Dream Engine { Quasi ABS V2.00 }

Vassim74

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It is a shame, the source hasn't been updated in several months, so either he is updating it on his own local PC, or he got busy and let this go.


On an sorta related note, I kinda have been messing around with this(the original qABS from quasi) and (without any sort of official permission) been trying to do things with it, like make it more... hmm, customizeable? like, I build a simple HUD for the player since I didn't find one that easily just... worked. (unless I messed up in the setup) I functionalized a few other things like realtime regen/poison, etc. If anyone is interested in this, I might be able to create like... a post or something on here officially... somewhere...
I believe Quaxi open sourced his work because he didn't plan on supporting them anymore, so pretty much any modifications you make to it would be consider your own fork of the plugin project. I have considered making an ABS game for some time in the future (my current project was actually supposed to be ABS, but I'm satisfied with its current direction), so it would be nice to see what you've done so far. :)
 

FoxySeta

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Can I ask support with the original Quasi ABS here? Because now that it is no longer supported its topic is closed...

So i was looking for a script call that sets up a new enemy and I found this in the plugin source code:
Game_Event.prototype.setupBattler = function() {
var foe = /<enemy:([0-9]*?)>/i.exec(this.notes());
var disabled = $gameSystem.isDisabled(this._mapId, this._eventId);
if (foe && !disabled) {
this.clearABS();
this._battlerId = foe[1];
this._battler = new Game_Enemy(this._battlerId, 0, 0);
this._battler._charaId = this.eventId();
this._actions = this._battler.enemy().actions;
this._skillList = [];
this._aiRange = this._battler.aiRange || QuasiABS.aiLength;
this._aiWait1 = 0; // wait for action
if (QuasiABS.aiSight && !this._battler._noai) {
this.setupAISight();
}
for (var i = 0; i < this._actions.length; i++) {
this._skillList.push(this._actions.skillId);
}
this._respawn = -1;
this._onDeath = this._battler._onDeath;
this._noPopup = this._battler._noPopup;
this._dontErase = this._battler._dontErase;
this._team = this._battler._team;
}
};

I know nothing about js so I was wondering how to call it (the event where the script will be called is different from the one set up as an enemy, but on the same map). Thanks in advance!
 

Jragyn

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Can I ask support with the original Quasi ABS here? Because now that it is no longer supported its topic is closed...

So i was looking for a script call that sets up a new enemy and I found this in the plugin source code:

I know nothing about js so I was wondering how to call it (the event where the script will be called is different from the one set up as an enemy, but on the same map). Thanks in advance!
I've been pretty busy with school and haven't looked at plugins and such very much lately...
But a script call to create an enemy? If I recall correctly, enemies require an event base, meaning the event has to already be on the map. This plugin doesn't create events as far as I know (haven't looked too deeply into it), so I'd say this plugin doesn't have the capability to generate an enemy via script call in its current state.

I'm sure one could do some JS wizardry, and come up with a means of using JS script calls to generate a new event that has all the necessary properties to be an enemy via this ABS, but that is something that is beyond "off the top of my head" responses like this.

Sorry pal. If I have time after my quarter is over, I'd love to come back to this and see if I can't clean it up or something, but my quarter isn't over for another month, so it'll be a while.
 

FoxySeta

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I've been pretty busy with school and haven't looked at plugins and such very much lately...
But a script call to create an enemy? If I recall correctly, enemies require an event base, meaning the event has to already be on the map. This plugin doesn't create events as far as I know (haven't looked too deeply into it), so I'd say this plugin doesn't have the capability to generate an enemy via script call in its current state.

I'm sure one could do some JS wizardry, and come up with a means of using JS script calls to generate a new event that has all the necessary properties to be an enemy via this ABS, but that is something that is beyond "off the top of my head" responses like this.

Sorry pal. If I have time after my quarter is over, I'd love to come back to this and see if I can't clean it up or something, but my quarter isn't over for another month, so it'll be a while.
Don't worry, you've been very exhaustive. I was probably ambiguous when I wrote "sets up": I was actually referring to a preexisting event whom ID is a parameter of the script call.
(Still waiting for replies if someone would be so nice to)
 

gece

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I am using quasi ABS in my game.

I have problem with skill configuration via weapons. I have weapons hold the skill for the player. It works fine when I equip one weapon but when i equip a second weapon, the first weapon's skill doesn't show up and overriden.

I need help to edit the plugin js file. And edit the stuff that deals with weapon skills in the Game_Actor class.

Skills gets overridden by the last weapon, So need to change that to a merge instead.

If there is anyone to help me about this, i m ready to pay for effort and would like to give him thanks and credit for my game.
 

Bank777

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I'm add script <team:1> and <team:2> to enemy and run game, Enemy it does not move. Is there a way to fix it?
Thx
 

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