I used version 1.1 , I think I found some bug , when player move far away from enemy until their lost of seen "Enemy will return to old spot where player found it"
I tested it in <returnRadius : 100> will be ok , zombie not retun in old spot , but zombie can followed player anytime and anywhere if player don't kill it , actually zombie will be not followed player if lost of sight and not return to old spot.
I tested it in <returnRadius : 100> will be ok , zombie not retun in old spot , but zombie can followed player anytime and anywhere if player don't kill it , actually zombie will be not followed player if lost of sight and not return to old spot.
Thanks for report. I will fix broken things. It's not always possible to check everything after big changes in code.
About images, don't worry, your pictures you can specify in the plugin parameters (not yet for all, but I'm working on it)
I used version 1.1 , I think I found some bug , when player move far away from enemy until their lost of seen "Enemy will return to old spot where player found it"
<returnType: 0>
0 - default, fast (teleport) return
1 - normal return (with normal speed)
2 - not return at all, stay at last position where player been lost from sign
Great, looking forward to the next update. Hoping that you would consider my suggestions:
-multi hitting skills. (firebolt lvl 10)
-multi hitting attacks. (thief double attack, monk triple attack)
-make <speed:X> affect the enemy (spell that can slow movement, e.g. "agi down")
-player damage color Redwhile the enemy damage is in color White.
-RadiusSelect.png is rotating at its center while casting a skill. (it adds dynamics to the game)
-skill can knock back enemies 1 tile or more. (firewall, storm gust)
I haven't tried these three notetags yet but they are a great addition to the plugin.
calling a common event run when battle starts, stops or monster dies has so many uses!
<cEonStart: X>
<cEonEnd: X>
<cEonDeath: X>
A Build 903 is available on GitHub. That only fixes some bugs and issues.
I created my page on ******* https://www.*******.com/KageDesu, who is interested in Alpha ABS, please support me. Everyone who will be my patron will receive a small updates of the Alpha ABS plugin every week. (Also, you first will receive the updates of other plugins when they are available). Now I am preparing an update with the addition of new features to skills.
With your support, I will have an incentive to further develop Alpha ABS, and also to develop new plugins. Thanks.
For not my patrons new build also be available, but less often (once at month maybe)
Hi Phoenix, it was a good idea creating your own ******* page, I just became a Patron to show my support.
Edit: Here is a report of a bug that I found, well not really a bug but just a minor visual glitch.
Found a bug where the item acquisition message was displaying twice for Weapons. For Items, it's displaying fine. I'm not sure with Armors but I have also tested this with the 901 build and they have the same bug.
Edit1: tested with Build 903, it has also the glitch.
Edit2: It seems that putting the Alpha_ABS_build_903 above Yanfly Plugins fixes this problem.
Edit3: Thank you for fixing the <escapeOnBattle:1> bug,
Is there a chance of a temporary workaround for RadiusSelect.png and Target.png while you are working on the option to specify images through plugin parameters?
Other than that, I can make due with it for now, thank you.
Edit4: BTW since Build 903 is quite stable (at least for me), I've begun using it as the current ABS plugin for our current game, haven't found any additonal bugs yet other than the above mentioned as of writing this but i'll let you know when I do.
Edit5:
Here is another minor visual glitch where the enemy would display the Zzz balloon whenever it is afflicted with a negative state. (tested with all builds)
As you can see in the video, I have equipped a "Freeze Katana" that has a 34% chance of inflicting the "Frozen" state to the enemy with each hit. Upon successfully inflicting the state, the Zzz balloon pops up from the enemy indicating that it has been afflicted by the negative state.
Although, there is a workaround to this by editing line 3924 on the plugin and changing "this.requestBalloon(10);" to "this.requestBalloon(0);" without quotes. I though It'd be better to inform the developer so there might be an option someday to include this in the plugin parameters.
Edit6:
I'm not even sure if this is a bug, so I apologize beforehand if it isn't, but when Alpha_ABS_build_903 is higher than YEP_CoreEngine on the Plugin Manager, you can't set Skills to the Skill/Item box. Putting it below YEP_CoreEngine lets you though...I included footage of the Plugin Manager in the video.
Edit7:
Now this one I am sure is a bug. I've just tried out the "cEon" commands for build 903. I am able to call common events with the commands; <cEonStart: X> and <cEonDeath: X> But I've noticed that whenever you do that, you are not able to loot items from a defeated enemy.
Edit8:
Found a bug where the player could not acquire XP in order to Level up. Tested with the current 903 build and compared to the stable Alpha_ABS.js build.
Sorry for my bad english btw. not my first language... =(
Hi!, great job on the Impulse and Multi-hit skills! really buffed the Mage/Wizard class for me.
Also, thank you for making player damage red, and allowing us to specify our own RadiusSelect.png
Upon further testing, I've created a Bug Report for the new ABS Build 910 along with a few suggestions:
ABS Build 910 Bug Report
1.) Enemy is recovering hp to 100% when being released from a state.
This seems to happen when an enemy is repeatedly hit by a skill that applies a negative state, In the case above; "Frozen." I've shown that it doesn't happen in the older stable build.
2.) Enemy can be knocked back into impassable tiles when targeted by skills at certain directions.
This seems to happen only when the enemy is hit by a Skill when facing Up, Down, Right or Left then hitting them a second time from a diagonal approach.
note: for google drive video; download if can't view, Vimeo only allows me 500mb =(
Suggestions:
-don't allow knockback when 0 damage.
4.) Game Over map ID; when dead player is transferred, becomes transparent.
tested with Stable build, which also has this bug.
note:
The red circle is just meant to show the player location when transferred to the Game Over map, it was made with Khas lighting plugin.
The player is Transparent when transferred to the Game over map at X,Y coordinates 0,0
Suggestions:
-run common event before death. (so we can play SE and animation)
-allow to specify coordinates X and Y when transferring to the Game Over map.
5.) <noMove: 1> Enemy attacks in only one direction.
Tested with Build 910 and Stable build, It does not happen with the Stable build.
My other suggestions for next build:
1.) Random direction knock back in notetag.
<impulsetype: 1>
0=normal
1=random direction
2.) Delay between damage on Multi Hit.
-the current multi hit is ok but a bit too fast if the enemy is standing when hit by a non impulse skill, can we have an option to make it slower by inserting a short delay between hits?
3.) Now that we have multi hitting skills and in/out knockback, here are a few tips which can make use of it.
Floor damage skills. "create tile regions that damage enemies continuously so long as they are stepping on the tile."
ex: Magma pool, "creates a hot magma pool for 10 seconds that damages enemies that walk into it knocking them further toward the center when they step in."
ex: Blizzard, "creates a blizzard that lasts for 5 seconds in an area, damages enemies multiple times knocking them back in random directions then leaving them frozen."
Hello everyone, I would like to find a solution to a problem that arose in my project, I hope you can help me ... the version I use is RMMV 1.6.1, and I use the ALPHA ABS 1.2 build 910 plugin .. This is the problem : "can not read property" makeDamagePopUp "of undefined", happens when I save in an ABS map and close the project and reopen it to load the game, and even if I access a normal map, and then charge the game and login to an ABS map, it also happens, I hope you can help me.
Disable all other plugins in case maybe it was a compatibility failure but it did not work
This may be a minor error
When my second member switched to MAP ABS and then switched to MAP without ABS, and then switched to ABS, now the second member is no longer active.
This may be a minor error
When my second member switched to MAP ABS and then switched to MAP without ABS, and then switched to ABS, now the second member is no longer active.
Might be good to post screenshots, videos to better help the dev understand your problem. I personally haven't tried the party system so I can't give reports about it yet...
Might be good to post screenshots, videos to better help the dev understand your problem. I personally haven't tried the party system so I can't give reports about it yet...
Alright, I've been testing the Build 910 again and came up with more suggestions, plus one glitch I found.
BUG Report:
1.) HP/MP regen visual glitch.
Just a minor visual glitch where the HUD would continuously show HP/MP Regen values despite the player reaching 100% HP/MP.
Suggestions:
1.) Enable/implement ex-param: counter attack, magic evasion, magic reflect.
The counter attack at the trait window doesn't seem to occur even if I set it to 100? Same goes for magic evasion and reflect.
Perhaps it's not implemented yet? If not, I hope this feature gets implemented someday in future builds.
2.) Enable custom skill for basic attack. (maybe set notetags for weapons?)
reason: the basic attack is always tied to skill 0001 by default.
edit: let's say I have a spear type weapon, I want the spear to to have these inherent properties:
<range:2>(spear can hit enemies at 2 cells away)
<impulse:1> (spear has a piercing effect, every attack can knock back the enemy.)
edit: silly me, it looks like <range:X> already works for weapons by default, simply place it in the notetag and it will modify the Attack skill.
now we just need <impulse:X> to be enabled for weapon notetags so it can have the knockback effect. (weapon Impulse)
3.)Allow <reloadTime:x> on weapons (allows variation in attack speed with different weapons e.g faster attackspeed when using knife, slower when using swords and even slower when using axes.)
nevermind, I solved this using <reloadParam(*)+attackSpeed> (*)= agi based formula for varying attackspeed.
You need to give a weapon an attackSpeed trait, adding a fixed value to the attack speed. It can also be used to make other items such as armor to give flat attackspeed bonus/reduction.
4.)Make <castTime:x> allow formula input, so we can decrease casting of different spells based on parameters (matk, mdef, etc.). e.g.
The idea behind this is that if you want your mage/wizard to scale lategame, you'd want to give them the ability to reduce the casting time of their spells, in contrast to having a fixed casting time for each spell. The concept is very similar to the attackspeed reduction formula above.
x=200-(mat + mdf/25)
mat=80
mdf=70
x=106 frames.
5.)Items that can reduce/increase the result of <castTime:x>, maybe in the form of notetags?
example:
Incantation ring;
reduces cast time by 30. <itemcastTime: -30>
Casters mitten;
reduces casting time by 10% of matk and mdef. <itemcastTime: matk/10+mdef/10>
6.) Allow to adjust the position of the select target circle. (refer to image)
I adjusted the target circle above by modifying the Target.png file on the ABS image folder (from the old Stable build), but I think it might be better to have the option as a plugin parameter in the future, I am hoping for that.
All in all the Build 910 is great, The multi hitting spell and impulse knockback really buffed the Spellcaster class for me. I can now make a fully functional mage class for our Project, which will have her own mini events as part of the story.
Edit: On a sidenote, new version v0.15b of our game "Charao Life" has been released.
Which uses the stable build of Alpha ABS. (Version 1.1 (21.10.2016)) https://www.*******.com/TripleSevenRPG
cedr777, in build 915 i will fix some bugs what you found. But for the week yet not all. In the next build, I will also continue to fix the bugs you found. Perhaps I will have time to realize some new features. Thanks for you suggestions and videos, it's really helps me a lot.
No worries man, take your time.
And glad I could help.
Edit: Job well done with the States <cEonStart: X> param Phoenix!, with this you've just unlocked the "Advanced State Animations" for the Plugin. By far the best feature with the 915 build for me.
I will post a video in a few days what we can do with this nifty little notetag.
Edit: And also, thank you for the Targetselect circle parameter, i didn't check it had that feature built in already.
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
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