[MZ] JABS - J's Action Battle System

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Started by Jragyn 521 posts Page 26 of 27 View original ↗
  1. okka2020 said:
    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:
    yeah, I have a very particular build process (written by me rather than using an existing solution at the moment) for compiling the plugins into the single plugin files that you see in Chef Adventure. If you're just looking to pluck the latest fully-compiled version of a given plugin, you probably want to peek into the project/js/plugins directory, as they are compiled there (though that project is also out of date and probably doesn't even run, so don't try- it'll probably be removed later).
  2. I tried to rebind quickmenu to Esc button by changing J.ABS.Input.Quickmenu lines in J-ABS and J-ABS Input manager, and it worked, but for some weird reason Enter button also still works... What could I miss?
  3. okka2020 said:
    I tried to rebind quickmenu to Esc button by changing J.ABS.Input.Quickmenu lines in J-ABS and J-ABS Input manager, and it worked, but for some weird reason Enter button also still works... What could I miss?
    The code I wrote regarding input management augments the existing RMMZ implementation by adding ontop of it as compared to replacing or swapping any of the buttons.

    to accomplish what you're desiring would require a more comprehensive rewrite of the input management (which is why i chose to augment instead of replace).
  4. Solved by changing 13 to 27 at the beginning of the line
    This number represents a button in JavaScript, didn't know that
  5. Btw why there are the same passages of code both in input manager and j-abs? Is it necessary?
  6. I asked AI to make a script for backwards movement instead of strafing and it works, but obviously only in vanilla RPGM. I'm not sure I can make it work with your plugin without breaking something...
  7. I managed to do so with another script, but without diagonal movement. Also it would be nice to tune down the speed a little, i suppose we cant move backwards as fast as forward
  8. When I launch Chef Adventure, colors in game become more dim in the few first seconds, do you know the reason?
  9. You didn't program skill collision with walls and objects?
    I tried to do so via regions tab in rpg maker but it didn't work
  10. I managed to do backwards movement with diagonals but still don't know how to tune down it's speed
  11. Need a way to make larger events, tried that plugin bit its not quite compatible with JABS and cyclone movement. Any possible solutions?
  12. I cant enable character animations with poseSuffix tag in the newest version.
    It used to work fine in older version, when poses weren't a separate plugin
  13. I know this is an old thread but I wanted to ask. Is it possible to have work along side the regular turn based combat gameplay. I wanted to do something similar to how metaphor handles over world gameplay.
  14. K-apple said:
    I know this is an old thread but I wanted to ask. Is it possible to have work along side the regular turn based combat gameplay. I wanted to do something similar to how metaphor handles over world gameplay.
    Don't know who is metaphor, but I suppose it's possible to do in every action battle system, as they don't delete basic RPGM functionality. This thread seems kind of abandoned though.
  15. okka2020 said:
    Don't know who is metaphor, but I suppose it's possible to do in every action battle system, as they don't delete basic RPGM functionality. This thread seems kind of abandoned though.
    Metaphor Re:Fantazio. In that game the player can attack enemies based on your weapon type in the overworld. And if your stronger than your enemies you can just kill them outright and skip the turn based battles. I wanted to have a similar system in my game.
  16. K-apple said:
    Metaphor Re:Fantazio. In that game the player can attack enemies based on your weapon type in the overworld. And if your stronger than your enemies you can just kill them outright and skip the turn based battles. I wanted to have a similar system in my game.
    Ok. Maybe I'll play it or watch a review.
    Уou don't need ABS for skipping battles, just make a condition that checks your level when you touch the enemy, if it's much higher then play hit animation and delete the enemy event.
  17. K-apple said:
    I know this is an old thread but I wanted to ask. Is it possible to have work along side the regular turn based combat gameplay. I wanted to do something similar to how metaphor handles over world gameplay.
    last I checked, I had something in the ABS engine that caused issues with the enemy visuals in a standard turn-based battle. I haven't revisited this in some time due to personal reasons, but believe that what you seek is probably possible with some tweaks- that I don't have the time to make right now.

    You very well could build a system independent from JABS that handled this, though, and it'd probably be a heck of a lot lighter (JABS is heavy due to the lengthy list of features it has).
  18. Hello Jragyn,

    first of all, let me thank you from the bottom of my heart for this hard worked project you’ve shared, it is really great! It is so great indeed that I am adapting my nearly 3k hour project into a project that fits your engine.

    I’ve played around with your demo, read what I could find and sorted out some questions. Now just a few remain, and I hope you find the time to answere thosse

    1st, Are the assets in Chef’s Adventure free to use for commercial purposes and if so, who do I need to credit?

