[MZ] JABS - J's Action Battle System

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Started by Jragyn 521 posts Page 21 of 27 View original ↗
  1. kdrk said:
    Can we create good AI bosses here with skills like in ChronoABS of Moghunter's DEMO? Or in qABS bosses_enemies?
    There is currently no special commands or tracking implemented that can control particular enemies like you're probably thinking for "phased bosses" and whatnot. It is on my list of things I'm working on, though.
  2. I've updated the main post of this thread to include something resembling "terms of use for commercial games", more so than it was before (which was just "send me a message and I'll tell you!").
  3. Hello, Master J. Thanks for such cool plugins, man.
    Questions:
    1. Is it possible to disable the "Cyclone-Movement" plugin? I just copied a monster from your game (just for testing) and if you disable this plugin, the monster does not attack but runs away from the player).
    2. If you do not disable the "Cyclone-Movement", the monster approaches the player and can be defeated, but the monster itself does not respond. He just follows the player and corners...
    3. I defeated the monster, even standing with my back to him, or looking away ...
    Lots of questions, sorry, but I have to ask them).
    Thank you.
  4. Lorian7 said:
    Hello, Master J. Thanks for such cool plugins, man.
    Questions:
    1. Is it possible to disable the "Cyclone-Movement" plugin? I just copied a monster from your game (just for testing) and if you disable this plugin, the monster does not attack but runs away from the player).
    2. If you do not disable the "Cyclone-Movement", the monster approaches the player and can be defeated, but the monster itself does not respond. He just follows the player and corners...
    3. I defeated the monster, even standing with my back to him, or looking away ...
    Lots of questions, sorry, but I have to ask them).
    Thank you.
    if wanting to disable the cyclone movement plugin, then you'll also need to disable the "adapter" plugin that should be right next to it in the plugin list. Otherwise, you will encounter behaviors similar to what you describe.
  5. Jragyn said:
    then you'll also need to disable the "adapter" plugin
    Yes, I read about it in the instructions. That's why I don't even have this plugin in the list. But if you disable the Cyclone, this appears - "CycloneMovement is not defined".
  6. Lorian7 said:
    Yes, I read about it in the instructions. That's why I don't even have this plugin in the list. But if you disable the Cyclone, this appears - "CycloneMovement is not defined".
    You mind looking in the dev console and pointing me to the error in question? I've tested this previously and it worked fine.
  7. Jragyn said:
    You mind looking in the dev console and pointing me to the error in question? I've tested this previously and it worked fine.
    Sure, no problem.

    1. The situation on the map.
    2. Console.

    It seems to me that this happens at the moment when the monster sees the player and should react. But I'm not sure.

    Cyclone is disabled, "Adapter" is not in the list. Cyclone just breaks my movement mechanics in the game).
  8. Hi Jragyn,

    First of all, thank you so much for your excellent work and for sharing it with us.

    I just get the last version of JABS (3.2.1) and I notice a bug with the states that did not exist in version 3.0.

    It seems that the states works well at the first application, but when the states disapear it has no effect after the second application. The status is well displayed in the logs window, but there is no effect attached.

    The effects of the states only work again after that the player move to an other map.
    Like if it need a refresh or like if the state is instently removed.
    If the state is removed by a skill before the end configured in "Remove by walking" the second application works (but the states still not displayed with their duration under the HUD)

    Have you notice this and how can I correct it ?

    PS : You can check the problem directly on your demo, i try to reproduce it on a Bearcat with their skills Heavy blow for exemple.
  9. Kelevrajo said:
    Hi Jragyn,

    First of all, thank you so much for your excellent work and for sharing it with us.

    I just get the last version of JABS (3.1.0) and I notice a bug with the states that did not exist in version 3.0.0.

    It seems that the states works well at the first application, but when the states disapear it has no effect after the second application. The status is well displayed in the logs window, but there is no effect attached.

    The effects of the states only work again after that the player move to an other map.
    Like if it need a refresh or like if the state is instently removed.
    If the state is removed by a skill before the end configured in "Remove by walking" the second application works (but the states still not displayed with their duration under the HUD)

    Have you notice this and how can I correct it ?

    PS : You can check the problem directly on your demo, i try to reproduce it on a Bearcat with their skills Heavy blow for exemple.
    For those interested.

    I haven't found a solution to my problem but a workaround that works for me.

    It seems that the problem come from this part of the code in J-ABS:
    1682565327541.png
    So I change it for that wasRecentlyApplied being applied only when the Counter is more than (>) 0.
    1682857825308.png

    Its totally personal but i don't want to stack the states, so I had to remove the "+" on Refresh states option
    1682565853755.png

    I don't saw side effect for now.

