[MZ] JABS - J's Action Battle System

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Started by Jragyn 521 posts Page 13 of 27 View original ↗
  1. Ancient_Eagle said:
    Moghunter did that in ABS Chrono Engine
    Maybe you can check that one.
    It is not a matter of me not knowing how to do it, it is a matter of taking the time to do it.

    These things take time to develop properly and in a user-friendly way that you folks can leverage.

    If you have the free time, go ahead and go poke around in moghunter's code, weave in the logic, and spin up a merge request into my repo and I'll take a look at it.
  2. Hello @Jragyn I have uploaded the problem project file to my Google Drive.

    RPG Maker Share - Google Drive
    I'm hoping you (or someone) can figure out what I'm doing wrong so that I can correct it. I updated all the plugins and I still don't know what the problem is.
  3. Hey! @Jragyn

    We all know that we can use weapons (swords, spears, bows, etc...), but the guns like machine gun, pistol, and more guns... can be work? I mean I didn't test about the guns.
  4. So I upgraded my project with the latest plugins and I am having an issue with the skills. So from what I read, the actor can only use the skill if they know them. But the basic attack for your main hand isn't working unless you know them either and then the player can assign that main hand attack to a skill. Is there a way to stop players from assigning skills that they have learned so they can use main hand and not have the option to assign it?
  5. plumbbobparadise said:
    I have uploaded the problem project file to my Google Drive.
    I'll see if I can put some time aside and review what you've got.

    Ancient_Eagle said:
    I mean I didn't test about the guns.
    While I do provide a selection of weapon types in my demo, you are free to go beyond those bounds. Most of the "weapon types" are actually just stuff I made up, not necessarily a limitation of the engine. Skills in general are defined by the combination of note tags you add, so adding different combinations can yield lots of different results.

    Not to do the thinking for you, but if you were aiming for a semi-automatic gun, you could probably create a skill that has a really short cooldown, very small hitbox, and for the action event just make it move really fast and be a bullet or something.

    It is worth noting that "hold-to-fire-repeatedly" is not a currently-implemented function of JABS (like you might expect a machine gun to do). JABS encourages button-mashing, not button-holding.
  6. Hello @Jragyn thank you so much. I know time is valuable, so your volunteering to take time aside is much appreciated.
    If you have the "Stormcloud" file in the "TSL" folder could you please redownload, I accidentally copied the wrong project file to my Drive. The error has now been corrected. The correct file is "Return to the Twin Kingdoms." If you already have the "Return" file downloaded, please disregard the message. :)
  7. Hi!

    You know I didn't notice when I play demo today:

    - I can give them commands to my party for attacking, supporting, and etc...
    - I can do formation by clicking "select" or use "Formation" default RPG Maker.

    That's cool!

    But, there's question. Can I change configure buttons? like A is attack gamepad, so I change it into X gamepad.

    Moghunter ABS did that, but I don't know if you did that or not.
  8. Ancient_Eagle said:
    Hi!

    You know I didn't notice when I play demo today:

    - I can give them commands to my party for attacking, supporting, and etc...
    - I can do formation by clicking "select" or use "Formation" default RPG Maker.

    That's cool!
    There is a lot in the demo that I have not really discussed or documented.

    Ancient_Eagle said:
    But, there's question. Can I change configure buttons? like A is attack gamepad, so I change it into X gamepad.

    Moghunter ABS did that, but I don't know if you did that or not.
    Again, while this ABS was inspired by Moghunter, it is by no means a clone or port of his engine. It is entirely anew- including handling input. However, I did recently refactor the code behind inputs and controls to open the door for other devs to mess with it if they want.

    I do not have plans to do more to manage inputs.

    If you want to tweak it yourself, I would direct you to the InputManager and InputAdapter classes, as that is where all inputs are managed and translated into JABS-related actions.
    (or issue a proper plugin request to create a custom input manager for yourself)
    • hello
    • Enemies leave a skill image when they die,
    • I don't know where is the misconfiguration.

    111.png
  9. L-jun said:
    • hello
    • Enemies leave a skill image when they die,
    • I don't know where is the misconfiguration.

    View attachment 228446

    Once upon a time, over a year ago, this was a problem in my test project. It has since been rectified, and is not replicable using my currently linked demo project.

    You'll need to provide me a little more to work with if you want me to help.

    Are you using the latest work?
    Does the skill have a properly defined "<duration:##>" tag on the skill being used?
    Are you using other plugins that change the way events behave? (such as VisuStella's Move/event core)
    Do you have a minimal sample project you can upload to demonstrate this?
  10. Jragyn said:
    Once upon a time, over a year ago, this was a problem in my test project. It has since been rectified, and is not replicable using my currently linked demo project.

    You'll need to provide me a little more to work with if you want me to help.

    Are you using the latest work?
    Does the skill have a properly defined "<duration:##>" tag on the skill being used?
    Are you using other plugins that change the way events behave? (such as VisuStella's Move/event core)
    Do you have a minimal sample project you can upload to demonstrate this?
    • The latest 3.0 paradigm is used
    • I created a new project using the plugin in your example
    • This problem does not occur if no drop item is set
    • I'm sorry. I hope I made that clear
    • A guard skill must be equipped with an offhand to be effective,
    • How to lift this restriction,
  11. L-jun said:
    • The latest 3.0 paradigm is used
    • I created a new project using the plugin in your example
    • This problem does not occur if no drop item is set
    • I'm sorry. I hope I made that clear
    To be perfectly honest, I'm not really sure what the problem is in your configuration, but I cannot replicate it locally. As an alternative, feel free to provide a sample project demonstrating this, and I can look into it when i have time.

    L-jun said:
    • A guard skill must be equipped with an offhand to be effective,
    • How to lift this restriction,
    Guarding as a functionality is bound to the data points of the given guard skill.
    All skills must be assigned to a slot to be "performed", including guard skills.
    I chose the offhand slot to represent that as an option, or alternatively use an offensive skill instead (but retain the "pivot in place" functionality).

    This is simply the way it works.
    This restriction requirement cannot be lifted.

    As always, if you're feeling inspired, you're more than welcome to make the code changes yourself and I'd be happy to review them and potentially merge them into the main codebase if you want to tackle this dilemma yourself.
  12. @Jragyn

    I just notice when you press "Shield button" to defend yourself, and I press attack when I hold shield, it show's me some glitch or bugs

    Just try to hold your shield, and press attack button, you will see it.

    Here's the video
  13. Jragyn said:
    To be perfectly honest, I'm not really sure what the problem is in your configuration, but I cannot replicate it locally. As an alternative, feel free to provide a sample project demonstrating this, and I can look into it when i have time.


    Guarding as a functionality is bound to the data points of the given guard skill.
    All skills must be assigned to a slot to be "performed", including guard skills.
    I chose the offhand slot to represent that as an option, or alternatively use an offensive skill instead (but retain the "pivot in place" functionality).

    This is simply the way it works.
    This restriction requirement cannot be lifted.
    Thank you very much for your reply,
    I know what to do.
  14. this looks really cool.
  15. Hello, @Jragyn.

    One quick question: I would like to try out your amazing ABS system for my game, but not sure whether your system can support pixel movement (either the native MZ pixel-movement plugins or the QPlugins port by LunaTechs) and map projectiles (mostly the one by Galv since afaik, some people on the RM Discord said that some people managed to use that with pixel movement plugins) via plugin commands / script calls (since I am going to develop a game with bullet-hell (like the style you see in some shooting games like Touhou) battles.

    But anyway, thanks for releasing an ABS system for MZ users that could potentially become the MZ equivalent of Moghunter’s Chrono and QABS for RPG Maker MV!
  16. Ancient_Eagle said:
    Just try to hold your shield, and press attack button, you will see it.
    Ahh.
    Yes, performing two actions simultaneously does indeed result in trying to show two poses simultaneously. I'll throw that on my log of things to get to eventually. In the interim, try not to do that if it bothers you.

    CaraPrincess said:
    whether your system can support pixel movement (either the native MZ pixel-movement plugins or the QPlugins port by LunaTechs)
    The only pixel movement plugin I've attempted to use with JABS to any degree of success was the Cyclone/Hudell one for MZ. That isn't to say that others don't work, but they are untested (for both MZ-native and ported plugins).

    CaraPrincess said:
    map projectiles (mostly the one by Galv)
    Earlier in this thread somewhere, someone mentioned they got JABS to work with Galv's map projectiles plugin, but I have not bothered to try personally. Perhaps it still does?
    To be perfectly honest, I would be surprised if it did work considering there is a significant amount of concept overlap with Galv's Map Projectiles and projectiles produced by JABS.
  17. 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.

    How do you accomplish this? Where do you put the Html code? In the message box or in events?
  18. Jragyn said:
    Ahh.
    Yes, performing two actions simultaneously does indeed result in trying to show two poses simultaneously. I'll throw that on my log of things to get to eventually. In the interim, try not to do that if it bothers you.


    The only pixel movement plugin I've attempted to use with JABS to any degree of success was the Cyclone/Hudell one for MZ. That isn't to say that others don't work, but they are untested (for both MZ-native and ported plugins).


    Earlier in this thread somewhere, someone mentioned they got JABS to work with Galv's map projectiles plugin, but I have not bothered to try personally. Perhaps it still does?
    To be perfectly honest, I would be surprised if it did work considering there is a significant amount of concept overlap with Galv's Map Projectiles and projectiles produced by JABS.
    Oh wow nice...
    But I ask you one thing, Jragyn...

    How to use plugin commands / script calls for executing attacks for this plugin (either the standard attacks or the projectile attacks)?