I think I might be braindead here, but I can't even figure out how to download the plugin. I have the demo, but can't find the plugin itself.
[MZ] JABS - J's Action Battle System
● ARCHIVED · READ-ONLY
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If you have the demo you can get the plugins in its files.I think I might be braindead here, but I can't even figure out how to download the plugin. I have the demo, but can't find the plugin itself.
You just have to follow that path :
=> \ca-ch3-221224-1005\ca-win\chef-adventure\js\plugins
Then all the JABS pluggin of Jragyn are in the J folder :
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Any reason for this error? -
As has probably been deduced by my sparsity in this forum as of late, I am finally throwing in the towel of maintaining this plugin (JABS) and communication on this forum.
With that, I've created a "final" release of sorts.
The main post of this thread has been updated with the new link, but for those seeing this post and not the original, you can find that here.
This version isn't much different from the version I've been encouraging folks to use- it is the one that lived in the "chapter-3" branch of my code. Now it has been merged into the "master" branch, along with the linked release above. It is still imperfect, with story being incomplete, but hopefully "good enough" for most to convey what JABS is/does/can-do. The code is still wide open for any to see, so for those who encounter woes with compatibility regarding other plugins, hopefully the other authors will be able to resolve them for you.
For those of you continuing to have issues despite my own confirmation that this runs locally on a multitude of my own windows machines, I am sorry for the inconvenience, but I will not be trying to come up with a solution for you. Please consider reviewing the numerous woes others have experienced in this thread or ask for help from others.
All this being said, while I won't be relaying the communication to this forum, I will likely be continuing development in my own time as it permits, and intend to keep changelogs updated within the various plugins. Additionally, if you still wish to raise issues to me that you feel should be fixed, you'll want to familiarize yourself with github and how to file issues. If you have ideas for improvements, the same github repository is always accepting pull requests and I'll review them as I see them.
Lastly, I've provided generic terms in the original post for those who seek them.
I hope you all have-enjoyed/continue-to-enjoy using this plugin!
:MV1: -
This plugin is awesome,
Hopefully someone will continue to improve it, -

I download your project and play it smoothly but when I try source code file and run in rpg maker mz it error like this. -
Dunno if I'm supposed to be doing something else but I copied and pasted the Base and JABS javaScripts into my plugin folder, but it keeps showing SyntaxError. Unexpected token '('
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Has anyone been able to set up a decent melee with this plugin? I have radius 1.5 and proximity 2 on the default sword skill and I can smack dudes from 4-5 tiles away. Also the first time you attack the sprite you have set for the action (like _atk) will load like 5 tiles away in the upper left instead of on the character.
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Hi, Bro!
First of all, thank you for making this plugin.
I encountered a problem while using this plugin.
When giving or receiving damage during battle, the HP in the HUD and the damage plotter are 1 higher than the HP in the log or menu(actual damage).
can you help me? -
hello. i want to use your plugin in commercial projects. What should I do?
and I have a one problem that I need your help with.
I want my project to display show HP bar below actor same with enemy
which code i will fix it (last JABS version).
Thank you in advance. -
Hey, I was wondering if you could implement durability for items, weapons and armour.
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Hey J, I know you said you wanted to retire and move on from the engine but there's one thing I really need. I can't seem to find a complete documentation for the engine. I tried the one located in the game's file titled /jabs-academemy.md but it looks incomplete and even says it's a work in progress.
Did you ever finish your documentation? If so can you link me the completed file? Thanks! -
Is there a way to have enemies fight each other in order to make a Smash Bros like feel?
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Hi Maizarkos,Is there a way to have enemies fight each other in order to make a Smash Bros like feel?
You can create events that are part of your team. They'll fight enemy events, but won't be enemies themselves.
Description in J-ABS :
"TEAMS:
By default, when an enemy is created, they are assigned a numeric team value
of 1. When allied battlers (such as the player) are created, they are given
the team value of 0. Because these two battlers are on different teams, they
are able to deal damage to each other with skills. If your game is more
complex than "good guy" & "bad guy", you may require additional teams. While
it isn't greatly supported in the sense that there is team relationships
and associations you can create (such as two separate teams that consider
eachother allies, or neutral teams), you can still add a tag to enemies on
the map that will redefine their team id, to potentially allow enemies to
fight eachother.
By default, the following teams are already setup:
- 0 is for the player/allies.
- 1 is for enemies/monsters.
- 2 is for "neutral", aka inanimate objects.
<teamId:TEAM>
Where TEAM is the numeric id to assign."
