Quasi ABS

Fafs

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Hi, @Quasi
1. Is there anyway to when a enemy is hit by a skill turn "invunerable" (immune for taking damage from any source) for a brief moment and remain in a "being hit" position (target pose hit) for the same moment?
 

Quxios

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@cropots If you can, push F8 to open the console when you get an error and put a screenshot of the console. But I will test it myself soon.

@Fafs You can make the skill give it's target an immune state. But atm you can't do the second half ( having it stuck on a pose ).
 

cropots

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TypeError: undefined is not a function
    at Object.QuasiABS.Manager.removeEvent (/js/plugins/QuasiABS.js:779:14)
    at Game_Loot.aoeCollect (/js/plugins/QuasiABS.js:3252:24)
    at Game_Loot.collectDrops (/js/plugins/QuasiABS.js:3226:12)
    at Game_Interpreter.eval (eval at <anonymous> (/js/rpg_objects.js:10439:10), <anonymous>:1:18)
    at Game_Interpreter.command355 (/js/rpg_objects.js:10439:5)
    at Game_Interpreter.executeCommand (/js/rpg_objects.js:8897:34)
    at Game_Interpreter.update (/js/rpg_objects.js:8805:19)
    at Game_Map.updateInterpreter (/js/rpg_objects.js:6082:27)
    at Game_Map.update (/js/rpg_objects.js:5989:14)
    at Scene_Map.updateMain (/js/rpg_scenes.js:417:14)
 

cropots

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Now it is working well. I will do more tests to see if I can find any more trouble.
 

amazonwalrus

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Do  you have  a step by step guide on creating a zelda style game? I downloaded your stuff. 
 

Lakaroth

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@Quasi i have try to play the Demo, i have follow the steps
Create New Project


Close it
Overwrite files from demo
Play


But i have this error:

 

Quxios

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@amazonwalrus Which part would you need help doing? Imo it wouldn't be much work, just turn off the popups in the plugin manager, grab a hud plugin to display the players hp with hearts. And that would be it?


@Lakaroth I just tried it myself and it worked fine. Which version of MV do you have? I have 1.2.0 ( you can find out by clicking on help > about... )
 

Lakaroth

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@Lakaroth I just tried it myself and it worked fine. Which version of MV do you have? I have 1.2.0 ( you can find out by clicking on help > about... )
 Thanks for your answer, i have update it today, is the latest version...
 

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Hi Quasi,


I firstly just wanted to say a huge thank you. Your work is incredible and I really appreciate all of the hours you must have put into this.


I do have a question/suggestion. When attacking an enemy, the hitboxes used are the ones from QuasiMovement as defined in Player Box and Event Box. I use larger spritesets and when I use a ranged attack on an enemy, I have to hit the feet because that's all the hitbox covers - ie, headshots miss. I have played around with the settings in QuasiMovement and experimented with either moving the hitbox to the head or having hitboxes that cover the full body and it works better for combat. However, in the field it doesn't work so well because of the RPG perspective. In the RPG perspective it's best to have the hitbox on the feet as otherwise you have your character's head bouncing off walls which looks bad.


Is there a way around this? Would it be possible to have two separate hitboxes - one for tracking how events interact with each other (QuasiMovement basically) and one for tracking ranged attacks in combat?


I appreciate it's a really specific set of circumstances and if it's not something you feel needs to be worked on then fair enough!
 

Quxios

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@Lakaroth Then can you push F8 to open the console, and show me the error log on that.


@Ultros4 Thanks!
Hmm it is possible. I was actually thinking of adding multiple colliders into my movement plugin. One for collisions and a separate one for interactions. Not sure if I'm willing to do the additional work though, as I would probably have to modify most of my plugins. But maybe, I'll think about it.
 
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ain

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Is there anyway to remove the red circles/squares?


Or at least change them to a nicer color like a medium gray
 

Magha88

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@ain


F10
or
In plugin QuasiMovement: Show Boxes, false
 
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Ultros4

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@Ultros4 Thanks!
Hmm it is possible. I was actually thinking of adding multiple colliders into my movement plugin. One for collisions and a separate one for interactions. Not sure if I'm willing to do the additional work though, as I would probably have to modify most of my plugins. But maybe, I'll think about it.
@Quasi Thanks for the answer! And that's fair enough. I thought it might take a lot of work so it is what it is! Also, I had another issue with movement in relation to ladders. I can't pass over any tile marked as a ladder if it passes over a tile marked as solid. I tested this in the demo too by adding a ladder and I couldn't pass it.
 
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Fafs

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Is it possible to assign an item (like a potion) to the hotbar? Does the same plug-in notes <absSettings> works as well with the items database? Like if I want to create a bomb that can be thrown, deal area damage and wich is a consumable ( 0 bombs = no uses).
 

Quxios

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@ain Just like Magha88 said. F10 toggles it on and off, and you can set the default display in the parameters. It also only appears / can be toggled during play test. So it should never appear during a deployed version.


@Ultros4 There should be an example of ladders in the master demo's 1st map. You have to use region boxes to create ladders.


@Fafs At the moment no. I was thinking of creating a separate plugin / addon that will do this. But that would also be a lot of work. There's a few "simple" work arounds, you can get a plugin that adds additional parameters, a plugin that adds additional skill cost options for a skill, then run a common event after the skill is done to use up skill cost.
Example:
Make a new parameter called "bombs"
Make a skill that costs "1 bomb"
if the user has 1 or more "bombs" then use the skill
After the skill is used, remove 1 bomb

Though idk if there's a plugin for additional skill costs yet. I'll probably create one myself, and write up a quick tutorial on how to achieve what I just said.
 

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Hello Quasi, great plugin !


I just have some questions, can we change the key for the keyboard or the gamepad ?
 

Ultros4

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Thanks @Quasi. I've been experimenting with Teams using Enemy Configuration. Even when I use <team:0> or <team:1> the enemy still comes right for the player and attacks. It will only attack an enemy on team 2 if it happens to walk next to the enemy on their route to the player. The player also gets EXP when an enemy kills another enemy.
 

Quxios

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@Itchys You have to change the parameters in the plugin. As for gamepad probably not with my plugin and it's made for keyboard and I won't be adding gamepad stuff cause I don't have a gamepad to test everything. You can try adding another person input plugin and change the keys to w.e. keys they use. For example in my input plugin you input keys as "#Key" format, other input plugins will probably just have it in a "Key" format.


@Ultros4 Yeah I'm aware. I just added the team note tag to the doc's cause many people ask if it's possible to have multiple teams, have enemies attack enemies, ect. And my response was always "No, but the footwork for the code is already there". The only thing missing is to modify the A.I. since by default, AI will always aim for the player. And I probably won't be changing it any time soon. Though I will fix it so the player only gets exp from battlers not in his team, if he attacked / damaged them.
 

Jammer691

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First off, I want to say great job on this ABS. Really digging it so far. I do have a question though, and maybe its a setting im just obviously missing.
I am able to get a custom created enemy to spawn, with a proximity of 10. We do battle just fine, and the respawn trigger is set to 800. The enemy respawns with no issue, however it is not aggressive, when within the 10 proximity range. It just mills around all chill, making it pointless to respawn. What am I missing? Thanks!


Edit1: Okay, so... maybe it's just a glitch with the ABS, or maybe on a mac, I'm not sure. What I am seeing is


1. Sometimes the respawns work exactly as they should.


2. Upon testing later in the hour (without making any changes) the respawned enemy will not be hostile within range, and will not attack as described in the original post


3. Sometimes the respawn enemy is completely hostile, and will continue to attack, even when you are supposed to be out of range.


These changes seem to happen at random, and I cannot replicate either scenario on demand. Has anyone else experienced this?
 
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