Author : Quasi & Nio Kasgami
Development language : Typescript 2.00
distribution : JAVASCRIPT 5th edition
Engine Version: Beta 1.00
Build off : of QuasiABS https://github.com/quasixi/Quasi-MV-ABS-Demo
Further Info : This the V 2.00 of Quasi ABS worked by me Nio Kasgami.
Introduction:
We all know The awesome Action Battle System (ABS) Quasi coded. It's a awesome system though Quasi decided to quit the stage of MV for reasons.
SO I decided after speaking with him, to continue the dev of QuasiABS. Although it's will be totally rewritten to a new framework for being more easier for me to work with and to extends it with new features.
SO I decided after speaking with him, to continue the dev of QuasiABS. Although it's will be totally rewritten to a new framework for being more easier for me to work with and to extends it with new features.
Expected Features :
- infinite Entity AI (both workable in moveRoute or script)
- Entity Based system
- Bullet Hell Generator
- Extendable Movement System
- Puzzle/ environnement System
- Customization Skill/Weapon Behaviors
- and Some Other
Development Page :
https://github.com/niokasgami/DreamEngine
the project is dev in visual studio 2015 but can be still use in a normal text editor.
the project is dev in visual studio 2015 but can be still use in a normal text editor.
ScreenShot :
None it's still a dev
Explaination on the entity based system:
As it's got said the system is really based on entity. A entity is a alive form. It's could be a human, a monster or a animal.
So if this a entity it's can interact with the player and the player can interact with it. It's similar to a event without the fact it's show text or activate variable.
a entity is a trigger by itself. EACH entity have a AI or a entity type. they will act on how they are programmed : Either via a moveRoute or a EntitySnipset.
they have 3 mains entity type
Although Entity type can be changed : example neutral entity can become hostile if getting attack.
AND each entity can wield their own AI. ALTHOUGH you can't force a friendly entity to attack the player this will throw a error.
for that just need if example the actor attack the friendly entity to force the entity to become hostile to him.
quick example from a EntitySnipset (simply a JS files who contain a function or class who inherit from the main entity system) :
class Game_EntitySlime extends Game_EntityBase {
constructor(id) {
super(id);
}
entityType(){
return "friendly";
}
update(){
super.update();
if(this._player.attackFriendlyEntity(this._id)){
this.turnAgressiveTowardPlayer(); // Will become Hostile to the player.
}
if(this._entity.attackFriendlyEntity(this._id)){
this.TurnAgressiveTowardEntity(this._entity); // will become Hostile to the entity who attacked the friendly entity.
}
}
}
So if this a entity it's can interact with the player and the player can interact with it. It's similar to a event without the fact it's show text or activate variable.
a entity is a trigger by itself. EACH entity have a AI or a entity type. they will act on how they are programmed : Either via a moveRoute or a EntitySnipset.
they have 3 mains entity type
- Friendly entity or a entity who are friendly to the player (can help him or attack hostile entity) depending on how they are programmed to react on certain behavior.
- Neutral entity or a entity who are neutral to everyone this could be a animal who don't attack anyone.
- Hostile entity or a entity who are hostile to the player (will attack it).
Although Entity type can be changed : example neutral entity can become hostile if getting attack.
AND each entity can wield their own AI. ALTHOUGH you can't force a friendly entity to attack the player this will throw a error.
for that just need if example the actor attack the friendly entity to force the entity to become hostile to him.
quick example from a EntitySnipset (simply a JS files who contain a function or class who inherit from the main entity system) :
class Game_EntitySlime extends Game_EntityBase {
constructor(id) {
super(id);
}
entityType(){
return "friendly";
}
update(){
super.update();
if(this._player.attackFriendlyEntity(this._id)){
this.turnAgressiveTowardPlayer(); // Will become Hostile to the player.
}
if(this._entity.attackFriendlyEntity(this._id)){
this.TurnAgressiveTowardEntity(this._entity); // will become Hostile to the entity who attacked the friendly entity.
}
}
}
Extendable Movement System :
This system will permit more control on movement behavior such, Roll, block, crawl, etc
TERMS OF USE FOR NON-COMMERCIAL AND COMMERCIAL:
- Free to use and modify.
- Do not claim the Plugins as your own.
- Header from Plugins are not to be removed.
- Plugins can be edited/modified but can not be claimed as your own.
- Credit Nio Kasgami and Quasi.
- Compatibility patches may be denied.
- Any additional terms in Plugin must be followed.
Want to request some stuff or to contribute don't hesit to pull a request on the github page.

