RMMZ Alpha ABS (MV + MZ)

What MV version you using with ABS?


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Last public build: 1128 (25.10.2019)

Last private build: 1200 (02.09.2020)



The real-time combat system. Easy to configure and learn. Has great functionality and is easily extensible.

Features:

  • Easy configuration system and fast start
  • Mouse, keyboard, touch input supports
  • Supported big range of various type of skills and weapons
  • Party support
  • All platforms supports (mobile, web, PC)
  • Many plugin options, flexible interface (UI) system
  • Wiki pages and video tutorials
  • Discord server with 500+ people

Just battle with Party AI and many enemies






Video tutorials:


Demo game (with tutorial): https://www.dropbox.com/s/ous5sotyl31f6r6/AlphaABS_Demo.rar?dl=0
(in demo game used not last Alpha ABS build, don't use plugin file from Demo, it is outdated)

Demo project (by Jeremy Perking): https://forums.rpgmakerweb.com/index.php?threads/alpha-abs-mv-mz.66713/post-1117764

Download last public version of plugin: https://github.com/KageDesu/Alpha-ABS/releases


More information:

Plugin WebPage (information and tutorials):
https://kagedesuworkshop.blogspot.com/p/alpha-abs.html
WiKi Page (documentation):
https://github.com/KageDesu/Alpha-ABS/wiki
YouTube channel:
https://www.youtube.com/channel/UCA3R61ojF5vp5tGwJ1YqdgQ?
 
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BigToastie

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Honestly from the video this looks really good.


In terms of when you are incorporating the AI, you may want to allow users to program it in a way so you can set conditions for certain skills to use (so your AI healer will only try heal you if you are below 50% hp)


In terms of fighting itself, in an abs it might be a good idea to have a limited amount of skills in battle, and possibly only allow users to change their skills on maps with a specific notetag (safezone for example) this way people go to town, optimise their skill setup and go out, if it doesn't work they can re-refine it back at town?


Also a question, how do states work on this ABS? so if you are under 'sleep' condition etc?


Cheers :)


EDIT: Also do you want me to test it to see what I can do with this?


I know it's in Alpha but I want it :3 haha
 
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OZiO

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Going off the video alone, this looks amazing. Looking forward to what you cook up.
 
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In terms of when you are incorporating the AI, you may want to allow users to program it in a way so you can set conditions for certain skills to use (so your AI healer will only try heal you if you are below 50% hp)
Thanks, I'll think about it.

In terms of fighting itself, in an abs it might be a good idea to have a limited amount of skills in battle, and possibly only allow users to change their skills on maps with a specific notetag (safezone for example) this way people go to town, optimise their skill setup and go out, if it doesn't work they can re-refine it back at town?
While you start fight you go to the specific "battle state" and acces to menu is prohibited, but if you not fight, you can access to menu. It's like fast travel in Skyrim.

Also a question, how do states work on this ABS? so if you are under 'sleep' condition etc?
I am currently working on the states. "Sleep" - most likely you simply can not control the character as long as the state.

Also do you want me to test it to see what I can do with this?
At the moment, everything is split into many files and no instructions for use, maybe later I'll need your help.

Going off the video alone, this looks amazing. Looking forward to what you cook up.
Thanks)

Awesome!


you can use a gun?
Thanks. Technically possible, I'll work on it and answer you later.
 

Ally

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Fantastic!! if you allow the possibility of using the gun , I will pass surely on MV!


I wait another update :)
 

BigToastie

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Awesome, sounds great, keep the good work up!!


I kinda want to wait off on my combat until this is out because, I feel, my game would be better tailored to this!! :p
 

Gooz

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Very promising work!


Super nice.


How do you choose the skills that you want to put in the hotbar? Do you have a specific scene (in the skill scene maybe)?


I read you were working on states, do you plan to use SV overlay on map (like Quasi ABS)?


What about AI settings?


So many questions sry x(
 
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Gooz, thanks.


I glad to answer on your questions.


Most elements, which i am working on, only made for public Beta . In the future (after the release of Beta testing and) everything can be improved, modified and redone.


Now, i complete work on states for Beta build. 

so if you are under 'sleep' condition etc?


States with restriction "Cannot move" will be work like stun in WOW. In other words, you can't control you character while state on you.

you can use a gun?
I spend some time on this. Yes, defenetly, you can use gun, bow, machin gun and other.


