Chrono Engine ABS tutorial

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Started by jackken123 20 posts View original ↗
  1. Hey ! It's an awesome battle system ! Thanks for auto guy ! But this battle system don't work with the ItemCore plugin from Yanfly :/ my character can't move if this both plugins are active ... :/
  2. Tatankas said:
    Hey ! It's an awesome battle system ! Thanks for auto guy ! But this battle system don't work with the ItemCore plugin from Yanfly :/ my character can't move if this both plugins are active ... :/
    I try it and yes I can't move.
    And sorry I can't help with this, contact the author maybe the next version will improve this.
    Or write you own item menu to fit chrono engine. May I ask what kind of function you want to use with the yep item core.
    If it's just menu, then it won't be too hard to solve.
  3. jackken123 said:
    I try it and yes I can't move.
    And sorry I can't help with this, contact the author maybe the next version will improve this.
    Or write you own item menu to fit chrono engine. May I ask what kind of function you want to use with the yep item core.
    If it's just menu, then it won't be too hard to solve.

    Thx for your answer !
    Unfortunately I wasn't interesting in the menu in this plugin but I was interesting in the possibility to get a Random Variance with Weapons and Armors :/
    And I'm so bad in Javascript to create one ... ^^ but yeah I think I will wait for the next version ! But thx a lot !
  4. Hello, I love the plug-in and I have made a game with it and it's easy to use and work with.
    I have 1 Question
    Is it possible to make the hud have 8 quick slots for spells only at the bottom instead of weapon, items, skills, shield?
    I want to make a game that only uses spells or skills like some online MMO's have and no melee at all.
    If this can't be done that is ok because I have been working with Alpha ABS on that part my problem is that the party switch plug-in I am using works with the Chrono Engine much better then Alpha ABS.

    Thank you.
  5. Everyone, please. The author of this is showing you how to use the engine, not how to do things like change the hud or make it work with other plug-ins.

    Please post support questions about how to do things in this engine under a new thread in JavaScript Support

  6. NTR said:
    Hello, I love the plug-in and I have made a game with it and it's easy to use and work with.
    I have 1 Question
    Is it possible to make the hud have 8 quick slots for spells only at the bottom instead of weapon, items, skills, shield?
    I want to make a game that only uses spells or skills like some online MMO's have and no melee at all.
    If this can't be done that is ok because I have been working with Alpha ABS on that part my problem is that the party switch plug-in I am using works with the Chrono Engine much better then Alpha ABS.

    Thank you.
    I never try that, but I guess you need to do some coding for the job.
  7. NTR said:
    Hello, I love the plug-in and I have made a game with it and it's easy to use and work with.
    I have 1 Question
    Is it possible to make the hud have 8 quick slots for spells only at the bottom instead of weapon, items, skills, shield?
    I want to make a game that only uses spells or skills like some online MMO's have and no melee at all.
    If this can't be done that is ok because I have been working with Alpha ABS on that part my problem is that the party switch plug-in I am using works with the Chrono Engine much better then Alpha ABS.

    Thank you.
    Yes, you can do that cause I just try it.

    Actually, you can use function act() to do that.

    I define a new variables in js and let it store the tool id.
    Then use act() to use the action.
    Then define another variable to store the icon sprite id.
    Then create a new window on the map and drawicon when the variable for icon sprite exit.

    These are all done by js, there's no add-on plugin for these feature now.

    Hope this help you.
  8. Hi,I'm have try your tutorial but at the end found that player can't equip the item-sword that created. Thrre is no seord icon show up when press the q button and cant attack enemy when press a button.any advise?
  9. Louis529 said:
    Hi,I'm have try your tutorial but at the end found that player can't equip the item-sword that created. Thrre is no seord icon show up when press the q button and cant attack enemy when press a button.any advise?
    It's because the plugin has update.
    In the new version, you need
    abs mode
    In the database/item/note box.
  10. Problem solved.thanks for helping and really appreciate your prompt reply.
  11. Writing down in my notebook that this is one of things I want to try next week! Thanks!
  12. a question .. I am creating my game with this system, and I have seen that by pressing the Q key you enter the ABS menu ... is it possible to edit that the items or weapons are selected from another menu?
  13. Thanks for tutorial, maybe someone here can answer or maybe you can make tutorial for this

    I ran into 3 problems recently.

