Quasi ABS

Cazziuz

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@Cazziuz Nope the hud isn't configurable and not sure if I'll add customization to them. Hud's, in my opinion, are very simple to create / modify. So you can request / commission a hud change. The JS file for the hud is the "QuasiABSHudA"


I see, i can understand your point of view , you have already made something that is pretty epic, and i and im certain many others have and will continue to say thank you for a very very long time. However , while for you they may be quite simple to create/modify for others it is not so easy, may i ask who you would suggest to speak to , or perhaps,who might have a hud system that will work with your ABS with out too much issue? 


Speaking for myself,  i am working on learning JS , i took a look at the Hud file a little bit ago...its pretty straight forward , but i still couldn't  tell where to change what to start moving the actual hud elements around. 


as for customization would you think the OrangeHUd system, would work decently? I am already looking at it to show player health and such , so if it might work for the other bits i  need then that would be amazing ,lol 


Either way , i really want to say thank you , as it stands ( not counting the lack of customization for huds and such) this system you made is already as good as or better than most of the ABS systems i used in Ace.
 

Quxios

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Well my reasoning for not making configurable huds is because I assume most people will want unique hud layouts that no one else is using. And in that case they would have to either commission it or request it, as adding a bunch of plugin parameters might not always be enough.
OrangeHud is a great hud that should be used for the player bar. Though it would probably need quite a lot added in to show the skill related stuff.


Before I tried to create a customizable skill bar for the abs






But got no responses / replies, so it was dropped.
 

Cazziuz

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I see, well thank you for the input and advice, ill tinker with the JS a bit , since all i really want is to change the basic x/y positioning of the skill bar, as is it gets in the way of text that is shown in the lower part of the screen. Hopefully i will be able to figure it out ,lol .


Also i do apologize for the lack of response to what should have been a much applauded thing in the ABS( i would just use that but the Dropbox link is dead)
 

alex99999

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Hello guys! is there a way to show weapon animation using this ABS?
 

Quxios

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@Cazziuz I meant for you to read just the side half. The rest is completely old, and that demo was one of the very first dev versions which is why it's not available no more.


@alex99999 Just make a different attack skill for every weapon. In my opinion, every weapon should have their own attack skill because they all have different a range, damage, attack shape.


Anyways here's the latest ABS demo! This is the demo my *******'s currently have had access too. I haven't made any changes since I don't think I've gotten any reports yet unless I missed them / forgot.
http://bit.ly/1RRKocx

And here are some doc's that were written for the previous ******* demo but it's still very accurate: http://quasixi.com/quasi-abs-documentation/
 

exodus1386

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is this pretty much the "release version" or is there a bunch of planned work to come?
 
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alex99999

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Quasi, how weapon animation i talk about the shape of weapon (sword,axe,staff,ecc'..) that show when the weapon is use.
 

Quxios

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@exodus1386 Pretty much finished. I might make a few more addons later on, but it's basically complete ( has been for like 4 months ).


@alex99999 You need to create the sprites for every weapon. So you would set up some sprite sheet using my Sprite plugin and add some extra poses like:
attacking with sword down


attacking with sword left


attacking with sword right


attacking with sword up


attacking with axe down


attacking with axe left


attacking with axe right


attacking with axe up
ect.


Then in you skill's action sequence you'll use the pose that is related to that weapon. So if you're pose was named "AtkAxe" then you would put "user pose AtkAxe"
 

Magha88

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Hey quasi, I'm trying to make a puzzle.


Please ... could you explain me how to light a fire with the fireball? I can not change the image after the death of the enemy ...


And how to open a door, turn on a switch with an arrow?


Thanks.
 

Nomi

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I got another question.


Great Plugin btw. - exactly what I was looking for...


how do I use the grapple hook over impossible tiles? Or do I just restrict movement for cliffs etc?


