Quasi ABS

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Hi Quasi


Just wanted to say thanks for this great plugin. Something i have been really looking for. I also had a quick question aswell. I may be missing something but i was wondering if


it is possible to use say the ranged attack skill created in the demo but it uses the ground target type movement instead. So your character has a more 360 type movement and 


the ranged attack still has its projectile type action? I was also wondering if it's somehow possible to have a common event mapped to a keyboard configuration with your Qusai input plugin? Thanks again for all your hard work.
 
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Quxios

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@Magha88 I said that reply was from a PM ( personal message ) so only the person who had sent the msg saw my reply. So no need to apologize.


@neogeokell 

it is possible to use say the ranged attack skill created in the demo but it uses the ground target type movement instead. So your character has a more 360 type movement

So you would want a skill that you use ground targeting, and when you click a position, it shoots a projectile to that location? Also not sure what you mean by "360 type movement" skills and targeting have nothing to do with characters movement.

the ranged attack still has its projectile type action?

Again, not sure what you mean. The ranged attack is a projectile.

I was also wondering if it's somehow possible to have a common event mapped to a keyboard configuration with your Qusai input plugin?

I've heard hime's button common event plugin works with it:
 
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Ok great i will check out Himes plugin. Sorry for the bad explaination. Yes i am looking to successfully create a skill that works like the ranged attack ( it will hit anything in that direction line) but your character uses the same movement  as the your character does when using ground targeting. When i try to create this, the skill will hit the target area selected but the skill only hits that area and not the line or direction leading to that area.Hopefully that is more clear. 
 
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Quxios

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So you are trying to do something like this?
 

Sausage_Boi

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Can that arrow trigger events that are approaching the player diagonally?

This is coming along very nicely. Incredible work Quasi!
 
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Yeah that is pretty close to what im trying to do. if the target area was past the enemy or behind the enemy they still would recieve damage because they would be still in the direct path of the skill and im trying to have the player still be able to move around the map like your fire skill for example. im trying to create a skill that has sort of "stick shooter" like mechanics. something like helldivers or dead nation and how they're shooting combat is. so you would use the target area in your video almost as a crosshair, helping you line up your skill and knowing if they are within range
 
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Quxios

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Arrows works exactly the same as all other skills, so it will hit any event as long as the skill collider hits the enemies collider.


@neogeokell For shooters, you would just use how I setup the default ranged skill but lower the duration so its a lot faster. If you're taking about a laser sight effect, then no this plugin doesn't do anything with that. That would have to be a simple graphical plugin that just creates a red line with what ever distance / range, then set one edge to the player then rotate it towards the mouse.
 
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Okay i will try that and see what kinds of skills i can come up with. The laser sight graphics was a bit more fancier then i had in mind but pretty much on par with what i was trying create without the laser sight. So the range skill in the video is that something that was new or different skill configurations currently available?
 

Nomi

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I guess we all agree that the MV based movement animation and spritesheet wont be enough for this kind of game.
Looking up your documentation I read about attack animations and suchs stuff several times, but couldn't find details or examples of that yet.


Is making a new Sprite Sheet ( for running, iddle, attack etc.) part of this script allrdy? Or done by another of your scripts?


Or could you maybe guide me to a animation script that should work fine with yours?


thx


edit: About my last question. Are you planing to improve the passability for the grappling? Its an totally awesome feature!


(Don't get me wrong plz!) - But grappling over an abyss to the other side or to a special "hook"-Target seems like quite an essential to use it well.


Its just the way I know it by games like Secret of Mana etc. Just tricking that by this "grap over water" doesn't sound to promising to me.
 
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Quxios

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@neogeokell If you're taking about the twitter video i posted yesterday, then that's something that I just made in response to your post before that. So those actions aren't in the current abs.


@Nomi The sprite stuff is handled with my sprite plugin:
http://quasixi.com/quasi-sprite/


http://quasixi.com/quasi-sprite-animator/


When I was first working on this I was asking for a good sprite plugin that have a simple to use command like "playPose(somepose)", but no one stepped forward so I made my own. But like most of my stuff, my sprite plugin is a bit overkill for your usual RM user, but perfect for those that are creating custom resources.
 

Nomi

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@Quasi Creating Custom resources was my plan. Usually would have used Galvs Animation Script. Quite an amazing scripter by my experience.


But I guess your battle system will be the foundation to build on. So it makes sense to use everthing you have to offer :)


Thanks a lot mate
 

Quxios

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No problem!

Anyways, I changed the download demo link to the github repo:
https://github.com/quasixi/Quasi-MV-ABS-Demo

If you find any bugs relating to the ABS, it would help me keep track of it if they are posted as an issue in the repo. But asking questions, requests or just discussing it should be done here. I also added the documentation html page inside that repo incase anyone is willing to branch and pull request and edit if they find any mistakes or just want to make it easier to read.
 

Let's Make

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Awesome script Quasi.


Anyway is possible to trigger one switch/selfswitch/variable when character's skill hits a enemy? 
 

Nomi

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You could simply let the enemy die to use the ondeath code.


Then you instantly replace it with a new enemy.


Shlould work if u dont need it a hundred times per enemy ^^


@Quasi: I would be more interested if there are on hit effects possible like freeze or poison :)
 

Let's Make

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Good idea @Nomi  but my intent is to trigger several (self)switch or variable depending on skill that I cast on a specific event. In this way is possible to get situations different and fun.
 
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Quxios

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@Let's Make Yeah like Nomi said, you have to make use of the ondeath tag. your tag can be as long as you like, for example:
Lets make a ondeath tag that turns on self switch a, turns switch 10 off and sets variable 9 to 1:
 


<onDeath>
this.setSelfswitch("A", true);
$gameSwitches.setValue(10, false);
$gameVariables.setValue(9, 1);
</onDeath>


Haven't actually tested that code, but I think its correct.


@Nomi Not sure what you mean by "on hit effects possible like freeze or poison". Do you mean adding states on hit?
 

Let's Make

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Using this method will enemy's health be filled again?
 

Nomi

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Yeah ...states. I guess freeze is the best example.


Effects like the enemy cant move a few seconds, turns blue, maybe geta a own "frozen" animation. Such things :)


In case of fire or poison he should get damage etc.


You can call it states... but they would need to be translated to your Combat System. :)
 

Quxios

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@Let's Make You might be able to restore an enemy back to full health using an ondeath as well. 


@Nomi States do work on my abs though, as for damaging ones, they only tick once every second. You can take a look at:
http://quasixi.com/quasi-abs-documentation/#states
There's also the <stun> which won't let who ever is effected with that state use any skills until they state is removed.
And the <moveSpeed:X> changes the move speed, so you can make them slower or faster. But an immobilize you can do something like <moveSpeed:-6>, so if there current move speed was 6, it will now be 0 ( 0 move speed = unable to move ) since it subtracted 6.
 

Nomi

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Allright ...I ll take a look into it.


Thx mate
 

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