[MZ] JABS - J's Action Battle System

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Started by Jragyn 521 posts Page 10 of 27 View original ↗
  1. SabreonE said:
    1) I am using ,larger sprites and am having trouble having the projectile come out at the right spot. Is there a way to offset the projectile?
    There are currently no tags for providing an offset to the visual component of an event. This is something I know I've got to get around to eventually, but haven't taken the time to deal with.

    SabreonE said:
    2)Has anyone found a compatible plugin that increases event hitboxes? I used to use Visustella Event and Movement core but it would mess with the projectile graphic.
    The hitbox size of an event is fixed single tile size, the default size of events. Other plugins, unless specifically designed to modify this value from the way I've coded it, will not impact the hitboxes of battler events.
    but what about the RMMZ 1.5.0 tile size changes coming?
    I will likely look at the underlying code changes that will accomplish this feature and see if I can leverage it in some way to address hitbox sizing, but that is tbd.
    but what about the boss plugin you mentioned?
    There will be indeed a boss plugin coming that will include a variety of functionalities, among them being the ability to map multiple events to a single battler, and I plan on tackling hitbox size adjustment via tags in there as well. More to come.

    Blaixen said:
    Hey, I had a question, Is there a way on this plugin that allows me to add buffs and debuffs for a temporary time?
    The generic buff/debuff functionality of RMMZ is not currently implemented, though regular states are. Due to the inherent nature of states generally being a more flexible version of what a buff/debuff is, I'd encourage the use of states as an alternative.
  2. Jragyn said:
    There are currently no tags for providing an offset to the visual component of an event. This is something I know I've got to get around to eventually, but haven't taken the time to deal with.


    The hitbox size of an event is fixed single tile size, the default size of events. Other plugins, unless specifically designed to modify this value from the way I've coded it, will not impact the hitboxes of battler events.
    but what about the RMMZ 1.5.0 tile size changes coming?
    I will likely look at the underlying code changes that will accomplish this feature and see if I can leverage it in some way to address hitbox sizing, but that is tbd.
    but what about the boss plugin you mentioned?
    There will be indeed a boss plugin coming that will include a variety of functionalities, among them being the ability to map multiple events to a single battler, and I plan on tackling hitbox size adjustment via tags in there as well. More to come.


    The generic buff/debuff functionality of RMMZ is not currently implemented, though regular states are. Due to the inherent nature of states generally being a more flexible version of what a buff/debuff is, I'd encourage the use of states as an alternative.
    Ah, Thanks, Another question,
    enemies die in one hit, and I don't know why,
    any way to fix this??

    another problem, the damage doesn't calculate and hits the enemy for their MAX HP value and instakills them.
  3. Blaixen said:
    Ah, Thanks, Another question,
    enemies die in one hit, and I don't know why,
    any way to fix this??

    another problem, the damage doesn't calculate and hits the enemy for their MAX HP value and instakills them.
    The JABS plugin does not modify the way RMMZ handles damage calculation by itself. It performs hits using whatever the skill's damage formula is related to the skill. I'd have to defer you to other plugins that may be impacting your damage, or to re-review the skill's damage formulas.
  4. ok, last question and problem, when I kill the monster this appears

    and I'm using the formula in the demo as a learning thing.
    screenshot_20220215_221340.png
    cannot read property _j of undefined??
    Jragyn said:
    The JABS plugin does not modify the way RMMZ handles damage calculation by itself. It performs hits using whatever the skill's damage formula is related to the skill. I'd have to defer you to other plugins that may be impacting your damage, or to re-review the skill's damage formulas.
  5. Blaixen said:
    ok, last question and problem, when I kill the monster this appears

    and I'm using the formula in the demo as a learning thing.
    View attachment 216438
    cannot read property _j of undefined??
    I am unsure of how you've encountered this exception. If you can provide me a minimal project to demonstrate this problem, I can look into it further.

    Though, I would be cautious about the other plugins you use in tandem with JABS. I see mention of use with socket.io, which by itself I can't imagine would cause problems, but plugins that do use it are few and far between (another ABS I think tries to use it?), And I wager _anything_ that manipulates the way characters or events move could cause problems of all sorts, especially when you start involving netplay.
  6. Jragyn said:
    I am unsure of how you've encountered this exception. If you can provide me a minimal project to demonstrate this problem, I can look into it further.