    #1 I don't know how to create a room that locks the player in, then unlocks when the monsters are all dead. It's been awhlie since i've used rpgmaker but it seems on eneemy death you would subtract/add one to a variable and when the variable => than a number the doors would unlock and you would just set that number ot the # of monsters that were in the room to begin with. But now that were in ABS mode how do we do something like this?

    #2 How do I make a monster spawner? How do I make the monster spawner have HP and die?

    #3 I've setup some switches to turn off/on when hit by an arrow, but 2 'bugs' appeared. #1 walls don't stop arrows, so I can't block the switch from being hit on an opposite side of where I want and #2 I tried to create an empty event that would collide with arrow and it goes right through it, all of it's settings are even the same as switches and treasure chests so it should collide and stop the arrow but it won't! Ideally I'd like to make walls or zones stop arrows, 2nd ideal would be blank events to stop arrows and play thunk sound.
  14. Thank you very much Ken. your tutorials are extremely helpful.
  15. So basicly yanfly and atelier Engine´s dont work together well?
  16. @Guayo
    Yanfly & Moghunter plugins can work together. It's more about plugin order. I've used Chrono ABS with Yanfly plugins, and many others who have used Moghunter with Yanfly plugins will tell you. Put Yanfly plugins below moghunter in the plugin manager. And make sure your plugins are in order, Yanfly plugins should match how they are listed in this chart:
    http://www.yanfly.moe/wiki/Category:Yanfly_Engine_Plugins

    PS Moghunter is rgss atelier.
  17. Hello, I AM creatina a game and I AM using tudo Chrono Engine, but an icon appears on top of the player carácter. Does anyone nos how to solve this problema?

    Sorry for the grammar errors
  18. @paulomaker Hi and welcome! We ask members not to double post - post right after themselves with no replies - so I’ve merged your posts together.
  19. Tatankas said:
    Hey ! It's an awesome battle system ! Thanks for auto guy ! But this battle system don't work with the ItemCore plugin from Yanfly :/ my character can't move if this both plugins are active ... :/
    Really old reply on this, but since @Guayo seems to want to know a fix, I bet other people who find this thread will want to know how to get itemcore compatibility to work.

    Use this replacement function for chronoengine, and it'll work with ItemCore. Yanfly basically set up any queries about nonexistent items to return '[]' instead of null, which moghunter's plugin doesn't recognize. This makes the chrono engine check for empty arrays as well.
    Code:
    //=============================================================================
    // ** Game Map
    //=============================================================================
    
    //==============================
    // * Setup
    //==============================
    
    
    var _mog_toolSys_gmap_setup = Game_Map.prototype.setup;
    Game_Map.prototype.setup = function(mapId) {
       _mog_toolSys_gmap_setup.call(this,mapId);
       this._treasureEvents = [];
       this._battlersOnScreen = [];
       this._enemiesOnScreen = [];
       this._actorsOnScreen = [];
       $gameSystem._toolsOnMap = [];
       $gameTemp.clearToolCursor();
       //if (!$gameSystem._toolsData) {this.dataMapToolClear()};
       if (!$gameSystem._toolsData) {this.dataMapToolClear()
           }else{ if ($gameSystem._toolsData.length == 0) {this.dataMapToolClear()};
           }
       for (var i = 0; i < $gameParty.members().length; i++) {
           var actor = $gameParty.members()[i];
           actor.clearActing();
           $gameSystem._toolHookshotSprite = [null,null,0];
       };
    };