Alpha ABS 1.2. (Pre Release)

What MV version you using with ABS?


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Zekken

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@BK-tdm I think it just simply create <ABS:1> skill and give it to the enemy

You can see the example in Build 980 DEMO here :
 
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BK-tdm

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I gave an <ABS:1> skill to an enemy as its only means of attack but nothing hapened at all, then mixed it with other non type 1 skills and they used all but the <ABS:1> skill, will check the demo and try again.

Edit: now that we're on it, can enemies be assigned <noTarget:1> type skills?
 
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Zekken

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@BK-tdm and about your previous question, it's seems that we can only decrease the skill panel amount but not increase it nor bind it to a new key. Maybe it will be implemented in the future.

If I see in the build 980 DEMO, yes it can. Enemy can use <noTarget:1> type skill.
 
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BK-tdm

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The <noTarget:1> issue on enemies was solved (silly me trying it on a fixed direction enemy) thanks.

Now im noticing a bigger issue, using "Yanfly Save Core" plugin i made a custom game over screen where you can either quit to title screen or open the save/load screen to reload a previous save, trying to load the save results in nothing being loaded (freezing for a bit then "error" sound) and immediately exiting this screen crashes the game.

Tried it whitout the plugin and a new save same issue, the worst thing is that this happensif you go to the tittle screen after a game over too and try to load from there.

If you quit the game entirely and re open it you can load any save just fine but making the player close the game everytime they get a game over is not my intention.

Im getting two errors, the first one being a maximum stack call error when trying to load a save after a game over from the main menu screen (disabled yep save core, no other save plugins present)
Alpha_ABS_1128_public.js:2053 RangeError: Maximum call stack size exceeded
at Function.ABSSkillLoader.checkParams (Alpha_ABS_1128_public.js:7828)
at Game_SkillABS._checkParams (Alpha_ABS_1128_public.js:20029)
at Game_SkillABS.initialize (Alpha_ABS_1128_public.js:19838)
at new Game_SkillABS (Alpha_ABS_1128_public.js:19808)
at Game_SkillManagerABS.push (Alpha_ABS_1128_public.js:20257)
at Game_Actor.learnSkill (Alpha_ABS_1128_public.js:14250)
at Game_Actor.<anonymous> (rpg_objects.js:3566)
at Array.forEach (<anonymous>)
at Game_Actor.initSkills (rpg_objects.js:3564)
at Game_Actor.setup (rpg_objects.js:3442)
console.error @ Alpha_ABS_1128_public.js:2053
Alpha_ABS_1128_public.js:2053 Using AlphaABS [Build: 1128 ; on MV 1.6.1]
console.error @ Alpha_ABS_1128_public.js:2053
Alpha_ABS_1128_public.js:2053 RangeError: Maximum call stack size exceeded
at new BaseTexture (pixi.js:24258)
at Bitmap._createBaseTexture (rpg_core.js:775)
at Bitmap.get (rpg_core.js:817)
at Bitmap.get (rpg_core.js:1000)
at SpriteUIContainer.Sprite._refresh (rpg_core.js:4207)
at SpriteUIContainer.Sprite._onBitmapLoad (rpg_core.js:4172)
at Bitmap.addLoadListener (rpg_core.js:1513)
at SpriteUIContainer.set (rpg_core.js:4000)
at SpriteUIContainer.Sprite.initialize (rpg_core.js:3978)
at new Sprite (rpg_core.js:3946)
console.error @ Alpha_ABS_1128_public.js:2053

Second one while trying to load form game over screen/mid game (loading in game is a YEP_SaveCore function) gives this error:
Alpha_ABS_1128_public.js:6154 Uncaught TypeError: Cannot read property 'getIndexUnderMouse' of undefined
at AASpellPanelManagerMenu._updateInfo (Alpha_ABS_1128_public.js:6154)
at _thread2.AA.setInterval (Alpha_ABS_1128_public.js:6005)
 

The A-ster

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This occurs every time I get in range of an enemy.

Error1.PNG
This happens whenever I add my skills into my class

Error2.PNG

These are screenshots of the skills.

S1.PNGS2.PNGS3.PNG

Any help would be appreciated. I disabled every plugin that I figured would be clashing with the plugin, and I watched the tutorials a few times.
 

Tea's Jams

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Hey this is a great plugin, I'm having loads of fun with it! You did a great job! :LZSjoy:
 

BK-tdm

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Is there a way to force an enemy action (ABS:1 skill to be more precise) to be used towards a certain event/location? It would help a lot with boss attack patterns.
 

knightrider

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Using build 1128 on 1.6.2 I get Uncaught TypeError: AlphaAbs.getVersionInfo is not a function.

And on switching to build 1044 the game loads, no errors. But abs system does not work on maps with <ABS>
 
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Now im noticing a bigger issue, using "Yanfly Save Core" plugin i made a custom game over screen where you can either quit to title screen or open the save/load screen to reload a previous save, trying to load the save results in nothing being loaded (freezing for a bit then "error" sound) and immediately exiting this screen crashes the game.
Thank you for find it, i will try to fix issues with "Yanfly Save Core"

Any help would be appreciated. I disabled every plugin that I figured would be clashing with the plugin, and I watched the tutorials a few times.
Please, use latest build, on screenshots i see that you used 902, it's deprecated (too old one)

Is there a way to force an enemy action (ABS:1 skill to be more precise) to be used towards a certain event/location? It would help a lot with boss attack patterns.
Thank you again, i will think about it. If you can explain your idea in more detail, it will be good


@knightrider , You can get some help on Discord Server: https://discord.gg/8EE6PMv
 

BK-tdm

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Thank you again, i will think about it. If you can explain your idea in more detail, it will be good
Think bosses from games like Megaman or Metal Slug, they shoot projectiles to a certain direction not the player if you could scrip call an enemy to shoot a no target abs 1 skill you could make boss "patterns" where the player can dodge projectiles.
 

The A-ster

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@Pheonix KageDesu Thank you! If I may request something for future builds? If the visual equipment could be visible on non-abs maps as well?

Because as of now, if the map doesn't have the, "<ABS>" notetag, it won't show the equipment. It personally kills the mood for me when it goes from a fully customized person to a pretty drab person in a map change. Thanks!
 

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