I guess that you can hit members of your team by tweaking this part of the code:
/** * Determines whether or not this battler is available as a target based on the * provided action's scopes. * @param {JABS_Action} action The action to check validity for. * @param {JABS_Battler} target The potential candidate for hitting with this action. * @param {boolean} alreadyHitOne Whether or not this action has already hit a target. */ JABS_Battler.prototype.isWithinScope = function(action, target, alreadyHitOne = false) { const user = action.getCaster(); const gameAction = action.getAction(); const scopeAlly = gameAction.isForFriend(); const scopeOpponent = gameAction.isForOpponent(); const scopeSingle = gameAction.isForOne(); const scopeSelf = gameAction.isForUser(); const scopeMany = gameAction.isForAll(); const scopeEverything = gameAction.isForEveryone(); const scopeAllAllies = scopeAlly && scopeMany; const scopeAllOpponents = scopeOpponent && scopeMany; const targetIsSelf = (user.getUuid() === target.getUuid() || (action.getAction() .isForUser())); const actionIsSameTeam = user.getTeam() === this.getTeam(); const targetIsOpponent = !user.isSameTeam(this.getTeam()); // scope is for 1 target, and we already found one. if (scopeSingle && alreadyHitOne) { return false; } // the caster and target are the same. if (targetIsSelf && (scopeSelf || scopeAlly || scopeAllAllies || scopeEverything)) { return true; } // action is from one of the target's allies. // inanimate battlers cannot be targeted by their allies with direct skills. if (actionIsSameTeam && (scopeAlly || scopeAllAllies || scopeEverything) && !(action.isDirectAction() && target.isInanimate())) { return true; } // action is for enemy battlers and scope is for opponents. if (targetIsOpponent && (scopeOpponent || scopeAllOpponents || scopeEverything)) { return true; } // meets no criteria, target is not within scope of this action. return false; }; -
Would this plug-in work with Eli button common events to reprogram the buttons for control mapping? I’ve been having issues on my own project using abs chrono engine on rpg maker mv and am thinking about transferring my project to mz and testing out this battle system to see if I can get the right results. I really really want implement a custom controller scheme in my game
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Sometimes enemies will repeatedly collide into the player without attacking. Is there anything to do to fix that?
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Hi Jragyn... the name of "max TP" doesn`t show up in the sdp menu, not in your demo or in my project. May you help me, please?
Show tp in one window is active. -
Hi @Jragyn
Is there a way to make player stop movement when you play action animation attack melee (like sword, spear, etc...)? I tried to make it something like what Moghunter had done exactly. -
This is because in the HUD, it rounds up to accommodate instances where the user has something like 25.12 HP (rounding up to 26).Hi, Bro!
First of all, thank you for making this plugin.
I encountered a problem while using this plugin.
When giving or receiving damage during battle, the HP in the HUD and the damage plotter are 1 higher than the HP in the log or menu(actual damage).
can you help me?
The origin post of this thread has details about commercial usage. Additionally, if the HP bars are not to your liking, then I'd encourage exploring alternative map-based health bars and disabling those within JABS via plugin configuration.hello. i want to use your plugin in commercial projects. What should I do?
and I have a one problem that I need your help with.
I want my project to display show HP bar below actor same with enemy
which code i will fix it (last JABS version).
Thank you in advance.
As an individual, I fundamentally disagree with the concept of durability on equipment, and have no intention of writing a plugin to support this functionality.Hey, I was wondering if you could implement durability for items, weapons and armour.
As indicated by @Kelevrajo, the instructions he provided are lifted from the plugin's own description/instructions, though largely untested since I personally haven't really needed to use the functionality in any of the game content I've created.Is there a way to have enemies fight each other in order to make a Smash Bros like feel?
It is unlikely that it would out-of-the-box just work with any other plugins that modify how input is handled. It is most likely that @Eliaquim would need to author an adapter plugin against JABS' own input manager (see a plugin aptly named "J-ABS-InputManager" for more details). Additionally, if modifying inputs, one may want to consider reviewing related plugins, like the "J-ABS-Charge" and possibly "J-ABS-Tools"/"J-ABS-Timing".Would this plug-in work with Eli button common events to reprogram the buttons for control mapping? I’ve been having issues on my own project using abs chrono engine on rpg maker mv and am thinking about transferring my project to mz and testing out this battle system to see if I can get the right results. I really really want implement a custom controller scheme in my game
Usually this is a result of enemies deciding on an action that is improperly configured (like a skill with 0 proximity, which means they will effectively have to be ontop of the target to use the skill). There may be other reasons, but this is the most common reason you may want to investigate.Sometimes enemies will repeatedly collide into the player without attacking. Is there anything to do to fix that?
"max TP" is defined in the "J-Base" plugin.Hi Jragyn... the name of "max TP" doesn`t show up in the sdp menu, not in your demo or in my project. May you help me, please?
Show tp in one window is active.
I largely wrote my plugins for myself, so I didn't expose this (or any of the other custom/sp/ex parameters) as an easy-to-modify-by-other-users data point. If you want to modify it, you can fiddle with the plugin code directly:
code to modifyLast I looked, this was roughly around line 4737 of "J-Base".
JavaScript:TextManager.maxTp = function() { return "Max Tech"; // <<< change the text within quotes here to propagate name changes throughout. };
I did not implement any means to accomplish what you are seeking here.Hi @Jragyn
Is there a way to make player stop movement when you play action animation attack melee (like sword, spear, etc...)? I tried to make it something like what Moghunter had done exactly.
You may be surprised to hear this, but documentation is hard and boring to write. As such, I never 100% finished it. I did add a majority of what I felt a user of JABS would care about to the "J-ABS" plugin's description itself, though (and should probably take down the other documentation until its completed so we don't have questions like this prop up in the future).Hey J, I know you said you wanted to retire and move on from the engine but there's one thing I really need. I can't seem to find a complete documentation for the engine. I tried the one located in the game's file titled /jabs-academemy.md but it looks incomplete and even says it's a work in progress.
Did you ever finish your documentation? If so can you link me the completed file? Thanks! -
Hello. I downloaded your demo but I get a error everytime I try to run It. I did not modified anything. The same thing happens if I put the plugins in another project...