.js:8916:10)
        at Window_ItemList.isCurrentItemEnabled (file:///C:/js/rpg_windows.js:1939:17)
        at Window_ItemList.Window_Selectable.processOk (file:///C:/js/rpg_windows.js:1146:14)
        at Window_ItemList.Window_Selectable.processHandling (file:///C:/js/rpg_windows.js:1021:18)
        at Window_ItemList.Window_Selectable.update (file:///C:/js/rpg_windows.js:978:10)
        at Window_ItemList.update (file:///C:/js/plugins/Alpha_ABS.js:8924:33)
        at Window_ItemList.update (file:///C:/js/plugins/Alpha_ABS.js:11245:38)
        at file:///C:/js/rpg_core.js:6485:19
        at Array.forEach (native)
        at WindowLayer.update (file:///C:/js/rpg_core.js:6483:19)


    Any predictions for version 1.1?

    View attachment 49736
  16. Hey @Pheonix KageDesu ! Any Idea how to change A,W,S,D button to any other letter such as Q,E,R,F or any other letter?
  17. Yuta said:
    Hey @Pheonix KageDesu ! Any Idea how to change A,W,S,D button to any other letter such as Q,E,R,F or any other letter?

    More like make A into Space or Tab. thanks.
  18. Hey, I've discovered an incompatibility with another plugin that seems to mess with enemy AI. The other plugin is QuasiMovement by Quasi. It's a shame too, since that plugin is really useful for parallax maps, and most (if not all) of my game's maps will at least be slightly parallaxed. Do you think it'd be possible to make your plugin compatible with Quasi's?


    Edit: here's a link to the QuasiMovement thread, where you can find the information and download link: http://forums.rpgmakerweb.com/index.php?/topic/48741-quasi-movement/
  19. if you use quasi pathfind it will cause a lot of lag too