[MZ] JABS - J's Action Battle System

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Started by Jragyn 521 posts Page 15 of 27 View original ↗
  1. TenraiEmiko said:
    Are there any ways to bind party member switching to certain keys within JABS?
    there is currently no user-friendly means to accomplish this- all solutions would require code modification. That being said, I would point you to the JABS_InputController, as that governs the execution of party cycling. If you want to change the functionality of the party cycling entirely, such as to weave in additional effects somewhere in the process, I would point you JABS_Engine.performPartyCycling() for adjustments.


    Lord_Bluffkin said:
    Can you tell me how to re-enable automatic shadows?
    This is actually hard-coded functionality in my base plugin (I didn't realize anyone actually wanted/liked the auto-shadowing). However, in my summer release, I'll go ahead and pull that out to another location that can allow you to disable it. If you want to get hacky, look for:

    JavaScript:
    Tilemap.prototype._addShadow = function(layer, shadowBits, dx, dy)
    {
    };

    in the J-Base plugin, and you should be able to just delete the block entirely and it should re-enable the shadow functionality (unless you have other plugins that disable it, such as visustella's core which gives you a plugin parameter to toggle it).
  2. Jragyn said:
    This is actually hard-coded functionality in my base plugin (I didn't realize anyone actually wanted/liked the auto-shadowing). However, in my summer release, I'll go ahead and pull that out to another location that can allow you to disable it. If you want to get hacky, look for:

    JavaScript:
    Tilemap.prototype._addShadow = function(layer, shadowBits, dx, dy)
    {
    };

    in the J-Base plugin, and you should be able to just delete the block entirely and it should re-enable the shadow functionality (unless you have other plugins that disable it, such as visustella's core which gives you a plugin parameter to toggle it).

    Thank you so much.
    The only plugins I have installed are those that you provided in your Chef's Adventure. We're not all RM veterans!

    I have located the code, and can see from the colourful language of your commenting that you really don't like autoshdows.
  3. Lord_Bluffkin said:
    Thank you so much.
    The only plugins I have installed are those that you provided in your Chef's Adventure. We're not all RM veterans!
    No problem, glad it worked out in your favor.

    Lord_Bluffkin said:
    I have located the code, and can see from the colourful language of your commenting that you really don't like autoshdows.
    I do indeed confirm that I dislike the clumsy autoshadow feature.
  4. Well, @Jragyn, I’ve found out a plugin command in your plugin that allows party member cycling (not sure whether it works or not, but hope it will…)
    there is currently no user-friendly means to accomplish this- all solutions would require code modification. That being said, I would point you to the JABS_InputController, as that governs the execution of party cycling. If you want to change the functionality of the party cycling entirely, such as to weave in additional effects somewhere in the process, I would point you JABS_Engine.performPartyCycling() for adjustments.
    Well, which plugin is JABS_Engine.performPartyCycling() located in, and which line in that plugin is that code snippet located in?
  5. Having so much fun with this plugin.

    Is there a way to make skills activate events upon use? I'm trying to make a summon skill using Galv's event spawner and it's working out okay but it would be really nice to have it tied to the existing skill system that you have in place.
  6. The J-Hud-PartyFrame disappears during Show Text and flickers back on between each new Show Text in a cutscene.

    Do we essentially need to Hide HUD at the beginning of each text interaction and Show HUD at the end, or is there a way to prevent the HUD from flickering on between each text box change?
  7. TenraiEmiko said:
    Well, @Jragyn, I’ve found out a plugin command in your plugin that allows party member cycling (not sure whether it works or not, but hope it will…)

    Well, which plugin is JABS_Engine.performPartyCycling() located in, and which line in that plugin is that code snippet located in?
    I would encourage you use your own text editor of choice (or VS Code if you don't have/use one) to root around and find it yourself. You may find other code things to play with while you're in there.

    Weatherlight01 said:
    Is there a way to make skills activate events upon use?
    regular events are not designed to be triggered by JABS's actions. All code in the current event page will be executed when defeated if you slap event commands into an enemy.

    Weatherlight01 said:
    I'm trying to make a summon skill using Galv's event spawner and it's working out okay but it would be really nice to have it tied to the existing skill system that you have in place.
    as-is, JABS is not quite capable of what you envision. When generating actions (such as the slash effect you see when swinging a sword), the engine will manually generate the event on your behalf and set it on whatever its moveroute is (found on the "action map"; the skill being executed should have an "action id" tag which is a mapping of the event id from the "action map" to determine which event to generate for the skill). While I did have a desire to create some sort of summoning functionality native to JABS, it has not come to fruition as of yet thanks to competing priorities.

