This update includes a lot, as I've been pretty actively working on it. I've also started adding CHANGELOGs to various plugins so you can understand what changes as versions change.
I am but one person managing many many plugins, so my apologies if you encounter bugs.
Is it ok if I use some of your graphic resources in my game that I plan to make with this?
The only assets in here that I can safely say I own are the few character sprites I created using the character generator within RMMZ. The rest, including icons and whatnot are an amalgamation of various sources that can be procured from around the web via your own resources (stay honest!).
So can I not have more than 2 people in my party at once?
Can you expand on this?
You can have 4 in your party by default in RMMZ, and that is supported by JABS (and the Ally AI extension if you want them to also do things on the field with you, the player).
The MZ project crashes immediately when I try to play in editor
You'll need to give me a little more, since I verified it was working fine prior to uploading.
Perhaps share the console so I can see what the error was?
In the latest version, if the character uses a single $image, the attack action image does not appear
I haven't touched the code surrounding actions much at all since inception, I'm pretty sure this is how it has always been? It is still loosely on my list of things to address when I get around to it.
There's also problem when you fight enemy it depends a number of enemies, when I attack 1 or 2 or 3 enemies, it goes down fps rate and start lagging like 5 seconds.
You'll need to give me a little more, since I verified it was working fine prior to uploading.
Perhaps share the console so I can see what the error was?
I haven't touched the code surrounding actions much at all since inception, I'm pretty sure this is how it has always been? It is still loosely on my list of things to address when I get around to it.
There's also problem when you fight enemy it depends a number of enemies, when I attack 1 or 2 or 3 enemies, it goes down fps rate and start lagging like 5 seconds.
While the engine is a heavy engine as far as processing is concerned, if you want to see what is dragging you down most, you could use the "Javascript Profiler" within the chrome DevTools.
If you are not comfortable doing that for one reason or another, my next suggestion would be to disable the J-ABS-CycloneAdapter and CycloneMovement plugins, as those introduced significantly more processing compared to before (checking collision is expensive against potentially moving targets!) aka more lag for systems lacking resources.
If it still does not work, I'm afraid that is the end of my list as far as troubleshooting goes.
Ahh, well I apologize for breaking it.
I'll have to look into it when I get time- I am a bit busy as of late with work things.
Sorry for the inconvenience.
is it possible to make the enemy attack as a parallel event?
I do not understand what you mean by "make the enemy attack as a parallel event". The AI of enemies decides an action (picks a skill to use) and then executes it. Do you mean like how MMORPG games tend to allow the concept of "basic attack" to passively happen while other actions are happening (like executing skills)?
Currently, reflecting on-receiving-damage sprites is not implemented.
I do not understand what you mean by "make the enemy attack as a parallel event". The AI of enemies decides an action (picks a skill to use) and then executes it. Do you mean like how MMORPG games tend to allow the concept of "basic attack" to passively happen while other actions are happening (like executing skills)?
I mean as the enemies can attack you whilst the quick menu is open or during dialogue.
I have many other things on my list of "things to do" ahead of this, I'm afraid not (anytime soon).
Feel free to modify the code as you see fit, though! Using a second plugin as the base for JABS modifications would probably be easiest for integration (I have a "CA Mods" plugin that does just that, but for my personal project, of which this demo resides within).