[MZ] JABS - J's Action Battle System

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Started by Jragyn 521 posts Page 23 of 27 View original ↗
  1. deqii said:
    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...
    While I don't have a precise answer to this, I understand others have overcome this problem earlier in this 22+ page thread. I think it has to do with the fact that you're running an older version of RMMZ?

    But given that it works for myself and so many others, I can only assume the issue resides with your computer and not the plugin. If you are still unable to find resolution, I'd encourage you look more broadly across this forum for this error- perhaps others have resolved it through some means.
  2. I'm currently using this with the JABS input manager and every time I test play it says JABS_Inputcontroller not defined. any idea what I'm doing wrong? also I can't provide debug screenshots as my debugger is refusing to come up when I press F8 for some reason.
  3. Chaoslion1984 said:
    every time I test play it says JABS_Inputcontroller not defined
    Without being able at least see the dev console, I have little way of helping you beyond wild speculation. However, if you're using my test project as a base (and the slew of plugins that come with it) yet its still not able to boot up, I'd consider trying to update your local version of RMMZ. As mentioned in a reply directly above your message, I've observed strange issues with older versions of RMMZ (due to older versions of nwjs being used, and thus older nodejs version being used) where the syntax simply isn't recognized because it the syntax became mainstream in March of 2022 (but the nwjs/nodejs version is older than that).

    please note that when I say "update your RMMZ", I am referring to the actual application itself, and not the "core scripts" that can be updated from within the app. This means you may need to visit Steam to update it like you would any other game, or you need to download the latest (1.8.0 was the latest at the time of this writing I believe?) from wherever you got it originally.

    Alternatively, if that doesn't fix it, it could be:
    - you're missing plugins (such as the "J-InputManager" plugin itself, or others it relies on like "J-Base")
    - issues with compatibility with other plugins you're using (I generally don't test for compatibility with other peoples' plugins since I generally write all my own as-needed)

    If you execute all of the above or confirm it just simply doesn't work for you, I apologize but that is the end of my troubleshooting steps for you.


    edit2add:

    Chaoslion1984 said:
    also I can't provide debug screenshots as my debugger is refusing to come up when I press F8 for some reason.
    A quick test using the Chef Adventure project confirms the debug menu pops up when you hit F9, not F8- as long as the project is running in debug mode.
    I have had this set this way for almost the entire time that I've used RMMV/RMMZ.
    Isn't that the default? Or was that just a typo?
  4. Jragyn said:
    Without being able at least see the dev console, I have little way of helping you beyond wild speculation. However, if you're using my test project as a base (and the slew of plugins that come with it) yet its still not able to boot up, I'd consider trying to update your local version of RMMZ. As mentioned in a reply directly above your message, I've observed strange issues with older versions of RMMZ (due to older versions of nwjs being used, and thus older nodejs version being used) where the syntax simply isn't recognized because it the syntax became mainstream in March of 2022 (but the nwjs/nodejs version is older than that).



    Alternatively, if that doesn't fix it, it could be:
    - you're missing plugins (such as the "J-InputManager" plugin itself, or others it relies on like "J-Base")
    - issues with compatibility with other plugins you're using (I generally don't test for compatibility with other peoples' plugins since I generally write all my own as-needed)

    If you execute all of the above or confirm it just simply doesn't work for you, I apologize but that is the end of my troubleshooting steps for you.
    I figured out that my pc switched the debug screen button from F8 to F12. Here's the debug console screenshot.
  5. Chaoslion1984 said:
    Here's the debug console screenshot.
    It appears the `J-ABS-Star` plugin is enabled.
    That is an incomplete plugin, and should be disabled, if not removed/deleted from your plugins entirely.

    I apologize if this was enabled by default when you downloaded the project, but that plugin is intended to become an extension to JABS which will convert the normal "random battle encounter" from the regular turn-based stuff into a small Star-Ocean-like battle style. Obviously it is not working at the present and will cause problems if enabled (as seen above).
  6. Jragyn said:
    It appears the `J-ABS-Star` plugin is enabled.
    That is an incomplete plugin, and should be disabled, if not removed/deleted from your plugins entirely.

    I apologize if this was enabled by default when you downloaded the project, but that plugin is intended to become an extension to JABS which will convert the normal "random battle encounter" from the regular turn-based stuff into a small Star-Ocean-like battle style. Obviously it is not working at the present and will cause problems if enabled (as seen above).
    Ok, I deleted it.

    Now I have issues with coding stat upgrades in J-SDP.

    I need help enabling SDP in the menu as well as getting the panels to unlock. I have monsters dropping panels but they do nothing for the available panels.
  7. Chaoslion1984 said:
    Now I have issues with coding stat upgrades in J-SDP.
    Chaoslion1984 said:
    I need help enabling SDP in the menu as well as getting the panels to unlock. I have monsters dropping panels but they do nothing for the available panels.
    Depending on which version of the SDP plugin you have, the panels are defined either in the plugin parameters, or the config.sdp.json file in the /data directory of the project. In either case, if you intend to use JABS and the SDP system together, I'd strongly advise looking at the item drops that come with the demo project of "Chef Adventure", as it is setup in a way that may not be immediately obvious how it works.

    "how it works" being:
    1) the enemy drops item
    2) the item executes common event
    3) the common event runs a plugin command that unlocks the panel

    Ultimately, panels are unlocked with plugin commands (or script calls if you prefer), and you can make that happen in any way you want. The only way it is integrated into JABS, is that the SDP system won't let JABS drop the item associated with a panel's key if the panel is already unlocked.

    If you find yourself needing to modify the config.sdp.json, you'll probably want to drop by and grab one of my personal tools I wrote for modifying that over here. Just be cognizant you're stepping further into unsupported territory- this is a tool I wrote for myself, its not pretty- I will be providing no public support for it.

    I'd also like to remind you that while I've been available to answer these questions thus far, I'm not officially supporting this plugin publicly any longer.
    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.

    This includes the SDP plugin I wrote.
    Going forward, I will no longer be supporting this plugin directly via this forum. If you used this plugin, I hope it served you well. If you did not but wanted to, it still exists as a part of the demo for JABS, but I will not be providing troubleshooting or aid for it.
  8. Jragyn said:
    Depending on which version of the SDP plugin you have, the panels are defined either in the plugin parameters, or the config.sdp.json file in the /data directory of the project. In either case, if you intend to use JABS and the SDP system together, I'd strongly advise looking at the item drops that come with the demo project of "Chef Adventure", as it is setup in a way that may not be immediately obvious how it works.

    "how it works" being:
    1) the enemy drops item
    2) the item executes common event
    3) the common event runs a plugin command that unlocks the panel

    Ultimately, panels are unlocked with plugin commands (or script calls if you prefer), and you can make that happen in any way you want. The only way it is integrated into JABS, is that the SDP system won't let JABS drop the item associated with a panel's key if the panel is already unlocked.



    I'd also like to remind you that while I've been available to answer these questions thus far, I'm not officially supporting this plugin publicly any longer.


    This includes the SDP plugin I wrote.
    I understand, I'll do my best to work things out for myself from here on out.
  9. @Jragyn Based on what you said years ago, I'm interested in extending the number of animation frames.

    I am skeptical it would work as you want it to without it being extended to accommodate JABs, or vice-versa. Considering I definitively have added no special support for literally any other plugins aside from my own, and he hasn't reached out to me with interest to extend his own plugin, I'm assuming it no.

    Do you have any idea on how to extend the number of animation frames to 6 instead of the default 3 animation frames?

    Edit: I found one, I can add more setPosePattern here.

    New Edit : Image Removed

    Apparently I can't really extend the PosePattern here
  10. Herr_jaeger said:
    @Jragyn Based on what you said years ago, I'm interested in extending the number of animation frames.



    Do you have any idea on how to extend the number of animation frames to 6 instead of the default 3 animation frames?

    Edit: I found one, I can add more setPosePattern here.

    New Edit : Image Removed

    Apparently I can't really extend the PosePattern here
    Extending the number of frames goes a bit deeper than just fiddling with some numbers, unfortunately (otherwise I prolly would've done it myself). What is more, is that if I had to guess, I'm sure with the various plugins out there, how they would be integrated into JABS itself would vary on a per-plugin basis for whichever your chosen more-than-3-frames-per-sprite is.

    While I'm not able to give you concrete instruction on this,
    I can at the very least suggest you consider this approach:

    1) figure out which plugin you wanna use for increased animation frame count for character sprites
    2) probe the author and see if they'd be willing to adapt their plugin to JABS (money/commission is a great incentive I hear)
    3) provide them a link to JABS- I don't obfuscate anything.
    4) pray to your deity of choice for success

    Alternatively, if you yourself are technically apt enough to do coding things, you can replace step 2 and 3 with "figure it out yourself".

    As a side note, JABS along with a multitude of my plugins have seen a number of changes- one of which is the fact that all "pose" functionality is extracted to its own external plugin. I figured the isolation would make it more approachable for this sort of use case.
    I haven't publicized it because I'm not really available to give the level of support folks would probably like/need for the sheer number of how many there are (50+), and in some cases, their complexity (abs/crafting/time/difficulty/etc)- since I'm just one guy doing this for a hobby for myself.
  11. Jragyn said:
    Extending the number of frames goes a bit deeper than just fiddling with some numbers, unfortunately (otherwise I prolly would've done it myself). What is more, is that if I had to guess, I'm sure with the various plugins out there, how they would be integrated into JABS itself would vary on a per-plugin basis for whichever your chosen more-than-3-frames-per-sprite is.

