Quasi ABS

Quxios

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@cropots That's related to the movement plugin again. For movement plugin you need to be next to / touching the objects collider to interact with it. So push F10 ( to show colliders ) and adjust the vehicles colliders so you can interact with them since they might be too far away from the player.

@Spy Thanks for finding that and offering a solution!
 
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cropots

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Thanks! Is there any possibility of future update so there is character animation sword?
 

cropots

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How do I change these names?

Capturar.PNG
 
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Spy

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Hello,


I have a problem with the animations.


The animations are not centered on my character maybe it comes from QuasiSprite and the size of my spritesheet?


Clic gif image ->


Animation.gif


Thanks for your help.


...
 
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cropots

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Olá,


Eu tenho um problema com as animações.


As animações não estão centradas na minha personagem talvez venha de QuasiSprite e do tamanho do meu spritesheet?


imagem gif Clic ->


View attachment 37234


Obrigado pela ajuda.


...
Beautiful work, congratulations.
 
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Quxios

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@cropots Take a look at this post + my reply:





As for changing the names, which name? The skill name is based off the name you set in the database for it.


@Spy Animations by default play at the center of the skill's collider. So you can have the skill start ontop of the user instead ( so don't use the "infront: true" setting ). But I'll probably add in an extra parameter to the animation action so you can play an animation on the user.
 

Spy

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The solution was so simple ...


Thank you !
 

cropots

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Cooldown - Range -MP Cost - Desc.... I wanted to put in my language.
 

Quxios

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Well I just updated the JS
https://github.com/quasixi/Quasi-MV-ABS-Demo/blob/master/js/plugins/QuasiABS.js

  • Fixed the SE bug
  • Added a new action "user animation animationID" will play an animation at the users location
  • Renamed the ondamage action "animation" to "animationtarget" because it wasn't for playing animations, need to fix the documentation on that as well. If this is set to 0, it will play the animation at the colliders location, if set to 1 it will play at the targets location.
 

Spy

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Cooldown - Range -MP Cost - Desc.... I wanted to put in my language.




Search the plugin "QuasiABSHudA" and translates:


Lines 423, 431, 439, 447


Only edit the text in the " " 
 

cropots

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Sorry the question but where do I add this animationtarget? With the old version just select the animation that it runs, after update it does not work anymore.
 

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The [trail] stopped working or am I doing something wrong?
 

cropots

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There is a conflict with the YEP_ItemCore plugin. If the plugin is setted a maximum number of weapons, skills set by weapons do not work. In this case only the right skills set by classes.
 

Quxios

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@cropots The animationtarget goes inside the <absOnDamage> tag, it defaults to 0, which plays the animation on the collider, but if you want it to play it on the target then you would do something like:


<absOnDamage>
animationTarget 1
</absOnDamage>




If there was no target it will play it at the skill collider.


Though I'm not sure what you mean by "With the old version just select the animation that it runs, after update it does not work anymore. "


Ah right yanfly doesn't put the notes back into the weapons/armors. I'll look into it but can't see when I'll get around to fixing it.


@Magha88 you're right, I forgot to remove a line when I was debugging trail. It should work now:


https://github.com/quasixi/Quasi-MV-ABS-Demo/blob/master/js/plugins/QuasiABS.js
 

cropots

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Sorry English, I use google translator. Now it works well. Skills for weapons would have an infinite range of possibilities, setted only classes will be very limited. The problem I have the itemcore and itemupgradeslot working together and I can not rule them so. But thank you for your attention.
 

cropots

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Just I need to know if you could tell if this conflict will be fixed. If possible, I will wait and focus on other parameters of the game. If you can not or have no idea, I will finalize the system and leave only for classe. Thank you.
 

cropots

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Hello,


I have a problem with the animations.


The animations are not centered on my character maybe it comes from QuasiSprite and the size of my spritesheet?


Clic gif image ->


View attachment 37234


Thanks for your help.


...
Could you explain how to set up an animation before the fireball? I would be grateful for that information.
 

Spy

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Could you explain how to set up an animation before the fireball? I would be grateful for that information.


Yes no problem :


<absSequence>
user lock
animation 6
wait 30
picture fire#[3-15] true 2
move forward 500 50
wait 15
</absSequence>


Animation with id 6 is played before the fireball.
 

cropots

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Yes no problem :



<absSequence>
user lock
animation 6
wait 30
picture fire#[3-15] true 2
move forward 500 50
wait 15
</absSequence>


Animation with id 6 is played before the fireball.
Thank you very much. Atmosphere Your game is sensational. You are using tileset or parallax?
 

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