    @Jragyn Is it possible to keep the states on when the player change of map ? I guess so, it was on 3.0 but i don't know how to do.
  10. Do you have an update roadmap/timeline for this plugin cos I'm curious to know what the upcoming features are?
  11. Lorian7 said:
    Sure, no problem.

    1. The situation on the map.
    2. Console.

    It seems to me that this happens at the moment when the monster sees the player and should react. But I'm not sure.

    Cyclone is disabled, "Adapter" is not in the list. Cyclone just breaks my movement mechanics in the game).
    Hi @Lorian7,

    You'll not have the error "CycloneMovement is not defined" when you disable the 2 Cyclone plugins and that you enable the plugin "J-ABS-PixelMovement". But I guess Jragyn still work on this one because our poor test ghotsy shakes a bit when activated.

    Anyway, with many battlers on the filed Cyclone makes the game freeze a little bit, so i wanted to disable it too. Without using "J-ABS-PixelMovement".

    For me it works if you change this :

    • On J-ABS remove the part of the code framed in green
    (for exemple with /* at the beginning and */ at the end => This way you can easily put the code back the way it was before if needed)

    • And then, add below (line 7110)
    const nextDir = character.findDiagonalDirectionTo(x, y);

    1682728998735.png

    Do the same in J-ABS Diagonals
    1682798090113.png

    And add the line
    const nextDir = this.findDiagonalDirectionTo(x, y);
  12. Kelevrajo said:
    @Jragyn Is it possible to keep the states on when the player change of map ? I guess so, it was on 3.0 but i don't know how to do.
    Thanks for your code tweaks, I was in the process of fleshing out the state system and how JABS manages them (such as stacking, which this appears to be related to), but hadn't fully tested all the edge cases (or normal cases it seems if people are having this much in the way of problems).

    Kelevrajo said:
    But I guess Jragyn still work on this one because our poor test ghotsy shakes a bit when activated.
    While I was building out the pixel movement system, I observed that the "Cyclone's Movement" actually looked like 95% of what I was about to write, in ways that I was about to write them. So I opted against completing my own and instead pivoted to generating an adapter that modified the little 5% bits and added a couple things into there. There is a good chance I will not return to my own pixel movement plugin to complete it, so I would not wait for it to make a triumphant return.

    Kelevrajo said:
    Anyway, with many battlers on the filed Cyclone makes the game freeze a little bit
    It is a side effect that largely goes unnoticed when you are not using an ABS because there is minimal other processing happening; adding an ABS and a large pile of enemies (how many "large" equates to varies heavily on the power of your CPU) will usually result in processing lag, graphical lag, or some combination of the two.

    Salyhin said:
    Do you have an update roadmap/timeline for this plugin cos I'm curious to know what the upcoming features are?
    For the last several months, a few metaphorical planets in my life have aligned, removing the excess of time I spent just writing out JABS. This, combined with the fact that I am but one person who wrote all of this stuff, I've simply not had the time to maintain much:

    Documentation
    Many of the plugins themselves should have a relatively uniform "plugin description" including usages and sometimes loose changelogs to accompany versions where I've found the time (and had the memory) to build out. Including JABS, though I wouldn't call it a substitute for a "feature list" or anything- that is why I am freely offering the play of my demo, along with access to the source project. The intent was to enable learning-through-review[-and-reading-and-other-boring-stuff], a process I find rather useful, though again I can't discount how much more useful it'd be to have a big ol' glossary of data for this plugin...
    nor
    Roadmap
    Using Chrono Engine and BlizzABS for ideas for goals to shoot for helped me build out the core of the engine. Of course, I have added a multitude of features over the course of the [3+] years(!!!) I've worked on this just this plugin.
    Most of the new features I added not really because I had a concrete list, but mostly because I was sitting there, fiddling around in the editor, and said to myself:
    "i want my game (the demo) to have this kind of dungeon with this gimmick"
    or
    "I want my game (the demo) to have a skill that has this passive/active functionality/interactivity"
    or
    "I want my game (the demo) to have this kind of utility/system/engine".
    Once I flesh out how that might look in my head, I code it out in a way that hopefully isolates it enough so that it can be its own plugin and hopefully as compatible with other peoples' stuff as much as possible.

    Feel free to drop ideas here if ya want, I evaluate all sorts of sources for plugin concepts and existing plugin extensions (for my own plugins, such as JABS) (when I'm not so busy that I haven't even really worked on this recently).
  13. I learnt about MZ 1.5 update that allows to use old resolutions for using old RPGMakers tilesets. My main was XP, and then I thought in searching for ABS similar to Blizz-ABS but for MZ...

    I've tried your demo and I cannot explain my gratitude with words. I have used Blizz-ABS for 3 of my main games and now with the chance to use old XP tilesets in MZ I am considering giving it a try with your ABS plugin for my next major game. It might take a couple years to start development as I'm still working in the lore but this has potential!

