Seismic stomp only plays particle animation around player, but I also wanted it to leave mark on the ground.
It worked after adding "this exist on caster" script in "autonomous movement" window. Now on spawn it damages enemies around the caster, not above her head.
Also I figured that piercing tag is must-have for area skills.
I really need backwards movement or a way to fix character in place while changing directions. We discussed it in private massages. Answer pleeeeease
[MZ] JABS - J's Action Battle System
● ARCHIVED · READ-ONLY
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Made a little footage of my learning progress :kaopride:
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Also I tried to run boss battle at the end of chief adventure and it said oops mistake. Do I have outdated version or its just not finished?
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And when I try to run the newest project from /rmmz-plugins from your Git, it doesnt launch
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In one of the posts, he has Chef Adventure 0.4.0, but you can find the latest demo, 0.5.0, from here.Also I tried to run boss battle at the end of chief adventure and it said oops mistake. Do I have outdated version or its just not finished?
For my project, I had encountered an error, "Missing skill master map." I had copied over all the plugins then placed them in order, but still hasn't started up for me. I am using MZ3D with it, but another user had success. Is there detailed instructions or a template?
This is what I've done so far:
Adjust resolution to match original project
Copy over the folders
Copy over the action and enemy maps
Add over the notes
Console log gives me this error:
Error: Missing skill master map.
at Function.DataManager.getSkillMasterMap (J-ABS.js:17569)
at Function.DataManager.createGameObjects (J-ABS.js:17547)
at Function.DataManager.setupNewGame (rmmz_managers.js:254)
at Scene_Boot.$.start (MZPlusQuickStart.js:41)
at Scene_Boot.start (mz.js:19)
at Function.SceneManager.updateScene (rmmz_managers.js:2101)
at Function.SceneManager.updateMain (rmmz_managers.js:2057)
at Function.SceneManager.update (rmmz_managers.js:1938)
at Function.Graphics._onTick (rmmz_core.js:800)
at TickerListener.emit (pixi.js:9474)
SceneManager.catchNormalError @ rmmz_managers.js:2030
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Heya @DrFreeman - thanks for giving JABS a whirl!
I commend your bravado in trying to combine JABS and MZ3D!I am using MZ3D with it
Once upon a time, I attempted such a feat myself and was met with failure (like, a couple years ago). I attempted to troubleshoot myself, but due to the source code of MZ3D being obfuscated at the time, I wasn't able to find resolution. I see many new versions have released since I last tried though, so good luck on that!
I know its lengthy, but I'd encourage you give the "plugin help" a once over!"Missing skill master map."
Specifically, the section about setting up the "action map" (sorry for naming inconsistencies).
You can find that right over here.
Or, if you're not feeling like reading in the browser, here's a snip of that:
tldr; in the plugin parameters of JABS, there is an "Action Map Id" number that has to be set to your project's action map. If ya just scaffolded it off my plugin settings, you probably also used my default map id, which is 2, while yours looks like its 14. Update that plugin parameter to the correct map id, and it should find the map and resolve that issue.
At the time of writing, my current efforts on the demo project are being poured into chapter 4- a WIP- which can be found over here. However, if you're just looking for the latest as far as my plugins are concerned, I'd direct you over to the dedicated github repo I have for it- I work on it now and again and usually that is ahead of what you'll find in the demo.In one of the posts, he has Chef Adventure 0.4.0, but you can find the latest demo, 0.5.0, from here.
I haven't updated the "sample project" inside of /rmmz-plugins in forever, and don't intend to. My coding process doesn't actually use that anymore- I just build the plugins and push em over to chef adventure for testing. I'll remove that project to avoid confusion in a future update.And when I try to run the newest project from /rmmz-plugins from your Git, it doesnt launch
I'm not sure what "oops mistake" translates to as far as bugs or anything are concerned. To be frank, the demo game is just that- a demo. It is by definition incomplete. That being said, all the content that is in there should play and operate- no errors or anything.Also I tried to run boss battle at the end of chief adventure and it said oops mistake. Do I have outdated version or its just not finished?
Sorry, I've been pretty busy with personal life and endeavors etc, and haven't taken the time to author the script you talked about in the private message (which is why I haven't replied there).Seismic stomp only plays particle animation around player, but I also wanted it to leave mark on the ground.
It worked after adding "this exist on caster" script in "autonomous movement" window. Now on spawn it damages enemies around the caster, not above her head.
Also I figured that piercing tag is must-have for area skills.
I really need backwards movement or a way to fix character in place while changing directions. We discussed it in private massages. Answer pleeeeease -
Hi Jragyn,
I wanted to make some changes to the J-ABS script in phase 1 of the battler.
One that you also wanted to do, if I understand the notes you left correctly.
And the second one, which is really a matter of preference.
The first one allows you to modify the safe zone via the comments in the enemy database.
For the second one, I wanted to modify the enemy's retreat when it is in phase 1 to add a little more randomness (instead of forcing the enemy to retreat 100% of the time on the first attempt, it has a 70% chance of retreating and a 30% chance of stepping aside).