If so - how? Your region restiction plugin just seems to allow special regions movement, but I cant find the option to deny movement on a region
 

Nomi

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@Magha88


Use something like this: $gameSwitches.setValue([X], true); 


In the on death codeline to controll a switch. The rest is basic rpg maker knowledge.


Use the switch to change the image etc of the event.
 

Quxios

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@Magha88 Like Nomi said, just make an <onDeath></onDeath> tag in the enemy that turns on a switch, so if you want to turn on lets say switch 9, you would put:
 


<onDeath>
$gameSwitches.setValue(9, true)
</onDeath>


@Nomi At the moment you can only use the 4 different through settings:

From the ABS docs:
 


Through:



Set to 0, 1, 2 or 3.
0 goes through events and tiles
1 goes through tiles, and stops when hits an event.
2 goes through events, and stops when hits a tile.
3 stops when hits an event or tile.
Default: 0

There's also an "overwater: bool" setting that you can use to be able to let skills move over water terrain, which looks like I forgot to mention in the documentation.


Using regions for that is a bit more complicated since this is pixel based, so regions wouldn't work too well unless you're sticking to grid based mapping and movement. Though we can use the region boxes from the movement plugin, that allows certain region boxes to be passable for skills.
 

Nomi

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Hmmm, so the grappling in your boss fight (presentation video) was kinda fake? Oo


Or did you use the just grap to events function? and could have grappled throug walls etc?


If I could wish for something - it would be awesome to specialize the grapple a bit more. For example just for Events with a special tag.


So you could do something like the whip from secret of mana. (just pulling you to special marked places)
 

Quxios

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Which video was that? I don't fake anything, but I do drop some features from time to time. But if you can show me the video then I can understand what you mean.
 

Nomi

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I'm talking about the ending of legend of Yelda part 2


Where you grapple accross the abyss. I guess its a not passable tile? (otherwise it would make no sense ...thats what was ment with "fake")


If so - how do you grapple through it? Or could you also grapple through other unpassable terrain in that game? walls for example
 

Magha88

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Right. But there's no way to do this in the same event? Changing the pages? I tried that, but the enemy and fire, disappear.
I studied the demo of The Legend Yelda and each switch and fire has a different event to the next. And each of these events must adjust the X and Y to change image ...
 

Quxios

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@Nomi I didn't create that video / game was created by a ******* user. Anyways at the very end you can see he enabled the colliders ( f10 ) and you can see the lava has blue boxes, that means that skill used the "overwater: true" setting, which always the skill to move over water tiles.


@Magha88 Think you're asking something similar I got asked in a PM earlier, so i'll just quote my reply:

Go ahead and update your ABS plugin to this one:
https://github.com/quasixi/Quasi-MV-ABS-Demo/blob/master/js/plugins/QuasiABS.js


That includes the new tag for enemy's ( database )
<dontErase>


Use that along with a <onDeath></onDeath> tag and you can create your effect. Though with the ondeath tag you need to use javascript.
 


To make selfswitches easier to change, update your movement plugin to:
https://github.com/quasixi/Quasi-MV-ABS-Demo/blob/master/js/plugins/QuasiMovement.js


Now you can do something like:
http://imgur.com/a/Syt61
 

Magha88

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Sorry, I really have not seen ...
But I did like explained.
With the enemy, if I choose the image "damage"
shows the image below I chose. (After check better)
But with the fire it worked perfectly ... Thank you.


(using the translator)
 

Quxios

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Sorry, but I don't understand anything you just said.
 

Magha88

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OK. I will try to explain.


You said: "Think you're asking something similar I got asked in a PM earlier, so i'll just quote my reply:"
I have not seen this reply before... So I apologize for asking the same question.


I updated the plugin and did as the example: http://imgur.com/a/Syt61


At first, it worked perfectly using the fireball at the bonfire.
But when I used the same method on an enemy (for him to be dead on the ground):
If the enemy was the red hat girl when she died appeared the image dead blue hat girl. 


This is ok now...


Thanks again and congratulations for your work.
 
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