    While I'm not able to give you concrete instruction on this,
    I can at the very least suggest you consider this approach:

    1) figure out which plugin you wanna use for increased animation frame count for character sprites
    2) probe the author and see if they'd be willing to adapt their plugin to JABS (money/commission is a great incentive I hear)
    3) provide them a link to JABS- I don't obfuscate anything.
    4) pray to your deity of choice for success

    Alternatively, if you yourself are technically apt enough to do coding things, you can replace step 2 and 3 with "figure it out yourself".

    As a side note, JABS along with a multitude of my plugins have seen a number of changes- one of which is the fact that all "pose" functionality is extracted to its own external plugin. I figured the isolation would make it more approachable for this sort of use case.
    Thanks for replying.

    I appreciate your advice. Especially regarding the "pose" function being it's own module.

    Once again, thank you.
  12. First of all, I just want to say thank you for making such an incredible battle system and sharing it with everyone freely. It's really kind, and it's really cool. I'm trying to play through the demo now, and I don't know if it's a skill issue, but I can't get through the bit where you have to beat 10 enemies after the two quizzes. I'd really like to try out all these weapons types, but the lack of save points is really discouraging.

    Also, maybe I'm just really stupid, but I can't figure out how this system works. I've tried reading through the help in the plugins, but I find the whole thing impenetrable. May I ask for some simple tips for getting started? Thank you in advance!
  13. rjcarless said:
    First of all, I just want to say thank you for making such an incredible battle system and sharing it with everyone freely. It's really kind, and it's really cool.
    Thank you! I am glad you're enjoying it and having fun with trying to fiddle with it.

    rjcarless said:
    I'm trying to play through the demo now, and I don't know if it's a skill issue, but I can't get through the bit where you have to beat 10 enemies after the two quizzes. I'd really like to try out all these weapons types, but the lack of save points is really discouraging.
    As a friendly reminder, the project is in-fact open to modification, and you're free to reduce enemy parameters as you see fit to accommodate your play style. As far as "is it a skill issue?", it is important to note that you are not expected to be able to defeat every enemy in that room upon arrival- the little danger indicators by the health bars explained in the previous room (that has a save point) by interacting with the book shelves mentions what the various indicators mean, and only some enemies are intended to be realistically defeated in that room. I did make sure there are enough to defeat that you can at level 6 or so.

    rjcarless said:
    Also, maybe I'm just really stupid, but I can't figure out how this system works. I've tried reading through the help in the plugins, but I find the whole thing impenetrable. May I ask for some simple tips for getting started? Thank you in advance!
    This is to be expected when attempting to leverage an entire combat system that was custom-implemented in an engine that definitely didn't plan for it to begin with.

    When it comes to "how do I use this plugin?", I think it is important to take a step back and ask yourself "what kind of game do I want to make?". The JABS engine grants you the ability to basically drop enemies (as events) on the map, and have you and your allies be able to engage in combat with them. This combat approach was inspired by Zelda and Ys, so the combat is intended to be fast and kinda button-mashy.

    The enemy data used is largely what is found in the database combined with the extra JABS note tags (described in the plugin's "help" section, see: "SETTING UP YOUR ENEMY EVENTS").

    Engagement in combat is driven by repeated skill execution, of which the skill data is largely what is found in the database combined with the extra JABS note tags (also described in the plugin's "help" section, see "FIRST TIME SETUP, THE ACTION MAP" and "SETTING UP YOUR SKILLS").

    These two things together with your awesome story-telling skills, character asset management, and map-making abilities, makes the game. I can't really help you with the latter half. I can however, provide you examples of things you can do with JABS- and that is what the "Chef Adventure" demo you were playing is intended for. To demonstrate many of the capabilities of JABS (and many of my other plugins as well) and hopefully keep you mildly entertained while its happening.

    I would encourage you pick apart the demo and spend some time dissecting the enemies, the skills, the innumerable tags (i think there are over 100 used across the demo from my various plugins, JABS included). In addition to this, pull up the project in your own RPG Maker MZ and play around on the "test oasis" map to get a grip on things. Fiddle with the tags and see what happens. Make new enemies and see how they interact based on the various tags you apply. Make new skills and see how they work- if they work.

    And lastly, my engine is not flawless. JABS alone has over 35k lines of code last I checked, and all my plugins working together amount to an extra 100k+ lines of code, so I wouldn't be surprised if there were bugs.

