Quasi ABS

Sakurahan01

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Wow I cant wate until this comes out I have been looking FOREVER for an ABS plugin for MV >__< xD when is the release date :D  I'm am looking foreword for this wonderful plugin. Cant wate to see how it turns out ^_^ :D  
 

cropots

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What would be the setting for the creation of firearms, type consecutive shots changing the arrow by a bullet image?
 

Quxios

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@Sakurahan01 I've said this many times, but it's pretty much complete. Only reason I'm still calling this dev is because there should still be a handful of bugs that need fixing. Just waiting for people to report them since I haven't found any more.



@cropots Create 2 skills, 1st still will be your consecutive shots, and your 2nd one will be the "bullet". In the first skill you will use the " user forceskill [skillId] " action sequence to call the bullet skill. So your first skill would look like
 


user forceskill 5
wait 15
user forceskill 5
wait 15
user forceskill 5
wait 15
user forceskill 5


 so it will use skill 5, 4 times in a 15 frame interval.


Skill 5 will be the "bullet" skill that does the bullet stuff and damage.
 

cropots

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Thank you very much. Do you have any estimate of when you look at the conflict with YEP_itemCore plugin?
 

cropots

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Leaving and entering the map all enemies reappear even with respawn set to 6000 for example.
 

Quxios

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Yeah entering maps resets the events to their default setup. I might be able to add some sort of "remember respawn timer" feature, idk. As for the yanfly I haven't looked into it yet, maybe in a few days.
 

cropots

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Thanks for listening. Which command to use for that particular enemy is completely removed from the game? I am setting up the buttons system, but whenever the map is reloaded, the button reappears.
 

Quxios

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No problem. At the moment there's no way to remove an enemy, but it does sound like a good idea. I'll look into adding a feature to add and remove enemies from the map since this could be useful for boss fights + can also lead into a summoning type feature.
I'm unsure about the second half of your message. Do you mean that you turn off the hud, but when you change maps it turns back on?
 

cropots

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Demo Yelda - Map Dungeon - The buttons system can only function properly if you have an option to remove the enemy completely of game. Once you go out and returns to the map, the buttons are out of order or duplicated because of the global switch.
 

cropots

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This option of complete removal of the enemy, is of utmost importance to boss and special enemies. Otherwise, the player will killing the special enemy all the time, getting the best items, XP and money without stopping.


Sorry the english. =\
 

cropots

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I found The Following Error when loading a saved game. The error occurs only if the game is saved in a map where there enemies.

Capturar.PNG
 
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Quxios

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@cropots Thanks for letting me know, I'll try to recreate it in a bit.


Edit: Also I've had this "bug" reported a few times on *******:










Though I can't recreate it. Basically the enemy AI stops responding when you open the menu. The 1st time this was reported was with the old ******* only demo, so I believe this issue was fixed since I can't recreate it. But I haven't got a reply back if they were using the ******* only demo or the latest version. So if anyone here can recreate it with the latest version let me know.


Edit:
@cropots Try to change your sprite plugin, if you are using it, to this new version




That made the save file a lot smaller for me and I can save / load. 
But I didn't have an issue with saving / loading before this fix. So 1, if you're trying to load a savefile that existed before you installed this plugin then it won't work. 2, I need to see the error log ( press F8 when you get the error ) so I know where the error is in the file.
 
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cropots

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Reported only as I noticed in a test. I'll use the same option to save in specific places in my game. Certainly will have no enemy in place and will not let enabled this feature to save all the time. Anyway, thanks for listening. I am awaiting the option to completely remove enemy, I tried alternative ways to do this without success.
 

clark

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if you set up multiple projectiles to fire simultaneously and they touch one another one stops, remains on the screen, and does nothing when it touches you or an enemy. I'd really like to be able to replicate something like the 'teeth' necromancer skill from diablo ( basically, firing multiple projectiles in a triangle formation in front of the character ) or at least like a 'breath' effect, a single triangular collider.
 

Quxios

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Well I just fixed a bug related to firing multiple skills from 1 skill, which might be related to your 1st sentence. I'll work on adding an offset angle parameter to the forceskill action. So you'd be able to do something like:
user forceskill 23 0


user forceskill 23 10


user forceskill 23 20


user forceskill 23 -10


user forceskill 23 -20


( Last value would be an angle offset, so 2nd line would be an addition 10 degrees from the forward position, 2nd line would be 20 degrees from forward position, ect. )
and it if skill 23 was some simple move forward projectile, then that sequence would fire them in a cone shape or in a spread.
 

Trias175

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Hi Quasi,


your plugin is really amazing, but my problem is, that I wanted to use some other weapons


eg. a harder bow or laser shoot or smth like that.


I've also read all entries aporadically, to find about this setting


what I've done:


- created some pictures and put it in the picture folder (tested the pictures with the bow by changing "picture arrow true 4" into "picture laser true 4")


- I've also added a new weapon ID, called like laser wapon (ID 5); before I've copied the bow status in that slot, but try to change the hints


- I copied the bow skill and took an empty slot in the skill settings (Skill 6)


- I've changed the symbol and name (also the picture name "picture laser true 4"


-  I've equiped the character with my laser weapon


here now the changing of the hints in the weapon settings from my laser weapon:


skill#: skillId


<absSkills>


1: 6


</absSkills>


Reassigns skill# 1 to skill Id 6


I thought, that I have to choose on both sides the skill ID 6, but what happen is, that in the game my mouse button is deactivated.


I tried to change the seeting as follow, with same result:


skill#: skillId


<absSkills>


1: 2


</absSkills>


Reassigns skill# 1 to skill Id 6


--------------------------------------------------------------


What can I do to add some more weapons?


thanks in advance
 

Quxios

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Not completely sure what you mean. But what that <absSkills> tag does is just remaps what ever is on the skill# to the new skill Id. So you remapped the 1st skill to skill 6, which looks like it is what you want to do. But to be able to use that skill the actor still needs to know it, so you would have to teach it to him or add it through some trait.
 

Trias175

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Hi Quasi,


thank you, I've forgot to "teach" my character.


here what I wanted to say (bottom right); the translation from "Hinweis" to english was Hints, but I had to say "notes", I think that made the confusion


btw.: how could I get rid of the red bars?

Weapon Settings.png
 
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Quxios

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Red bars? If you mean the red squares ( the colliders ), you can toggle them on / off with F10. They will only show during test play, they are are testing colliders to make sure they are where they should be.
 

Trias175

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Yes,


sorry for the bad translation; off course the colliders. I deleted them by using the plugin setting


"QuasiMovement" -> Show Boxes: "false"


but thank you again.
 
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