    I am asking because I think I saw Visustella assets used and wondered if I need to buy their license for it. Or do I need to swap out every asset? (What I intend to do is to use placeholders for a proof of concept)

    Secondly is it possible to offset the vertical positioning origin of event sprites?

    Because attacks to the side, underneath the players feet so to speak, are not visible but the hitbox is there, messing with the readability of danger.

    3rd, how does field damage, hit rate (EX-Parameter) and all the Special-Parameter in your engine behave?

    4th, is it possible to apply certain states multiple times?

    5th, is it possible to change the attack button to a certain skill while running, enabling a dash attack of sorts?

    I would primarily want to use that to make very slow attacks, that would get run out by the player. So to prevent that the dash attack would be faster and therefore still in front of the player.

    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. Or make an enemy explode after dying.

    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.

    So that if the player heals itself there is a chance it shoots out a spark, if that spark hits there is a chance to apply burn, if burn is applied there is a chance to heal the player, and so on or something. (Obviously making a hard end so it doesn’t somehow super rarely cylcle for half an hour or something xDD)

    As my 8th question, I will just list things that have been mentioned already and I also wish for:

    > A way to change the keyboard and controller inputs, or at least a brief notion on where to make some hardcoded changes.

    > Animations für Idle / damaged / hurt / state / running or a way of detecting inputs to event an instant idle.

    > 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.

    And to end my post, I may have found some bugs, preserved in my version of Chef’s Adventure and my project.

    Bug 1: Extending more than one skill does not work. The first skill listed in the note tag will be affected the rest wont.

    Bug 2: If a skill gets two charged versions with the same tier everything just stops and the window cannot be closed.

    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 equipmentwindow 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.

    Well, thanks again for this great engine and I hope this post finds you well.
  19. Reyarius said:
    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!

    Reyarius said:
    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).

    Reyarius said:
    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).

    Reyarius said:
    4th, is it possible to apply certain states multiple times?
    This is a functionality I've been implementing (see the bottom).

    Reyarius said:
    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.

    Reyarius said:
    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.

    Reyarius said:
    6th, and maybe most importantly, is it possible to create skills that trigger automatically on their own.
    <snip />
    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.

    Reyarius said:
    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).

    Reyarius said:
    > 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.

    Reyarius said:
    > 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.

    Reyarius said:
    > 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.

    Reyarius said:
    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).

    Reyarius said:
    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.

    Reyarius said:
    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).
  20. Jragyn said:
    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!
    Sure thing, would have been too awsome if it were also a collection of free to use assets, so I figured it wouldn't hurt to ask.

    Jragyn said:
    This is not currently supported, or on my list of things to implement. However, I don't see why this wouldn't be implementable.
    That would be awsome!
    Jragyn said:
    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.
    If you could implement that it would make a lot of cool things possible.
    Jragyn said:
    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.
    Thanks for that I'll look into that soon!

    Jragyn said:
    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).
    Let me paint a picture of what I would like to realize to explain this.

    The player finds an item granting following effect: If you land a critical hit, heal 1% HP.

    I would like to make the effect happen via a state that is applied by obtaining the item. The state would have a notetag with a skill ID. That skill would heal the user of 1% MHP. The state should activate that skill each time a crit lands (on crit).

    Other states could activate a corresponding skill if the player receives healing (on heal) or recovery of sorts. Even better would be a way to check if the player has applied a special state on an enemy and use that to make a skill fire off.

    In the end, I would like to create certain mini effects that could bridge to each other to make certain effect chains. Like if you crit you heal => if you heal you shoot a homing attack that applies burn => if you apply burn you get stronger.

    I am working on a Roguelite so to speak, and if I could have random effects chain into each other that would be awesome, I just would need a way to check for certain things (like did I just land a crit, apply a state, kill an enemy so on) and then execute either skills or common events on those occasions

    Jragyn said:
    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.
    That would be an awsome quality of life improvement, making the games feel more like our own.

    Jragyn said:
    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.
    I am currently creating my own basic charactersprites, if you tell me what you would need I surely would lend you something of my stuff if it would help.

    Jragyn said:
    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.
    I mean like the enemy wants to attack and will do so in 60 frames, maybe 55 frames into the wait period it gets stunned, then after the stun is over it will attack in the next 5 frames, or so it currently feels. I would like to have the enemy make an empty attack after any kind of interruption so that the enemy has to wait its 60 frames again before attacking.

    I mean even better would be any kind of wind up time for enemy attacks so there is a more clear visual indicator to parry attacks, that windup time could simply reset after getting hit, then attackspeed becomes more important.

    Jragyn said:
    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).
    I am really excited for this!