    Though, I would be cautious about the other plugins you use in tandem with JABS. I see mention of use with socket.io, which by itself I can't imagine would cause problems, but plugins that do use it are few and far between (another ABS I think tries to use it?), And I wager _anything_ that manipulates the way characters or events move could cause problems of all sorts, especially when you start involving netplay.
    Sorry if I ask too many questions, but I fixed that problem,

    but the enemies still die in one hit even after I double-checked everything, I don't know how to set it up so that doesn't happen...I never altered the formulas I never altered the leveling...
    so what do I do?
  7. Blaixen said:
    Sorry if I ask too many questions, but I fixed that problem,

    but the enemies still die in one hit even after I double-checked everything, I don't know how to set it up so that doesn't happen...I never altered the formulas I never altered the leveling...
    so what do I do?
    I'm afraid it'd be difficult to troubleshoot any further without being able to review a minimal demo project showcasing this death-in-one-hit problem.
  8. Jragyn said:
    I'm afraid it'd be difficult to troubleshoot any further without being able to review a minimal demo project showcasing this death-in-one-hit problem.
    The demonstration of the error
  9. Blaixen said:
    The demonstration of the error

    when I say "review a minimal demo project showcasing this"
    I mean
    actually being able to open the project on my computer to perform the troubleshooting.

    Based on the limited information provided by your video, here is my feedback:
    - It looks you're running an old version of JABS. The latest version is based on a personal project of mine, while the demo you're running was a previous version that I used, but let far way behind the actual current state of JABS. Do re-review the project you downloaded the plugin from to obtain the latest (from the original post of this thread).
    - I was unable to see the skill id of 11, which appeared to be bound to your weapon per the note tags in your weapons tab of the database. I assume it doesn't have the formula listed as "1000", or something that would result in such a fixed damage, but you may want to recheck that as well if upgrading didn't work.
    - In the old version of JABS that you appear to be running, I do recall having issues that I was unable to solve for with one particular enemy just being unpredictably stupid in all sorts of ways, including damage, hit animation, AI, etc. You look like you're fighting that enemy in this demo.

    tl;dr:
    upgrade your JABS to the latest and try again.
  10. Ok, Last problem...
    I fixed the problem, but now whenever an enemy uses a skill,
    it crashes.screenshot_20220216_195500.pngscreenshot_20220216_195512.png
    Oh and the Button inputs don't work
    as in, I press "A" and it does nothing.
  11. Blaixen said:
    Ok, Last problem...
    I fixed the problem, but now whenever an enemy uses a skill,
    it crashes.
    Oh and the Button inputs don't work
    as in, I press "A" and it does nothing.
    If I had to guess, it would likely be due to other plugin incompatibilities.

    To spare myself and yourself any additional troubles, I'd request you provide me a minimal RPG Maker MZ project demonstrating this issue.

    Not to be confused with a video.
    I cannot load a video in my RMMZ editor to troubleshoot.
  12. Jragyn said:
    If I had to guess, it would likely be due to other plugin incompatibilities.

    To spare myself and yourself any additional troubles, I'd request you provide me a minimal RPG Maker MZ project demonstrating this issue.

    Not to be confused with a video.
    I cannot load a video in my RMMZ editor to troubleshoot.

    I hope this helps...

    also thanks a lot google for not being able to show projects
  13. Blaixen said:

    I hope this helps...

    also thanks a lot google for not being able to show projects

    ok So i fixed the Skills issue

    BUT the Z/A button doesn't work still.
    And it stops working if there are no skills that can be learned in the classes tab.
  14. Jragyn said:
    If I had to guess, it would likely be due to other plugin incompatibilities.

    To spare myself and yourself any additional troubles, I'd request you provide me a minimal RPG Maker MZ project demonstrating this issue.

    Not to be confused with a video.
    I cannot load a video in my RMMZ editor to troubleshoot.
    So I fixed the isActor error.
    but the Z/A button isn't working....
    it stops working when I remove all learnable skills from the actors.
    because I'm trying to only give the player the main attack and then get better skills later.
  15. Blaixen said:
    So I fixed the isActor error.
    but the Z/A button isn't working....
    it stops working when I remove all learnable skills from the actors.
    because I'm trying to only give the player the main attack and then get better skills later.
    Ahh. Well that's good to hear!
    Regarding skill usage, skills can only be used if the actor actually knows the skill by some means or another. Though the actual operation of the "accept"/"okay" button, aka Z on your keyboard, is not related to JABS. Event interaction from RMMZ and events etc should still be functioning as normal.

    It is also important to know that VisuStella's core engine plugin is a massive plugin that does _a lot_ of things that are indeed nice, but can mask the real problems behind their obfuscated functionality and error-catching. While I know you're obviously using a non-zero number of their plugins if you're using the core engine, I cannot troubleshoot anything associated with their code due to obfuscation. I strongly recommend when you run into problems with JABS (or any of my other plugins, or any other non-VisuStella plugins), first try to to reproduce it in a blank empty project with only the bare minimum. This will accelerate troubleshooting for the plugin devs owning said plugins having the issue by removing unrelated possibilities. (My JABS plugin files, all combined together amount to well over 30k lines of code, so understand when I say I don't want to root any more code than I have to)
  16. Jragyn said:
    Ahh. Well that's good to hear!
    Regarding skill usage, skills can only be used if the actor actually knows the skill by some means or another. Though the actual operation of the "accept"/"okay" button, aka Z on your keyboard, is not related to JABS. Event interaction from RMMZ and events etc should still be functioning as normal.

    It is also important to know that VisuStella's core engine plugin is a massive plugin that does _a lot_ of things that are indeed nice, but can mask the real problems behind their obfuscated functionality and error-catching. While I know you're obviously using a non-zero number of their plugins if you're using the core engine, I cannot troubleshoot anything associated with their code due to obfuscation. I strongly recommend when you run into problems with JABS (or any of my other plugins, or any other non-VisuStella plugins), first try to to reproduce it in a blank empty project with only the bare minimum. This will accelerate troubleshooting for the plugin devs owning said plugins having the issue by removing unrelated possibilities. (My JABS plugin files, all combined together amount to well over 30k lines of code, so understand when I say I don't want to root any more code than I have to)
    Aight! Thanks!
  17. Jragyn said:
    There are currently no tags for providing an offset to the visual component of an event. This is something I know I've got to get around to eventually, but haven't taken the time to deal with.


    The hitbox size of an event is fixed single tile size, the default size of events. Other plugins, unless specifically designed to modify this value from the way I've coded it, will not impact the hitboxes of battler events.
    but what about the RMMZ 1.5.0 tile size changes coming?
    I will likely look at the underlying code changes that will accomplish this feature and see if I can leverage it in some way to address hitbox sizing, but that is tbd.
    but what about the boss plugin you mentioned?
    There will be indeed a boss plugin coming that will include a variety of functionalities, among them being the ability to map multiple events to a single battler, and I plan on tackling hitbox size adjustment via tags in there as well. More to come.


    The generic buff/debuff functionality of RMMZ is not currently implemented, though regular states are. Due to the inherent nature of states generally being a more flexible version of what a buff/debuff is, I'd encourage the use of states as an alternative.

    Hello

    Thanks for the quick reply, I have been out of town and just got to read it. Nice good to hear i think offsetting would help a lot.

    About the hitboxes, I phrased it wrong I think. I was looking for a way to mimic the <Hitbox down: 5> Notetag or <activation square: 5> tags from visustella's event and movement core. It was handy for triggering events in a certain range.

    Thank you again.
  18. Ok, So I was looking around, what are the BGM common events for?

    are they like, for overworld battle music, kind of like Kingdom Hearts?

    Do they have to be used with the "Enemies Defeated" Variable?
  19. tl;dr:
    none of the common events nor variables are required by JABS, thats just my personal stuff, but feel free to use the pattern if it helps you.

    Blaixen said:
    Ok, So I was looking around, what are the BGM common events for?
    In the demo project?
    It is how I accomplished a means for having "battle music" and "boss music" and so on, to be used across multiple event situations. It allows me to adjust said BGMs in a single place instead of having to go around all the various places they are used to make changes.

    Blaixen said:
    Do they have to be used with the "Enemies Defeated" Variable?
    Nothing needs to be used with any variables. Enemies will perform all their event commands for their current page upon defeat. There are certain maps where I track the enemies being defeated, and trigger other events upon clearing the map of foes. This is done modifying the variable you reference on enemies' defeat on said maps. It is not related to the BGM common events, though they are often used together in my project.

    It is important to note that the project you're looking at (assuming you downloaded what is listed in my original post of this thread) is a personal project that I used to showcase how JABS and the other various plugins I've written can be leveraged to build a real project.

    That is not a minimal barebones RMMZ project, as JABS is just a tad too complex to be demo'd that way. I figured this would be easier. As such, you'll see a lot of things that are just... how I accomplished it, but not necessarily related to JABS. For example, there are no common events or variables that JABS needs/requires to function.
  20. Jragyn said:
    tl;dr:
    none of the common events nor variables are required by JABS, thats just my personal stuff, but feel free to use the pattern if it helps you.


    In the demo project?
    It is how I accomplished a means for having "battle music" and "boss music" and so on, to be used across multiple event situations. It allows me to adjust said BGMs in a single place instead of having to go around all the various places they are used to make changes.


    Nothing needs to be used with any variables. Enemies will perform all their event commands for their current page upon defeat. There are certain maps where I track the enemies being defeated, and trigger other events upon clearing the map of foes. This is done modifying the variable you reference on enemies' defeat on said maps. It is not related to the BGM common events, though they are often used together in my project.

    It is important to note that the project you're looking at (assuming you downloaded what is listed in my original post of this thread) is a personal project that I used to showcase how JABS and the other various plugins I've written can be leveraged to build a real project.

    That is not a minimal barebones RMMZ project, as JABS is just a tad too complex to be demo'd that way. I figured this would be easier. As such, you'll see a lot of things that are just... how I accomplished it, but not necessarily related to JABS. For example, there are no common events or variables that JABS needs/requires to function.
    oh, ok! thanks for informing me, I was a tad bit confused about them

    You did great on this plugin!