    Stay diligent and don't give up!
    You can do this!

    Or you can explore other ABSes that are out there and have actual documentation- because they make more of a living off it than I make off this (all my plugins are just me writing stuff for myself in my free time- hobbiest stuff, and thus free).
  14. Are some of the sample maps allowed to be use in commerical projects, with some editing?
  15. Maizarkos said:
    Are some of the sample maps allowed to be use in commerical projects, with some editing?
    I suppose you can?

    I can’t imagine these maps are particularly high quality and would wanna be used in something commercial.

    But if you’re saying you’re using em, and you produce a completed game using JABS, I’d love to see the end product :)
  16. Jragyn said:
    I suppose you can?

    I can’t imagine these maps are particularly high quality and would wanna be used in something commercial.

    But if you’re saying you’re using em, and you produce a completed game using JABS, I’d love to see the end product :)
    Alright, just making sure. Also, I tried out the newest update and I want to know if it's possible to make friendly summons like the Doom Wing skill. If so, could you explain?
  17. Maizarkos said:
    Alright, just making sure. Also, I tried out the newest update and I want to know if it's possible to make friendly summons like the Doom Wing skill. If so, could you explain?
    It isn't something that I've fully built out and supported, as I haven't needed it personally ("it" being a summon-able ally that could potentially be defeated or whatever), but something close to what you seek is an upgrade to Rupert's "Sun's Touch" skill (id181) that gets upgraded to have the sun "follow" the player.

    Something to keep in mind about things like the "Doom Wing" skill is that they are technically "actions". Sure, you see a bat that wanders around and does enemy things, but because its an "action" first and "enemy" second (see event54 on the _ActionMap), other actions cannot collide with it- including ally sword swings or fireballs etc. Assuming you've played the content and reached that boss that uses such a skill, you'll note that the encounter has two distinct enemies that are "summoned"- one being the "Doom Harbinger" (a bigger bat), which executes the skill that "summons" the "Doom Wing" enemies. The intended mechanic is that you, the player, want to defeat the summoners quickly to prevent them from summoning these invincible bats (that expire after 360 frames aka ~6 seconds per skill437).

    The summoning of the "Doom Harbinger" is actually a plugin command for JABS that spawns a designated enemy on-demand at a designated location every 15 seconds or so while the boss is within a particular HP threshold.

    snip of the event that does the summoning of doom harbingers
    1737656510105.png

    That functionality works to some extent. Its imperfect as I haven't really taken the time to refine it, but it should work mostly.

    If you're seeking something like... where you summon an ally (maybe a helper slime or something?) and expect it to just follow you around indefinitely and be interactable and fight on the same side as the player... that is not built at this time.
  18. Hey. I was wondering if it would be possible to have the demo in project form as opposed to an exe. Would make it easier to understand.

    EDIT: Ignore me! The source code is what I was looking for.
  19. Hey! awesome plugin, but whenever i try to start it I always get this error:
    Screenshot 2025-03-19 181849.pngScreenshot 2025-03-19 181422.png
    I had a ton of trouble with the other plugins too, so I only have
    J-Base
    J-ABS
    J-InputManager
    J-CA-mods
    Active right now. Can't find the problem with this, the others were pretty simple, if weird (one said it couldn't find Map110.json so i had to create that file) but i just cant seem to figure this one out.

    Thanks in advance!
  20. CrystalCat said:
    so I only have
    J-Base
    J-ABS
    J-InputManager
    J-CA-mods
    "toggleBold" comes from the J-MessageTextCodes plugin. If you only have the above four plugins, then it is unsurprising that you're encountering issues.

    I would also caution anyone against grabbing my CA-mods plugin- that was designed exclusively for my own project and may not be suited to other folks' projects.

    1742834230304.png

    CrystalCat said:
    if weird (one said it couldn't find Map110.json so i had to create that file)
    This is pointing at a plugin parameter "Enemy Map Id" (third from the top in J-ABS) and is mentioned in the Help section of the plugin under the subsection "FIRST TIME SETUP, THE ENEMY MAP". I realize the parameter name and verbiage in the help section don't 100% align, but that is what its referring to.

    1742834165107.png

    CrystalCat said:
    I had a ton of trouble with the other plugins too
    All of my own plugins are designed to work mostly flawlessly with one another.
    If you encountered issues, I'd be interested to hear about them.
    If they are issues with compatibility regarding other folks' plugins, I'd probably instead point you to talk to them to create adapter plugins or logic as I will not be adapting JABS or any of the other plugins to anyone else's code (with the singular exception of cyclone's pixel movement engine- until I finish my own pixel movement engine).