You can setting magazin size for weapon, tracers (and 'bullet' speed), ammo usage (item in invertory) and ect. All this setting can be used not only for weapon, also for all spells.


ABS allow you combine over than 20 (on this moment) parameters for create unique spells. 



How do you choose the skills that you want to put in the hotbar? Do you have a specific scene (in the skill scene maybe)?
At first time i will make on standart skill scene for Beta. It's not developed yet)

do you plan to use SV overlay on map (like Quasi ABS)?
Yes, you can use SV overlay, SV motion (only 'dead'), status icon or combined (icon and overlay together).



What about AI settings?
On that moment AI (only enemies, party not support yet) has next parameters:


1) View radius (in game map cells)


2) Return radius (max distance from start point can AI chase player, if AI attack player, start point setted new) In other words, AI can't chase you infinitely. But you can disable it.


3) Run away while can't attack - will be AI run away from player while can't attack (or use spell)


4) Can search player if hear fight around (view radius)


5) Revive time - time for revive after death


6) No fight - AI not be able to fight (Train dummy for example)


Actions (spell or attack) AI choose by standard MV algorithm (like a standart battle system enemy). 


You can setting enemy in Database editor or direct on map event (uses comments). It's allow create a unique copy without create new instance in database.


For create new ABS enemy you don't need write all AI parameters in 'Note' section. All parameters has standart values, you can add only the parameters that you need.


Maybe it's hard to understand, but i try to write good documentation to Beta.
 

Ally

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Wow man! Awesome update!!!!
 

nicely

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This looks fantastic! I can't wait.
 
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@nicely, thanks)


I finished work on most of the project, in this case alpha is done.


I started work on beta release. I'm going to do documentation, demo-game, template database and ect.


Template database should allow you see what type of skills\items you can create, also you can use it for examples and play around. 


When i complete all of this stuff, you can download and use beta version.
 

Melosx

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Can't wait for beta release *-*
 

nightdragon

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This is a battle system I'm waiting for, A AI with party members.   Awesome  :D  . 


Will the enemies respawn? 


 When you add party members can you change party leader during battle? 


Will they be able to heal and revive each other plus the player during battle? 
 
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Will the enemies respawn?
@nightdragon, yes, enemies can respawn, you can set respawn time in seconds.

Will they be able to heal and revive each other plus the player during battle?
On party AI i begin work after beta release. I don't promise super AI system, but basic elements like heal, support and ect. i make.

When you add party members can you change party leader during battle? 
In first beta version - no, but after add party AI, I think it's not problem to make this.


ABS system will divide maps on two type. First type -  it's simple map where ABS not active, like you not use plugin at all. On this map you can create some town or village. For example you can regroup party, change leader, pick some quests end ect. Second type - maps with active ABS. Enemies, interface and skills will be work on ABS map, standart game events too. Also you can access to menu and save\load game on ABS map, but only if you not in fight with some enemies. Party formation (and leader) you can't change on ABS map.


It's not prohibited to allow ABS work on each map, this maps separation was done more for the convenience.


Also, about party. I have plan and some developments to create some CO-OP (multiplayer on dedicated server with host, not MMO) in future. 
 

Black Mamba

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is possible to play without mouse?
 

Melosx

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Mobile platfrom support not tested yet.
Count on me for mobile testing. I've an ARM smartphone (S5 mini called Shaylha) and an x86 tablet (Tab 3 10.1 called Banana) that  will be honored to test the abs. 


P.S. : Ye, I give name to my devices... 
 
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is possible to play without mouse?
Yes, possible. You can use touch input or keyboard for activate spells. 'Tab' key for select nearest target. If  some enemy attacked you and you not target to someone, this enemy will be selected as you target automaticaly. Moving also work on arrows keys.


But anyway, first build was tested using mouse, therefore, may be any bugs and problems using without mouse at all.


In future i will make opportunity to change key binding.

Count on me for mobile testing. I've an ARM smartphone (S5 mini called Shaylha) and an x86 tablet (Tab 3 10.1 called Banana) that  will be honored to test the abs. 


Good. But likely i need spend some more time after beta release to make special preparations to moble platfroms. Maybe first beta will work fine, i don't know, in thoery will work.

P.S. : Ye, I give name to my devices... 
It's cool :)
 

Gothic Lolita

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First of all, that's exactly what I was looking for. <3

When will be a public download release, or is one planned?
I really could have a use of this. <3 (\ô/)
 

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