    Lord_Bluffkin said:
    The J-Hud-PartyFrame disappears during Show Text and flickers back on between each new Show Text in a cutscene.
    this is an oversight in coding on my behalf. I noticed this a while ago and did fix it to some degree, though that fix is residing elsewhere for the time being while I build up everything for the "summer update" I have been working on.
  8. Jragyn said:
    this is an oversight in coding on my behalf. I noticed this a while ago and did fix it to some degree, though that fix is residing elsewhere for the time being while I build up everything for the "summer update" I have been working on.
    Oh that's so wonderful. Good to hear I'm not the only one. Although I was thinking it's the proximity sensor on the HUD. I figured I'd just disable the proximity sensor, or set it to zero.
  9. Lord_Bluffkin said:
    Oh that's so wonderful. Good to hear I'm not the only one. Although I was thinking it's the proximity sensor on the HUD. I figured I'd just disable the proximity sensor, or set it to zero.
    Nah, specifically it has to do with the way I coded it to check for "interference" aka something else running that should hide the HUD. I forgot to add a check for the interpreter on the map running, which makes it blink in and out of existence between every message. Also, I think the plugin commands might need some additional love, but hopefully it'll be in a better state when I release the update to the public (not that anything is stopping you from just going and grabbing all my updates from the chapter-3 branch I suppose, just be cautious if you do because I actively work on it).

    As an alternative, I'm sure that most other map-based HUDs should function with JABS, with the only concern being the lack of proper interpretation of states and such.

    while I may be a professional developer by day, the plugins I write are typically very much just for me. This means I don't give them the rigorous testing that they probably deserve, and usually just fix little things mid-game while testing my own project as I encounter them, if at all. Thus, feel free to use them, but they may not be as refined as others, especially so due to the nature of the plugins I build.
  10. Jragyn said:
    Nah, specifically it has to do with the way I coded it to check for "interference" aka something else running that should hide the HUD. I forgot to add a check for the interpreter on the map running, which makes it blink in and out of existence between every message. Also, I think the plugin commands might need some additional love, but hopefully it'll be in a better state when I release the update to the public (not that anything is stopping you from just going and grabbing all my updates from the chapter-3 branch I suppose, just be cautious if you do because I actively work on it).

    As an alternative, I'm sure that most other map-based HUDs should function with JABS, with the only concern being the lack of proper interpretation of states and such.

    I will check out the Chapter 3 branch. I will be patient though and wait for the summer update as well.
  11. Hi!
    I just saw you update a new version (chapter 3), and it's much better.
    Question:

    - When my party member enter the safety place (town, village, castle, etc...), which command plugin should I use for not start using action fight in a safety place? Because when I enter the town, I can attack and use some magic, so I don't want to use it in any safety place.

    - there's a cutscenes that they can read it without showing hud and tools for skills and items. I don't know if there's a command plugin to hide hud and tools.
  12. Is there any place to find information on what stuff like this means?

    1658531559252.png

    I'm reading through the notes and played through the demo, but I'm still not understanding how to assign or create anything off it. Like I can't find anywhere that explains what 'ap' means
  13. Ancient_Eagle said:
    - When my party member enter the safety place (town, village, castle, etc...), which command plugin should I use for not start using action fight in a safety place? Because when I enter the town, I can attack and use some magic, so I don't want to use it in any safety place.
    While it is almost entirely untested, I did create plugin commands that enable/disable JABS.
    I suspect it'll probably need to be updated, but since as you see in the demo I never disable JABS, I have not really felt it a priority.

    Ancient_Eagle said:
    - there's a cutscenes that they can read it without showing hud and tools for skills and items. I don't know if there's a command plugin to hide hud and tools.
    It is on my list of things to do to revisit the HUD yet again and nail down a properly functioning hide/show functionality.

    Mustardcap said:
    Is there any place to find information on what stuff like this means?
    To even my own surprise, I did find that I scribbled down a lot of documentation in the plugin itself. You know, in the plugin manager:
    1658588083235.png

    Due to the sheer amount of configurables and tags, it is not fully comprehensive, but it gives the basics.