My changes may not be perfect, but they work, so I thought they might save you some time and possibly interesting to others.
I've attached the changes. -
Everyone thanks for your answers! I reinstalled the project and don't have a problem with a boss room anymore, guess I just broke something while trying to figure how it works.
@Jragyn I understand that you are busy, not hurrying or something. I'm glad you didn't forget about it.
I'll work on non-combat locations and plot for some time. -
Btw I noticed that if you use a skill with knockback on yourself you actually jump forward.
It can be used as jumping skill if we turn off the damage.
It can also be used to make jumping monsters. They aren't able to use normal move skills for some reason. -
I have to admit, I never really thought of this situation, but its kind of entertaining to think about lol. When I circle back to hitbox interactions someday, I'll keep that in mind.Btw I noticed that if you use a skill with knockback on yourself you actually jump forward.
The movement of enemies is purely self-managed (as in, they manage their movement and are in a perpetual state of "movement" to handle them maintaining a particular distance). And you're right, I don't believe I permitted enemies to use mobility skills- not for any particular reason, just wasn't something I personally needed so I didn't implement it (with the exception of gap closing). Similarly, I imagine if you tried to make an action event that controlled follower movement, it'd probably also not work (untested). Unsure on how the player would behave if an action event actually forced the player to move, though.It can also be used to make jumping monsters.
They aren't able to use normal move skills for some reason. -
I am thinking of a system where the character can cast spells for health after all mana is depleted. Would it be hard to implement? Where should I look in the code?
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Hi Jragyn,
I noticed that <onCastSelfState:[x,x]> causes an error: “Unable to read the ‘chance’ property of undefined.”
Error in JABS:
/**
* Dances with RNG to determine if this onChanceEffect was successful or not.
* @param {number=} rollForPositive The number of times to try for success; defaults to 1.
* @param {number=} rollForNegative The number of times to try and undo success; defaults to 0.
* @returns {boolean} True if this effect should proc, false otherwise.
*/
shouldTrigger(rollForPositive = 1, rollForNegative = 0)
{
// 0% chance skills should never trigger.
if (this.chance === 0) return false;
I modified the code in J-SkillExtend to resolve the issue.
While I don't see any problems arising from this modification, I must admit that I am not entirely confident.
In any case, it resolves the error. -
Hi Jragyn,
I noticed that <onCastSelfState:[x,x]> causes an error: “Unable to read the ‘chance’ property of undefined.”
Error in JABS:
/**
* Dances with RNG to determine if this onChanceEffect was successful or not.
* @param {number=} rollForPositive The number of times to try for success; defaults to 1.
* @param {number=} rollForNegative The number of times to try and undo success; defaults to 0.
* @returns {boolean} True if this effect should proc, false otherwise.
*/
shouldTrigger(rollForPositive = 1, rollForNegative = 0)
{
// 0% chance skills should never trigger.
if (this.chance === 0) return false;
I modified the code in J-SkillExtend to resolve the issue.
While I don't see any problems arising from this modification, I must admit that I am not entirely confident.
In any case, it resolves the error.
This sounds like a flaw in the regex if it captured a tag for this but was still missing the chance somehow. I’m in the process of rewriting much of that particular plugin so I’ll look into that closer.
Probably in the realm of “skill costs” though I wager it would be a little more than a simple tweak- there are entire plugins written around using HP as a resource for skills.I am thinking of a system where the character can cast spells for health after all mana is depleted. Would it be hard to implement? Where should I look in the code? -
It seems that monsters see everything 360° and through walls. Are there built-in tools for setting line of sight or should I add another plugin?
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Oh, I found it in the plugin description. -
It kinda works with the add of Proximity Sensor plugin https://forums.rpgmakerweb.com/index.php?threads/proximity-sensor-rmmz.161696 -
What's the point of Enemy Map
Enemies and their data are already stored in database (F9)
Is there something that can't be written there? -
It kinda works with the add of Proximity Sensor plugin https://forums.rpgmakerweb.com/index.php?threads/proximity-sensor-rmmz.161696
like many many things in JABS, its on the agenda to make enemies obey line of sight, but I just haven't gotten around to it. I cannot speak to the integration of the proximity plugin you've found, but if it works for you, great! :)
This map is a map used for the plugin command in JABS that generates enemies as a part of an event instead of pre-existing on the map. I've largely used it on conditional spawning of "rare" enemies that sometimes appear on the map with an message alert. An example of this lives on the "Preparing to Ascend" map (map id=26) in the demo.What's the point of Enemy Map
Enemies and their data are already stored in database (F9)
Is there something that can't be written there?
in the plugin command, the "enemyEventId" correlates to the event id on that enemy map. -
Thanks!
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I got a little confused with your github
I use Chef Adventure as a base
You said newest code lives in rmmz-plugins/src
I looked there and there are more files and folders that are not present in the demo project
Like abs/core folder
It seems that you separated huge j-abs.js into several files
But when i try to use files from rmmz-plugins everything breaks
That's it :kaosigh: