I have not updated anything since you last posted.If the resolution of the project is changed the gamepad doesn't work anymore, I don't even understand why that happens.
But is the resolution change made with the game running?If the resolution of the project is changed the gamepad doesn't work anymore, I don't even understand why that happens.
Regarding controllers:If the resolution of the project is changed the gamepad doesn't work anymore, I don't even understand why that happens.
When you leave a menu from the main menu there is a big possibility that the game crashes, I have seen this in the demo, I have not tested it in a new project.
View attachment 183432
View attachment 183433
I have been through this error before.
Go to MOG_EventText.js
Go to line 83
Add this piece of codes
if (this == null || this.event() == null)
{
return;
}
I remembered that there are 2 or 3 of these errors. If you guys see anything like this happen again, try to track the line of error, and put in some code to handle null value in the same way that I did.
This is not offtopic! A perfectly valid question considering the nature of this thread (being for an action battle system).sorry for offtop. But will you planning to make a follower be active in battle? Maybe they will just attack phisicly, no use magic. Or beign lile class using magic: for example one slot per active follower, attack magic for black mage and heal for white mage, knight only attack, ant thief...I dunno steal, or trow stones or something?
My documentation is lacking, so the questions would not be entirely your faultI'm finally implementing this system into my game...
prepare for a bunch of stupid questions from me![]()
My documentation is lacking, so the questions would not be entirely your fault
The demo itself goes over most the primary functionality, providing you copy-pasta templates for how to setup enemies, skills, the action map, etc. I also wrote it in hopes of being slightly entertaining while you learn, so hopefully that is a useful tool to ramp you up. The rest is just leveraging the system to build your dreams ~
I am actually pretty impressed, too! Most things I've found this engine choke with is other systems that work with events (where I really rewrote stuff). I am glad this works in your favorusing your demo I implemented the whole thing in under an hour & I can't see any problems with it, it's even not interfering with any of my other plugins, which is incredible.
At this time, the HUD remains largely static. They are all optional components for the most part, and can largely be replaced by other HUDs (see: moghunter's HUD). The only thing that would need to be woven in is the state display which I'll probably extract out of the HUD entirely for cross-compatibility (along with customization like X/Y coordinates for readjustment). If you're referring to the other components of the HUD (log, action keys), when I made them I was hoping that other RM devs would take and extend them with beautiful things, but no one has done such as far as I know, haha. I'll have to look into modularizing and customizing them. On the sidelines I've already heard that as a recommendation, and it makes sense but has just been a low priority for me.I would how ever love to know how I could change the location of some of these huds tho. They are over lapping some of my other HUDS I have on my screen.
It would be amazing if the plugins had a few things you could adjust, things like that.
The gamepad stuff was actually pretty straight-forward. You can see the actual button mapping in-code here. The part where input mapping to actions happens in this section of code (the all-catch for input). As far as having a friendly means to remap stuff, I've been procrastinating that as well. If you can't tell from the "quick menu" I built, building menus is neither my forte nor something I enjoy a whole lot, so if a reason comes up to build a new menu (like for remapping buttons and keyboard inputs) I usually try to avoid itI'd be also cool to know how you assigned a some of these functions to buttons on the game pad. pressing start opens a menu. I'd love to be able to set up a few of my other buttons to do stuff.
I'm not actually familiar with MZ3D, I had to look it up just now when you mentioned it. At-a-glance I am only kind of surprised that it works without flaws. I can't view the source code (the author has it obfuscated/minified because money reasons I'm guessing), but I imagine it is only rewriting the way the maps are drawn and not how the events move or interact. Still, this is quite an amazing discovery!BRO, OMG THIS ACTUALLY WORKS WITH MZ3D!!!!
I COULDN'T BE ANY MORE HAPPY!!!!!!
Let me know if you have any further questions. I released it as a proper plugin because its usable in its current state, but it is still ever a work in progress as I discover things that are in need of improvement or features missing (such as ally AI etc).I'll be riding with this tho, it works fantastically & I'm sure once it's all up and running it should run flawlessly.
This was not extensively tested. I'll investigate it and get back to you.Strange thing happens. First i do a plugin command JABS Disabled, and then i do teleport to other map. And got an error Maximum call stack size exceeded. I dont need that the Jabs be active in save zones, but i can't disable it on one map an do teleport to another, cause this error allways appear.
F little update - even if i do teleport to the same map, error appear. So the problem diffinately with teleport thing.
I didn't realize that was a problem, must've glossed over that detail. I assume its a similar issue, though I'll need to look into it (again). Thank you for your diligence in testing this, I've not really explored the idea of turning off JABS despite putting it in the plugin as a function. In my personal project I just leave it on 24/7 lol. I debated turning it off in-towns, but having to turn it on if I wanted to do something uncommon (like breaking out of jail by attacking the cell bars or something) was quite a hassle. So I just left it on all the time and haven't tested it much beyond what people report back to me here.Did you find ot why game freezing? JABS disabled and try open a menu (item, status, ect) its just stuck. Game work, but controls dead.
This actually is a bug! I haven't tried leveraging other HUDs with JABS, though I _thought_ I had it setup so that the HUD was detached from JABS... oops. Sorry about that pal. I'll go ahead and get that fixed right away. That is no bueno. If you want to use moghunter's HUD instead, you should be able to! (it is gorgeous and flexible after all)but you can't actually delete the JABS hud out of the plugins library without getting an error msg when the game starts
As you suggested, lines 818 and 819 are the ones you'll want to swap.Which part do I need to edit to change around the A & B buttons?
// other code...
0: J.ABS.Input.A,
1: J.ABS.Input.B,
// other code...
// change to this:
// other code...
0: J.ABS.Input.B,
1: J.ABS.Input.A,
// other code...
// note the swapping of what is being assigned to 0 and 1.