    Mustardcap said:
    I'm reading through the notes and played through the demo, but I'm still not understanding how to assign or create anything off it. Like I can't find anywhere that explains what 'ap' means
    This is actually a result of my own developer laziness. When I first built out the various tags, I made them as short as possible (such as "<e:12>") because they lived in the NOTES of events rather than in the body as comment event commands. Later down the road it was getting unfeasible, so I moved them to the body as comments (what you see all over the demo), and later yet I realized even I forgot what some of them did, so I expanded the tags to be a bit more descriptive (such as "<enemyId:12>"). That last alteration actually happened in the last couple of months, and I coded it so that it would accommodate all variations of the tags at first... but since you asked so nicely I went ahead and updated most all tags across the board. Which also are mostly described in the plugin settings help section.

    While I have attempted to create a wiki of sorts, and even a documentation section within the github repo, I really think the plugin itself is probably now the shining source of truth (until I get around to updating the other documentations...).
  14. Jragyn said:
    While it is almost entirely untested, I did create plugin commands that enable/disable JABS.
    I suspect it'll probably need to be updated, but since as you see in the demo I never disable JABS, I have not really felt it a priority.


    It is on my list of things to do to revisit the HUD yet again and nail down a properly functioning hide/show functionality.


    To even my own surprise, I did find that I scribbled down a lot of documentation in the plugin itself. You know, in the plugin manager:
    View attachment 235461

    Due to the sheer amount of configurables and tags, it is not fully comprehensive, but it gives the basics.


    This is actually a result of my own developer laziness. When I first built out the various tags, I made them as short as possible (such as "<e:12>") because they lived in the NOTES of events rather than in the body as comment event commands. Later down the road it was getting unfeasible, so I moved them to the body as comments (what you see all over the demo), and later yet I realized even I forgot what some of them did, so I expanded the tags to be a bit more descriptive (such as "<enemyId:12>"). That last alteration actually happened in the last couple of months, and I coded it so that it would accommodate all variations of the tags at first... but since you asked so nicely I went ahead and updated most all tags across the board. Which also are mostly described in the plugin settings help section.

    While I have attempted to create a wiki of sorts, and even a documentation section within the github repo, I really think the plugin itself is probably now the shining source of truth (until I get around to updating the other documentations...).
    Did I download the wrong version? Because I don't see this, these are the plugins I have.

    1658602012576.png

    I hope I don't come off as rude, I was just frustrated cause I looked through all the pages here and it seems like I'm the only idiot in the past few years who doesn't know what these things mean.

    Eventually, I figured out e means enemy, and AI assumedly means the A.I. but I still have no idea what the numbers behind it stand for, or s:4, p:6, as:2, ap:6, ad:300, ms:3.5. Everyone else here just knows what they mean apparently, so I must be stupid.

    If there was someplace I could read or study these so I could learn I'd be willing to, but it seems like I'm either in the loop, or I can't use the plugin :/

    So I think I was running an old version. I went and got Chef Adventure, but get this error when trying to run it 1658603065461.png
  15. Mustardcap said:
    I hope I don't come off as rude
    No worries pal, I recognize my documentation is lacking.
    This project started as a "just for me" thing.
    Then I was like "wouldn't it be cool if I released it to the public?", little did 2 years ago Jeremy realize that for some reason, not everyone could just figure it out automagically.
    I've also iterated countless times as I've leveled up my own coding skills, almost none of which have I properly updated the version number like a good developer.
    So no, you're not rude, I appreciate you actually trying to make this work. It helps reveal to me gaps where I can improve. Long as you don't just flame me like an ass, most any question is welcome!

    Mustardcap said:
    Everyone else here just knows what they mean apparently, so I must be stupid.
    While folks may have "made it work" on their own, I'm pretty convinced that most folks do what I do: download it, see if it works, if it doesn't work how I want it and doesn't have clear documentation on how to make it work as such, abandon it without a word. And personally, I'm not offended, but you're not stupid for not just knowing what all my abbreviations mean (or meant, since I just went and attempted to excise them all from my codebase).

    Mustardcap said:
    If there was someplace I could read or study these so I could learn I'd be willing to, but it seems like I'm either in the loop, or I can't use the plugin :/
    Allow me to very specifically direct you to a particular link that is effectively the source code behind JABS that I've been actively updating to accommodate missing things that probably should also be present in the documentation:
    ^ this is the URL for the demo project's plugin of JABS, hosted on github. There, you should find what I'm referring to when I said "in the plugin manager".

    Mustardcap said:
    So I think I was running an old version. I went and got Chef Adventure, but get this error when trying to run it
    Judging by the list of plugins presented (of which visustella's core plugin still exists, but hasn't for almost a year), I'm guessing you procured an old version of the previous demo I had hosted in a different github URL. In fact, I haven't had that plugin description (I just went and checked) since march of 2021. Also, if you went and "got chef adventure", I'm guessing you just downloaded the source from the release page? It is actually just an RMMZ project, designed to be opened in your RMMZ editor, and would encourage you to do as much (if you weren't already doing that). If this isn't making sense, feel free to hit me up directly and we can 1:1 try to sort out your woes.
  16. Jragyn said:
    No worries pal, I recognize my documentation is lacking.
    This project started as a "just for me" thing.
    Then I was like "wouldn't it be cool if I released it to the public?", little did 2 years ago Jeremy realize that for some reason, not everyone could just figure it out automagically.
    I've also iterated countless times as I've leveled up my own coding skills, almost none of which have I properly updated the version number like a good developer.
    So no, you're not rude, I appreciate you actually trying to make this work. It helps reveal to me gaps where I can improve. Long as you don't just flame me like an ass, most any question is welcome!


    While folks may have "made it work" on their own, I'm pretty convinced that most folks do what I do: download it, see if it works, if it doesn't work how I want it and doesn't have clear documentation on how to make it work as such, abandon it without a word. And personally, I'm not offended, but you're not stupid for not just knowing what all my abbreviations mean (or meant, since I just went and attempted to excise them all from my codebase).


    Allow me to very specifically direct you to a particular link that is effectively the source code behind JABS that I've been actively updating to accommodate missing things that probably should also be present in the documentation:
    ^ this is the URL for the demo project's plugin of JABS, hosted on github. There, you should find what I'm referring to when I said "in the plugin manager".


    Judging by the list of plugins presented (of which visustella's core plugin still exists, but hasn't for almost a year), I'm guessing you procured an old version of the previous demo I had hosted in a different github URL. In fact, I haven't had that plugin description (I just went and checked) since march of 2021. Also, if you went and "got chef adventure", I'm guessing you just downloaded the source from the release page? It is actually just an RMMZ project, designed to be opened in your RMMZ editor, and would encourage you to do as much (if you weren't already doing that). If this isn't making sense, feel free to hit me up directly and we can 1:1 try to sort out your woes.
    Thanks, but I actually went and got Chef adventure
    See, but I still get that error Unexpected Token. I didn't change anything or even touch a single piece of the project file. Just downloaded this and extracted it, then opened it and tried to run the project file.
    1658606532471.png1658606427066.png
  17. Okay, I just downloaded the one you linked, this one specifically

    1658606768357.png

    And I'm still getting this

    1658606790429.png
  18. Mustardcap said:
    Okay, I just downloaded the one you linked, this one specifically
    What I linked was but one plugin (linked for the sake of documentation) of the entire project.

    If your goal is to download it, while the "releases" is normally where I would direct folks, if you're looking to get literally everything I just said I've done in the last few posts (the equivalent of "latest" because I like to push as i build new functionalities and refactor things etc, while the releases are what I make a clean breaking point for and typically functional), you'll want to probably download it from the green if you want the "latest", and the pink if you want the "releases" where things are- as you might expect- a tad more stable, but not as up to date.
    1658609472412.png
    Downloading one of these two would then give you the entire source of the RMMZ project nested in that /chef-adventure directory at the root of the zip file- the same stuff I am building in my own RMMZ editor alongside my code editor.
  19. That's what I did, but I can screenshot step by step to prove it

    1

    1658610094883.png

    2

    1658610128790.png

    3

    1658610176082.png

    4

    1658610241836.png

    5

    1658610260108.png

    6

    1658610304147.png

    7

    1658610338980.png
    Jragyn said:
    What I linked was but one plugin (linked for the sake of documentation) of the entire project.

    If your goal is to download it, while the "releases" is normally where I would direct folks, if you're looking to get literally everything I just said I've done in the last few posts (the equivalent of "latest" because I like to push as i build new functionalities and refactor things etc, while the releases are what I make a clean breaking point for and typically functional), you'll want to probably download it from the green if you want the "latest", and the pink if you want the "releases" where things are- as you might expect- a tad more stable, but not as up to date.
    View attachment 235491
    Downloading one of these two would then give you the entire source of the RMMZ project nested in that /chef-adventure directory at the root of the zip file- the same stuff I am building in my own RMMZ editor alongside my code editor.
  20. See the problem? I feel like I'm literally doing what is supposed to be done; I tried the other releases too.