RMMZ Alpha ABS (MV + MZ)

What MV version you using with ABS?


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Any predictions for version 1.1?
Almost done. Now a little time to develop, so the process is slow, I think next week will release.


@cropots, thanks for bug report, i'll fix this.


@Yuta, key binding will be in version 1.1, wait. You can see my post about it on previous page.

Do you think it'd be possible to make your plugin compatible with Quasi's?
I'll see what can i do.

if you use quasi pathfind it will cause a lot of lag too
This plugin using own smart pathfinder algorithm on ABS maps for player and AI. 
 

Almateria

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Is it possible to bind a skill or item to a desired spot on the skillbar UI with scripts? I have a guard skill on slot 1 that I don't want anyone to place an item or skill bind over slot 1.


EDIT: Sorry, took me a day to read the post above mine.
 
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Black Mamba

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i got a problem, i created a enemy and used comment <noActive:A>, im using YEP_AutoPassiveStates for the enemy start battle with a state ("Haste" to change enemy speed)


i made the enemy desapear after sometime.


im trying to reproduce the Goblin from diablo 3


Its show state icon without the enemy appear and start battle.


<Spped:X> is not changing enemy movement speed, whats the max and min value for param "speed"?


* After the enemy desapear the icon still there.


* How to make enemy flee from the player?


* Is possible to add it own movement 8 Dir


* Is possible to change the number for images?





Other one is i set the weapon atk speed to 100 and the player attack skill param to "<reloadParam:attackSpeed-agi>"


so with more agi mora fast attacks, but when i get more them 100 agi, the attackspeed reset. is possible to fix?
 
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cropots

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Obrigado, vi que vc fala portugues, mais facil a comunicação....tenho um esquema para contagem de flechas se ainda não tiver se quiser eu lhe passo. Tambem estou com esse problema da agilidade, por algum motivo ao ultrapassar os 99 ele buga aleatoriamente, em um numero funciona e em outro nao. Vou nivelar minha agilidade em 99 apenas, acho que não tem necessidade de mais do que isso, se não fica muito apelão o arco. ehehe
 
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Black Mamba

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Obrigado, vi que vc fala portugues, mais facil a comunicação....tenho um esquema para contagem de flechas se ainda não tiver se quiser eu lhe passo. Tambem estou com esse problema da agilidade, por algum motivo ao ultrapassar os 99 ele buga aleatoriamente, em um numero funciona e em outro nao. Vou nivelar minha agilidade em 99 apenas, acho que não tem necessidade de mais do que isso, se não fica muito apelão o arco. ehehe
eu limitei o stat distribuition pra 99, mas acho q ninguem via pegar 99 no meu jogo msm heheh
 

cropots

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It would be possible to create an enemy who attacks another? Like a coperativo system.
 
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Its show state icon without the enemy appear and start battle.

After the enemy desapear the icon still there.


I will fix these bugs.

<Spped:X> is not changing enemy movement speed, whats the max and min value for param "speed"?


Standard player movement speed = 4. If speed by <0, you can't move, if speed > 7, you teleport to next map cell.


Enemy initial speed you can adjust by event setting <Speed>


In parameter <speed:X> you can use any integer from -N to N. But this parameter substract (or adds) value X to current speed.

How to make enemy flee from the player?
Try parameter <escapeOnBattle:Z> - whether to escape from player during a battle when there is no available actions or waiting for attack cooldown.

Is possible to add it own movement 8 Dir
Not

Is possible to change the number for images?
Images of what?

Other one is i set the weapon atk speed to 100 and the player attack skill param to "<reloadParam:attackSpeed-agi>"


so with more agi mora fast attacks, but when i get more them 100 agi, the attackspeed reset. is possible to fix?
Because the final attackSpeed turned out less than 0, the system dropped it to standard value. The attackSpeed can't be negative (it's like divide by 0). I would not recommend even to use attackSpeed = 0 (may cause undefined behavior). 

It would be possible to create an enemy who attacks another? Like a coperativo system.
I think yes, but only in future with party system.
 

Krythias

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Hello!


I have a question, it's possible to add more spells to the spell bar?


Thanks :D
 

4njar

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Hey, So I am wanting to create my battle sequences to be much like zelda in how you can do your moves where ever you are. I was wondering if it is possible to set the settings so the attacks are not just automatic, but so it does require you to press the buttons to do each attacks. And I am wondering if it is possible to do regular sword attacks, bow and arrow, bombs, and regular spells? I also intend to have a character hacking at a tree to get wood, mining, fishing, hunting regular animals, and rummaging through a bush or such. Is it possible to do all of these with your plugin? and what about rolling and the evade jump? pretty much everything that you see in the Zelda Ocarina of Time, and Pokemon games with sitting down and such...
 

Cats777

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Please implement collision detection for projectiles to prevent shooting through walls and other such objects. In addition, if an enemy passes between you and your intended target, then the projectile will do damage to that enemy instead. I believe this should only apply to range weapons and "vector" spells, both of which have projectiles. If you want to totally prevent cheesing, "instant" and ranged "circle" spells shouldn't be allowed to be cast through walls.


Also, it would be great to be able to change the size(and shape?) of "zone" spells.
 
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I have a question, it's possible to add more spells to the spell bar?
No, only 8. Plus 4 weapons in version 1.1.

I was wondering if it is possible to set the settings so the attacks are not just automatic, but so it does require you to press the buttons to do each attacks
I'll try something with it.

damages numbers
The plugin uses standard MV class for damage numbers (Sprite_Damage). Try use some plugin for changing damage numbers for standard battle system, it should work with ABS. 


@4njar, If implement all these features in this plugin, it will not be a plugin, but a whole engine. But you can create a large part of your ideas with anothers plugins and common events. Alpha ABS (build >= 300) supports calling common events, see in this file.

Please implement collision detection for projectiles to prevent shooting through walls and other such objects.
I'll try something with it. 


@Cats777, you're right about the walls. I tried to implement the collision detection with the walls, but it has been postponed.  

Also, it would be great to be able to change the size(and shape?) of "zone" spells.
In next updates i planned create more possibilities of customization core skill types and UI (colors and ect.)

How is version 1.1? We will have this week yet?
Yes, i need few days for testing. 
I filmed video overview of main update features. Full changelog will be in release day.


YouTube
 

Ashfaz

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I'm really excited for this update! I've been waiting for it and it's looking really great! Amazing job and thanks a lot!
 

Cats777

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@Pheonix KageDesu Big thanks for the responses. I'm pretty excited now, since this is currently the only ABS being actively updated.
 
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yeye on est la

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Hey man! love your update!


I was wondering if it is possible to hide certain part of the UI before the game loads?


Thanks!
 

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