Quasi ABS

Magha88

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@Quasi About Boss demo and the door does not appear. After he died, the switch 2 [Boss End] does not turn on.
Not even <onDeath> console.log ("died") </ onDeath> worked.


Now I realized when the player freezes. It is when your hp is zero. He does not die or call the game over. Just freezes. Neither the menu can be called.
 
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cropots

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@Magha88 Comigo esta funcionando bem a questão de ativar o interruptor no boss ou mob especial. Veja se é assim que vc esta usando.


<onDeath>


$gameSwitches.setValue(101, true);


</onDeath>


101 seria o meu interruptor da porta, que abre assim que o mob eh morto.
 
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Magha88

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@cropots Sim, está assim. Eu primeiramente faço testes na demo, exatamente como ela está, apenas atualizando os plugin. E a switch (no caso da demo a 2, ou qualquer outra que eu uso)  não está ativando após o boss morrer.
 

cropots

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@cropots Sim, está assim. Eu primeiramente faço testes na demo, exatamente como ela está, apenas atualizando os plugin. E a switch (no caso da demo a 2, ou qualquer outra que eu uso)  não está ativando após o boss morrer.
Pode ser que o demo esteja desatualizado. Versao do ABS que uso eh a 0.98
 

cropots

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Quxios

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@cropots That is weird, I'll try some tests with bush soon. It really shouldn't effect the AI so that is strange.


@Magha88 Ah yeah. I found the issue already. It'll be fixed in the next update. Next update will be soon / short. I'll just look into that bush bug and try to release a fix for both at the same time.


And if you two can, please only talk in english or pm each other.
 

cropots

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@QuasiI did a test in the demo version, and the same error occurs with bush.
 
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Quxios

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@cropots That's because I haven't updated it yet. Will have it up sometime tonight.
 

cropots

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I would like to contribute their work. You have *******?
 

Quxios

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Yes I have a *******: https://www.*******.com/quasixi


Some updates:
ABS 0.992


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

  • Small Edit to the willHit() function
  • Fixed bug when loading, enemies were unresponsive
  • Fixed bug when player died, nothing happened but you can't do anything
  • Fixed bug that the <onDeath> enemy notetag was not working
  • Slight change for the enemy AI sight



Sight 1.07


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

  • Fixed a bug where bush tiles were treated as walls
  • Fixed a crash when loading a savefile
 

cropots

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Thanks!!!
 
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DarthSarlos

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hey, seems like I have some questions again, hope you can help me...


1. I'm using the "user forceskill" command for a skill that an enemy uses. I tried to force a skill that has a common event in it.
Apparently this common event never executes. Even if I tried to forceskill a skill with a common event that was in the demo, e.g. Class Change,
it plays the SE of the Class Change skill, but it does not activate the common event 
(I've tried to make a message box appear when the common event is activated for testing, but it never showed up).
Also: The SE of the Class Change Skill doesn't only play when I'm hit, but I hear it constantly when the first skill is triggered.
For better understanding how I set the first skill up there is a picture below. The second picture is just the normal Class Change Skill.
So my questions are: Why is the common event never activated when it's in a forced skill? ...and why is the forced skill executed, even if I'm not hit?


2. Can you turn an enemy into a certain direction which isn't up/right/left/down/player? eg diagonal or something in between - maybe by using angles? That would be useful for bullet hell
Not asking you to do that, I was just wondering if that was possible ^^


3. Any idea when you're going to release the version with the <absbeforeskill> tag?


4. The Ranged Attack with Trail 2, the one that teleports you to where you shoot at. From what I've seen, it teleports you there whether or not
you hit anything. Does that really make sense though? Wouldn't it be better to make the jumphere command work in the <absOnDamage> tag so that you only get
teleported if you hit an enemy? At the moment it seems way to easy to exploit (and illogical) ingame to be useful. Again - not asking you to do stuff, I'm just saying


5. Finally: how do you make multiple phases like you did in your video?


Thanks in advance again, Quasi.


Skill A.JPG


Skill B.PNG
 
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Quxios

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@DarthSarlos 


1. It might be a bug, I'll look into it soon and let you know.


2. If you mean the "direction" which they will use the next skill. Then you can use a script call like:


$gameMap.event(EVENTID)._radian = someRadianValue;


Though you won't be able to use the built in AI or use the plugin command, since they have the "aiming" built in.


But here's an example of what the plugin command is doing:


// First setup chara
var chara = $gameMap.event(EVENTID);
// Get best target from agro list
var bestTarget = chara.bestTarget();
// If no target then return
if (!bestTarget) return;
// Aim the next skill towards the target
chara._radian = chara.radianTowards(bestTarget);
// Get the best skill to use
var skillId = QuasiABS.AI.bestAction(id);
// Use the skill
chara.useSkill(skillId);




3. Most likely in the next update or 2.


4. I made it like that for testing purposes. Most of the skills included in the demo are for testing purposes and ideally shouldn't actually be used in your games. As for that <absOnDamage> tag, it would probably make more sense if it's called <absOnTrigger> as it runs when the "trigger" action is called or when a "move" action hits a target. So if you used the "trigger" action it will run the <absOnDamage> even if nothing was hit.


5. Apparently I deleted the sample project that had that phase boss in. But basically you just need 1 parallel event running to check the "phase". It would look something like:


 

DarthSarlos

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Thanks, that helped a lot.


4. The grappling hook was a nice idea though.


I see, that makes everything a bit more diffcult, but I can live with it. I originally intended to make a common event with invincibility-frames, se, animation etc everytime you get hit. It should still work with skills that move (as soon as I get the common events to work on forced skills or till you fix it, if it's really a bug), but do you have any recommendations how to make it with skills with the trigger action (which is mainly for skills that should function as skills that should hit the player if they touch an enemy; the skill for that is the first picture of my last comment) so that the player won't be insta-killed or should I find another solution?
 

DiegoLG

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Hey Quasi, how do the sword appear as shown in the demo? I know I need a sprite with the sword to appear, but when
I try to use the sprite does not work.
My game (1st image)(I'm using Fafs sprites to test). Demo (2nd image)
Sorry if I wrote something wrong.
Edit: I figured out how to do this







Screenshot_1.png


Screenshot_20.png
 
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Vyse487

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Is there anyway we can change the circle radius of sight to a cone? i feel like we could implement your sight system into a simple stealth mechanic but was curious if there was any way to change the type of radius around the enemies. if you get what i mean. 
 

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Quxios

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@DarthSarlos Mm not completely sure I understand what you're trying to do.


@Gooz If you're trying to load a save file that existed before you updated the plugins. Then you'll most likely have to delete the save files as they were "broken". If you're getting that error from a new save, then hit F8 to open the console and paste the error that the console shows.


Also too everyone else. I'm going to be slightly inactive for the new couple of days ( 1- 2 weeks ). I have some family visiting, so I'll be quite busy for a while. So if you find a bug / crash or even if you already listed one that I haven't got around to. It would help if you can post an issue on my github, that way I can have a list of every thing that needs to be fixed when I'm back to being active.

Bug reporting


If you found a bug or got a crash / error. Please don't just reply saying "Doesn't work". Please try to explain everything you did before the bug / crash. If you got a crash or error, push F8 to open the console and send me a screenshot of the error in the console, not a screenshot of the game window! I would also appreciate if you report the bug on github, just sign in and create a new issue. This will help me keep track of bugs. I get multiple bug reports a week and I easily lose track of them since I get them through replies, PM, twitter msgs, site comments, emails, ect.
 

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