    Thank you soooooooooooooooooo much!!!

    Edit 1: I've been trying to edit the controls (key mapping) based in your past comments (editing J-ABS-InputManager) but it doesn't work for some reason. Like I tried to change MainHand to K but it still works by pressing Z. I am not a programmer, I can just edit code... but I cannot find any place where it says MainHand = Z. Any clue for this? I'd really like to remap the controls even if I have to do it myself.

    Edit 2: I found the way (ASCII numbers!) but can't manage to change how to trigger main menu, as I wanna keep using ESC key as "cancel" key but also as the key to trigger menu just like the default way of RPG Maker but no idea how to do. If I use Esc in substitute of Enter in InputManager, the functionality of "cancel" dissappears

    Edit 3: I fixed everything, chatgpt helped me haha I tell here the solutions in case other people want to benefit. I used only J-ABS-Input.Manager.js

    To make the Esc key to work for launching quickmenu without breaking the "cancel" function, the solution was given by chatgpt. Look for the line --- if (Input.isTriggered(J.ABS.Input.Quickmenu))--- and substitute the inside of parenthesis for 'escape', so it will look like this --- if (Input.isTriggered('escape'))---. I don't know if this will break the controller key mapping but not gonna try today... if you think it will break it or you tried it and they are broken, let me know!

    To make Enter to be "ok" function, just add a copypasted line in the inputkeymapper section. For example, I have it like this:
    75: J.ABS.Input.Mainhand, // k
    13: J.ABS.Input.Mainhand, // enter
    This way, both K and Enter will work for "attack" but also for "ok" since these functions are shared.
    If you only do this, the Enter won't work because it's applied to the quickmenu line. What I did was simply this:
    00: J.ABS.Input.Quickmenu, // null
    Maybe not the best (I'm code noob) but the idea is that quickmenu should not have Enter key tied to it, then you can use it freely

    If any of you knows of a more efficient way to play with this, feel free to correct me!
  14. Jragyn said:
    Feel free to drop ideas here if ya want, I evaluate all sorts of sources for plugin concepts and existing plugin extensions (for my own plugins, such as JABS) (when I'm not so busy that I haven't even really worked on this recently).
    While I was playing with the keymaps, I was wondering if there is a "jump" action like the Blizz-ABS. It seems not? Maybe that could be something to think about :D
  15. Anamura said:
    If any of you knows of a more efficient way to play with this, feel free to correct me!
    Short of going in and providing you a complete solution for the remapping you're asking for, I don't have any more efficient way than just going in and adjusting the keys assigned. I apologize I cannot recall the precise lines off the cuff (as you have seen, there are literally thousands of lines).

    Anamura said:
    I was wondering if there is a "jump" action like the Blizz-ABS
    This is not a native function I built into JABS. However, I have considered making an additional "tool" type of plugin for it, but just haven't taken the time to do so. I'll consider this "on my list of things that are probably a good idea", because I also liked that native functionality.
  16. Anamura said:
    While I was playing with the keymaps, I was wondering if there is a "jump" action like the Blizz-ABS. It seems not? Maybe that could be something to think about :D
    Hi Anamura,

    Its not what you want to do, but you can create skills which makes the player jump.
    In the Action ID's route if you use the Script command, for calling a common event with $gameTemp.reserveCommonEvent(EvenID); .
    1685463662045.png

    Then you create your Common event to make the player jump.
    With something like this :1685463859202.png

    With that method, I have been able to make skills for things like running over the ennemies.

    @Jragyn if someday you have time to adjust the dodge skills for that the Action ID being enabled, we could do many nice things.
  17. how do i fix the type error helpers undefined problem?
  18. akuakudac said:
    how do i fix the type error helpers undefined problem?
    as i have mentioned numerous times all throughout this thread, and also in the original post of this thread, if you want me to help, you'll need to provide me a bit more information regarding the error, ideally from the dev console that pops up behind the game when ran.

    But if you want me to guess, I would say its probably related to your order, usage of older versions of the plugin, or a multitude of other possible incompatibilities with yanfly plugins.
  19. Whenever I try to test the Chef Adventure project I get the Unexpected Token '(' error unless I turn off the main plugin, which starts it but stops the game's buttons from working.
  20. Hi @Jragyn,

    I noticed that the parameter <onCastSelfState:[x,x]> doesn't work on the last version of J-ABS.
    It return the error "Cannot read the property 'chance' of undefined"
    1687952905510.png

    It seems that the skill try to apply the state only when the ennemy is touched by it, not when the skill is launched. (the error apear when the skill touch the ennemy).

    The idea was to make a skill that hit the ennemy and for exemple heal the launcher at the same time.