[MZ] JABS - J's Action Battle System

● ARCHIVED · READ-ONLY
Started by Jragyn 521 posts Page 11 of 27 View original ↗
  1. Dreadnaughtdesigns said:
    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.
    I apologize, I missed this entirely amidst the other messages above.

    At time of writing, JABS is not compatible with VisuStella's event and movement core.
    It messes with events, JABS messes with events, but I can't see how they mess with events due to obfuscation, so I can't accommodate it.
  2. I have a question regarding Ally AI.
    Is it possible to make Allies but not in your party?
    Because I wanted to make a scene where some NPCs can fight the enemies.
  3. ♦Valens♦ said:
    I have a question regarding Ally AI.
    Is it possible to make Allies but not in your party?
    Because I wanted to make a scene where some NPCs can fight the enemies.
    you can define events to have
    HTML:
    <team:0>
    and that should force an event to be on the same team as you and your allies.

    This is a largely untested functionality, but in theory it should work.
  4. Jragyn said:
    you can define events to have
    HTML:
    <team:0>
    and that should force an event to be on the same team as you and your allies.

    This is a largely untested functionality, but in theory it should work.
    It works!
    Thanks for the solution.

    Oh, and uh... One more question. Is there any way to disable the balloon icon?
  5. I tried reading the documentation page but I still don't understand how to make this work...
    I've go stuck after enabling both J-Base and J-ABS.. but how do i make the events(monsters) to attack me?
  6. Hey, is possible to make the floor cause damage to player ? like in regular RPGMaker if play walk on it suffer damage, when i tried, the player just don't take damage, i need to add some thing ?
  7. BLKNeko said:
    Hey, is possible to make the floor cause damage to player ? like in regular RPGMaker if play walk on it suffer damage, when i tried, the player just don't take damage, i need to add some thing ?
    This was a WIP functionality I was re-adding, as I didn't even realize it was broken until a couple months ago. However, I have not been actively working on this due to non-RM things taking priority, so the fix (which includes some extra functionality) is not completely implemented, and sitting in my development branch of the repo.

    I apologize for this inconvenience.

    ilansas said:
    I tried reading the documentation page but I still don't understand how to make this work...
    I've go stuck after enabling both J-Base and J-ABS.. but how do i make the events(monsters) to attack me?
    It is recommended to leverage the demo project and build from that instead of trying to just implant the functionality anew. There are a lot of pieces to this monster of a plugin where implementation can go awry.

    ♦Valens♦ said:
    Oh, and uh... One more question. Is there any way to disable the balloon icon?
    I believe I made this a configurable in the plugin settings.
  8. Jragyn said:
    This was a WIP functionality I was re-adding, as I didn't even realize it was broken until a couple months ago. However, I have not been actively working on this due to non-RM things taking priority, so the fix (which includes some extra functionality) is not completely implemented, and sitting in my development branch of the repo.

    I apologize for this inconvenience.


    It is recommended to leverage the demo project and build from that instead of trying to just implant the functionality anew. There are a lot of pieces to this monster of a plugin where implementation can go awry.


    I believe I made this a configurable in the plugin settings.
    Thanks for the reply, and sorry for the late response too, i was just testing the tile until they just work without a reason, i don't know if i was doing some thing wrong, but it work now, i think this may be some plugin interferrence like VisuStella.
  9. Can I get rid of the effect of the character turning backwards when knockback is triggered?

    I want the knockback to be executed with the direction fixed when the actor is hit

    111.png
  10. BLKNeko said:
    Thanks for the reply, and sorry for the late response too, i was just testing the tile until they just work without a reason, i don't know if i was doing some thing wrong, but it work now, i think this may be some plugin interferrence like VisuStella.
    It would not surprise me, as I've encountered many difficulties when trying to work around visustella's plugins. Due to their obfuscation, I cannot fully support any of their plugins. However, since my code is wide open for all to see, they may be able to work around my code or build compatibility patches or something if the demand is great enough.

    seruzen said:
    Can I get rid of the effect of the character turning backwards when knockback is triggered?

    I want the knockback to be executed with the direction fixed when the actor is hit

    View attachment 221144
    This was an opinionated decision to make to force being knocked away and also facing away.

    For at least the player, you can hold the strafe button (which locks direction) to prevent this.

    For everyone else, to mess with direction locking/unlocking in such a short timeframe would cause more problems than it would help (when I first implemented it, it was as you wanted, but it resulted in randomly leaving people in a locked state, or unlocking them when they shouldn't, mostly because of timing and input overlap).
  11. Can you use this to make a tacical RPG like fire emblem? Basicly in fire emblem you have units you position on the battlemap and attacks to/from enemies take place in quick 3 to 10 second encounters. both allies and enemies take turns moving/battling/other things
  12. Oddball said:
    Can you use this to make a tacical RPG like fire emblem? Basicly in fire emblem you have units you position on the battlemap and attacks to/from enemies take place in quick 3 to 10 second encounters. both allies and enemies take turns moving/battling/other things
    An action battle system is not a tactical turn-based system.
    I believe others have invested time and effort into building such engines, though; use the forums search tools and you can probably find it.
  13. Jragyn said:
    An action battle system is not a tactical turn-based system.
    I believe others have invested time and effort into building such engines, though; use the forums search tools and you can probably find it.
    Ok. I've been considering creating a post apocalyptic themed fire emblem type game
  14. Never could get it to work, it looks amazing, though I had to remove it due to it not letting players name their character, it'd just skip the event.
  15. laughingspider said:
    Never could get it to work, it looks amazing, though I had to remove it due to it not letting players name their character, it'd just skip the event.
    Ahh, probably because the core scripts block access to the `Scene_NameChange` or wahtever its called, and I personally haven't really utilized that functionality myself and thus never encountered it.

    I'll see if I can rope that into a fix for whenever I get back to updating this thing.
  16. Great plugin! Thanks for your hard work on it!

    Okay, so I tried to update the plugins in my project folder and got this message. The only plugins I have are those in the J-ABS folder.

    syntax error.png
  17. plumbbobparadise said:
    Great plugin! Thanks for your hard work on it!

    Okay, so I tried to update the plugins in my project folder and got this message. The only plugins I have are those in the J-ABS folder.

    View attachment 223218
    Unfortunately, this error does not provide me a lot of information. You'll need to provide the dev console by hitting F12 to bring it up. That one will provide more useful data, like what component of the plugin is having the problem.

    Based on the given error though, if I had to hazard a blind guess, I'd assume the problem is not the plugin itself, but probably a misformed tag somewhere in the RM database. Without the dev console though, its difficult to say.
  18. Jragyn said:
    Unfortunately, this error does not provide me a lot of information. You'll need to provide the dev console by hitting F12 to bring it up. That one will provide more useful data, like what component of the plugin is having the problem.

    Based on the given error though, if I had to hazard a blind guess, I'd assume the problem is not the plugin itself, but probably a misformed tag somewhere in the RM database. Without the dev console though, its difficult to say.

    Hi, well, sorry I'm just getting to see this... real life and all. Anyway here is the dev console. I went ahead and updated all the new files from the Chef Adventure demo that was provided. This error took place after updating the new plugins from the demo.
    I built the project on top of the original demo that was provided, but then when the new Chef Adventure went live, I tried to manually update all the plugins.

    devconsole.jpg
  19. It's just me or the documentation is empty?
  20. SonaGate said:
    It's just me or the documentation is empty?
    It is missing a lot of information because:
    - it takes a long time to write
    - like any good developer, I'm lazy

    But there are a couple things there.

    I've been in the process of revamping the setup of it since I've added a lot of stuff to the engine, though I haven't properly announced it because I'm not done with either the code updates or the documentation updates.

    Sorry for that inconvenience and thank you for your patience. I'm happy to answer any questions you may have in the mean time.