1st, Are the assets in Chef’s Adventure free to use for commercial purposes and if so, who do I need to credit?
It has been a while since I thought about that, but I do believe there are paid assets in there. Be a good person and don't use them in your completed games!
Secondly is it possible to offset the vertical positioning origin of event sprites?
"offset event sprites" as a feature, period, is not something I really explored with JABS. However, I am bad at asset creation/modification, so this is something I've been implementing (see the bottom).
3rd, how does field damage, hit rate (EX-Parameter) and all the Special-Parameter in your engine behave?
when I first spun up JABS, I repurposed hit/guard since "missing/evading" in an ARPG-type game is conceptually different than it is in a turn-based battle type game. Thus, hit/guard now are directly associated with parrying. Parrying is explained in the documentation (I think?), but tldr; chance to negate/block a skill hitting a battler from the front (see: Star Ocean the second story). Most other parameters operate as one would expect. Magic evade/reflect are not implemented at this time (on the agenda). Counter is the trigger rate for "counter guard/parry" types of skills (see documentation). environmental damage reduction is only partially implemented (related to a plugin I'm working on).
4th, is it possible to apply certain states multiple times?
This is a functionality I've been implementing (see the bottom).
5th, is it possible to change the attack button to a certain skill while running, enabling a dash attack of sorts?
This is not currently supported, or on my list of things to implement. However, I don't see why this wouldn't be implementable.
6th, and maybe most importantly, is it possible to create skills that trigger automatically on their own. I would like to grant a buff that periodically shoots out a seeking attack, without that the player does anything for it.
This is not currently supported, or on my list of things to implement. However, this is probably very implementable based on the current state of the codebase.
6th, and maybe most importantly, is it possible to create skills that trigger automatically on their own.
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Or make an enemy explode after dying.
There is presently two tags that relate to this:
"<onOwnDefeat:SKILL_ID, SKILL_ID>"
and
"<onTargetDefeat:SKILL_ID, SKILL_ID>"
tags that can be applied to various database objects (enemies/actors/equips/states) that would allow you to create an enemy that triggers an "i blew up" skill on-death.
7th, is it possible to detect if the player gets healed or applies a state? Or better a direct trigger for skills or common events.
This is not currently supported, or on my list of things to implement. I would need to know more to assess the complexity of implementation of this (like an example effect you're desiring to happen).
> A way to change the keyboard and controller inputs, or at least a brief notion on where to make some hardcoded changes.
I'm sorry for the inconvenience this has caused, but I still haven't taken the time to create a way to explicitly map buttons from one to another.
> Animations für Idle / damaged / hurt / state / running or a way of detecting inputs to event an instant idle.
This is not currently supported, but is on my list of things to implement. I will get around to this when I eventually get assets for characters that I intend to use that have these animations.
> Player feedback, maybe hits apply a state, that state runs a self-skill, the skill provides a cast-animation and a pose-suffix, also the enemy would not attack IMMEADIATLY after getting pushed, or stunned if there is some kind of recovery time in form of a little animation.
I'm not 100% certain I understand what is being asked for here, but in the current state (I am pretty sure) skills support cast animations, as well as sprite casting animations (pose suffix as you reference). You can create a state that will stun targets for a brief moment (30 frames?) that then can be applied to skills that also cause knockback to achieve the effect you're describing. If you're expecting instead that natively, all knockback causes a forced "stun" (possibly with some kind of sprite animation), that is not currently implemented, but may show up when the time comes that I revisit sprite animations.
Bug 1: Extending more than one skill does not work. The first skill listed in the note tag will be affected the rest wont.
This was identified and fixed in a later version (see the bottom).
Bug 2: If a skill gets two charged versions with the same tier everything just stops and the window cannot be closed.
As in, a single skill has two "tiers" of charging, but they are identified as the same tier in the tag? I'll look into it. I created the system but didn't extensively test all the permutations that could potentially be done with it.
Bug 3: It seems that the engine draws out all combo paths or something if one opens the equip menu. If I have a combo where hit A does not repeat itself in itself, but instead in a hit B, where hit B combos back into Hit A and so on the game crashes. At least if the equipment window is opened. I found this to be a problem because my boxer shall use a right-left combo indefinitely not just a left-left combo, using different sprites on both attacks.
In the custom equip scene I authored, it does indeed try to render out the path for the combos. What an interesting catch! I've created skills where the final skill combos into itself (allowing you to repeat the 4 forever of a 1-2-3-4 combo), but never tried to loop a combo like that (basically 1-2-3-4-1-2-...). I'll look into that.
Now in multiple places above, I said "see the bottom" regarding various implementations. Mostly, that is because what I've dropped as a "demo" in the main post for this is not the latest that I've created. In addition to there actually being another proper "
release", I've been yet working further on both the suite of plugins (JABS included) as well as the "demo" (
my game) content. I intended to release a proper major version update to JABS that includes a number of things, such as fixes for some of the things you've listed, as well as a full rewrite of the collision system among other optimizations. Of course, this happens when time is available to me (I do have a full time job as a developer after all), so I'm not going to promise any specific date, but expect a clean wrap-up of the content probably with a month or two, at which point I'll probably publish the updated plugins and all that.
What?
You can't wait "a month or two" to test things out?
Well, the WIP of the test project is listed as "
chapter 4" in the demo's github if you're interested in peeking at it. It has been a WIP for a while, because I wanted to implement a lot more stuff that didn't exist (ex: a quest system).