[MZ] JABS - J's Action Battle System

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Started by Jragyn 521 posts Page 17 of 27 View original ↗
  1. Roninator2 said:
    View attachment 235530
    Try to re-download a new version.
    Ancient_Eagle said:
    Try to update your version, there's a new one.
    And those people who have issue for downloading, you can follow my steps:
    1) Go to the link: https://github.com/je-can-code/ca/tree/chapter-3
    2) There's a green one "Code", click it and download a zip
    View attachment 235527
    View attachment 235528
    3) After you downloading, try to extract the zip file, and it will become like this:
    View attachment 235529
    4) You can now edit your map, skills, actors, etc... Also, you can play demo.
  2. Ancient_Eagle said:
    Try to re-download a new version.
    Have you been following the conversation?
  3. Roninator2 said:
    Have you been following the conversation?
    To be honest, not all of them, but I did saw a picture that you got an error.
    Your version 1.3.0 (or 1.3.2) try to update a new version into 1.5.0
  4. Ancient_Eagle said:
    To be honest, not all of them, but I did saw a picture that you got an error.
    Your version 1.3.0 (or 1.3.2) try to update a new version into 1.5.0
    That's why what you're saying is useless, because that was my proof of support for another member with their problem.
    I do not have any problem.
  5. Okay, guys, thanks for all the help! Turns out it was my version. I came back and updated it, and it works fine. Now I'm annoyed that the solution was so easy and so much time was wasted, but honestly, I'm more pleased than anything else.
  6. Is there way to reduce volume? I mean when I play, it's to loud for everything.
  7. Ancient_Eagle said:
    Is there way to reduce volume? I mean when I play, it's to loud for everything.
    Sure, just use your local PC's volume adjustment function.
    Or use the default options menu in RMMZ to reduce the volume incrementally within the game.
    Or go through all the maps and reduce the BGM volume on the map setup (if that is what is bothering you).
    Or go through all the database SFX and reduce the volume in the animation configurations (if that is what is bothering you).

    For transparency, JABS does nothing unusual with music or sound effects.
    It just uses whatever default functionality comes out of the box with RMMZ to play the music like any other RMMZ game.
  8. Ok, I think I will do that.
    Also, I found something that most of them can use minimap, but there was an error I found. Even I tested to play, the fps reduce (20, 22, 23, etc...)

    Check this one: Minimap Plugin
    Screenshot (379).png

    Edit: I update a new version for windows, and it's back now.
    The plugin is working, but when I press start and press full menu, it shows me error.
  9. Ancient_Eagle said:
    I found something that most of them can use minimap
    I'm sorry, I am not sure if I follow.
    Are you saying that you think JABS should have a minimap?
    And that there is a problem with compatibility between JABS and someone elses' minimap plugin?

    Judging by the errors listed above, the problem appears to be contained within the minimap plugin.
    The errors you see below also appear to be related to pixi.js (the rendering engine that RMMZ uses) having issues with the minimap plugin.

    The other "errors" you see above it are how JABS probes safely to see if you have an action pose or not for a given skill execution.
  10. 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.
    Well I didn't even know that VS Code have a search function...

    Oh I googled up how to do so and get this: https://code.visualstudio.com/docs/...rch over all files,each file and its location.

    So basically how to do so without opening every plugin file manually? Should we open the project's folder's contents in VSC or not?
  11. TenraiEmiko said:
    Well I didn't even know that VS Code have a search function...

    Oh I googled up how to do so and get this: https://code.visualstudio.com/docs/editor/codebasics#:~:text=VS Code allows you to quickly search over all files,each file and its location.

    So basically how to do so without opening every plugin file manually? Should we open the project's folder's contents in VSC or not?
    i was indeed implying that you should use VS Code (or some other tool that you're familiar with) to search across the files and look at the code to make the changes.

    I take pride in saying that most all of my plugins are thoroughly documented if not via jsdocs (google it if you don't know what it is), then via inline comments throughout the code- in many cases almost every couple of lines- written explicitly with the intent of helping folks less-familiar with my plugins understand what they are looking at or at least what I was thinking when I wrote it:
    1658784953415.png

    If you find yourself still unsure what to do or how to go about this task, then I'd venture to say that perhaps these types of functionality adjustments are not in the stars for you without the aid of another plugin dev.

    Understand when I say I do not have the time to hold your hand through such things, nor do I believe what you're requesting (a hook for on-party-cycle effects, if I remember correctly) is something that is necessary or even useful out-of-the-box with JABS.
  12. I was wondering if you can possible use this skill attack, like for example:
    - Beams (Kamehameha, Galick Gun, Masenko, etc...) see this picture.
    1658835634351.png
    Is it possible to make it one?
  13. Ancient_Eagle said:
    I was wondering if you can possible use this skill attack, like for example:
    - Beams (Kamehameha, Galick Gun, Masenko, etc...) see this picture.
    View attachment 235727
    Is it possible to make it one?
    Things similar to this can be made, mind you I personally lack the graphical prowess to produce the assets for such things...

    but JABS itself supports:

    line-shaped collision:
    HTML:
    on a skill:
    <hitbox:line>

    hitting multiple targets:
    (use the RMMZ native "all enemies" scope on a skill)

    hitting multiple times:
    JavaScript:
    on a skill:
    <pierce:[TIMES, FRAMECOUNT_BETWEEN_HITS]>
    ex:
    <pierce:[5, 15]>
    can hit each target 5 times, with a 15 frame delay between each hit
    or just using the "repeat" count in a skill, though that stops at 9, but adds to the pierce count.

    There are a lot of things you can do if you get creative with it.
  14. Hey! Very nice plugin! Is there a way to change game switches or trigger common events on a skill cast?
  15. savyy said:
    Hey! Very nice plugin! Is there a way to change game switches or trigger common events on a skill cast?
    All effects of a skill are executed when a skill connects with its target, so stuff like this would work I assume as you're hoping:
    1659026785960.png

    That doesn't include game switches directly (though this allows common events to do that for you), but I would argue that such functionality is not really the responsibility of the JABS engine to begin with.
  16. Jragyn said:
    All effects of a skill are executed when a skill connects with its target, so stuff like this would work I assume as you're hoping
    Yeah, I tried it. But for some reason it didn't work, regardless of what was inside the event. Maybe I configured something wrong.

    Anyway, adding a JS set switch value command to the damage formula worked like a charm.
  17. savyy said:
    But for some reason it didn't work, regardless of what was inside the event
    Hearing you say this, I took a closer look at the underlying code to determine the problem- and figured out why it wasn't working for you (unbeknownst to me).

    the technical details you probably won't care about.
    The code (the native RPG Maker code, not the stuff in JABS), it looks like there is some kind of hiccup in communication when building the base code.

    In JABS, I mirrored the skill application code into my own method to make some adjustments to accommodate JABS as an engine. In that code, they iterate over each of the item effects and "apply" them as seen here:
    1659043581551.png
    which if you poke into that function, you'll see that it appears to be performing the common event logic:
    1659043669252.png
    Understand when I say that I did not go investigate a function that is named like this because I assumed it would do as the name implies. However! Had I looked...
    1659043748015.png
    I would've noticed the implementation is missing entirely.

    Trying to understand how this does work in a regular turn-based battle, I found that it is because the execution of the common events for some reason is not actually handled here. This is why it was not working.

    The next major release I do will contain the fix for this, which I'm hoping to have out this weekend.
  18. Hello! First of all thank you very much for all your precious work!
    I'm new to this world and I'm making my own project for myself an my brother to play together. I would like to ask you if in the plugin there is a multiplayer local co-op option. For what I've seen, there isn't. So I inserted a plugin for multiplayer in the project. It is called OcRam_Local_Coop. It seems to work but obviously there are some bugs (like if the second player tries to go to another map, there is an error). Do you thing that it would be possible to make this plugin work? Thank you for your reply
  19. Indywin83 said:
    Do you thing that it would be possible to make this plugin work? Thank you for your reply
    I didn't realize that such plugins existed.
    I attempted to look up the plugin, but from what I can gather, it appears to be a paid plugin. With that in mind I would have to defer you to that plugin author for compatibility issues. They can review my source code and accommodate in code of their own plugin to integrate with JABS.

    On a side note though, I recently extended the input management for JABS with multiple players in mind so it shouldn't be too painful for them if they already have something working. I personally intended to revisit the possibility myself later down the road, but local coop is not a high priority for me right now.
  20. Thanks for your jobs. But a little question: How can you lock the camera of the map when players come into the map's edge?
    I's tried to deleted all plugin & common event in your demo, but it still work like a god :shame: